Unearthed Arcana: Mind Flayer
This document presents the mind flayer, a new playtest option for when you choose your character's race and class.
This is Playtest Content
The material here is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. They aren't officially part of the game and aren't permitted in D&D Adventurers League events.
Mind Flayer is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.
Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.
Psionic Commanders
Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.
When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.
Hive Mind Colonies
Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain- a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.
Hunger of the Mind
Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.
An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.
Qualith
On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.
Illithid Traits
Your mind flayer character has many similarities with others of its own race, but some do have unique characteristics which make them an outcast.
Ability Score Increase. Your Intelligence score increases by 2 and your Charisma score increases by 1.
Age. They are a simple tadpole for around the first 10 years of their lives, feeding off the energies of the Elder Brain. Then, through a process of ceremorphosis, they are placed into the bodies of enslaved humanoids in order to obtain their more perfect form. In this form they live, showing little to no signs of aging, for an average of 125 years.
Alignment. The species as a whole tend to be lawful evil. They follow a very structured society, being controlled by the Elder Brain at every move and sharing all information among one another. They also believe they are the greatest creatures in all lands and planes. Though they do have an overall agenda of universal domination, they can break free and form their own personality.
Size. Illithids tend to not vary much between themselves and mostly resemble elves and humans in size and stature, though tend to take the shape of whatever humanoid they inhabited during ceremorphosis. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
What Lies Beneath. You have four tentacles on your face that cover a circular, toothy maw. These tentacles together make a natural weapon, along with the toothy maw. Tentacles. Melee Weapon Attack: On hit, deals 1d4 + your Strength modifier bludgeoning damage. Additionally, you may attempt to grapple a Medium or smaller creature on a successful hit. Bite. Melee Weapon Attack: On hit, deals 1 + your Strength modifier piercing damage. Can only attack targets grappled by your Tentacles.
Languages. You know Common, Undercommon, Deep Speech, and Qualith, along with any other languages granted to you by your background.
Class Features
As a Mind Flayer, you gain the following class features
Hit Points
- Hit Dice: 1d8 per mind flayer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 + your Constitution modifier per mind flayer level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor
- Weapons: Club, Dagger, Quarterstaff, Dart, Sling
- Tools: None
- Saving Throws: Strength, Intelligence
- Skills: Choose two from Arcana, Deception, Investigation, Intimidation, Persuasion, and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a scholar's pack or (b) an explorer's pack
- (a) a dagger or (b) 20 darts
- (a) a quarterstaff or (b) a sling
- (a) leather armor or (b) chain shirt
Mind Flayer
| Level | Proficiency Bonus | Features | Psionic |
|---|---|---|---|
| 1st | +2 | Psionics, Aberration, Illithid Hunger | 3 |
| 2nd | +2 | Psionic Amplification | 3 |
| 3rd | +2 | Illithid Awakening | 6 |
| 4th | +2 | Ability Score Increase | 6 |
| 5th | +3 | Telepathic Disguise | 9 |
| 6th | +3 | Humanoid Talent Feature | 9 |
| 7th | +3 | - | 12 |
| 8th | +3 | Ability Score Increase | 12 |
| 9th | +4 | - | 15 |
| 10th | +4 | Humanoid Talent Feature | 15 |
| 11th | +4 | - | 18 |
| 12th | +4 | Ability Score Increase | 18 |
| 13th | +5 | - | 21 |
| 14th | +5 | Humanoid Talent Feature | 21 |
| 15th | +5 | - | 24 |
| 16th | +5 | Ability Score Increase | 24 |
| 17th | +6 | - | 27 |
| 18th | +6 | Humanoid Talent Feature | 27 |
| 19th | +6 | Ability Score Increase | 30 |
| 20th | +6 | Elder Mind | 30 |
Psionics
At first level, and every odd level after first, you may upgrade three of your psionic capabilities in order to eventually obtain your most powerful form. Additionally, your tentacles are considered appendages with which you can grapple a creature.
Certain psionic abilities have requirements. You must meet those requirements before taking a rank in that ability. Additionally, you may only take one rank in one ability per level.
When a spell or ability refers to the mind flayer save DC or mind flayer attack modifier, they refer to the following statistics:
mind flayer Save DC
mind flayer attack modifier
Tentacles
These psionic talents can modify your tentacles, allowing them to perform better at damaging and grappling.
Psionic Grip
Rank I: When your tentacle attack deals damage to an enemy, you may add your Intelligence modifier to the damage roll instead of your Strength modifier. When you choose to do this, the damage is considered psychic.
Rank II: Requires Psionic Grip Rank I. When you make an attack with your tentacles, you may also add your Intelligence modifier to your attack roll instead of your Strength modifier.
Rank III: Requires Psionic Grip Rank II. When you make an attack with your tentacles, once per day, you may add double your proficiency modifier to your attack roll instead of your normal proficiency. This feature may be used again after you finish a long rest.
Grip Specialist
Rank I: When your tentacles grapple a target, add your Intelligence modifier to the athletics skill check for the grapple.
Rank II: Requires Grip Specialist Rank I and mind flayer level 11. When a creature is grappled, they are stunned until they succeed an Intelligence saving throw equal to your mind flayer save DC which they make at the end of their turn. You may use this once, regaining the ability after a long rest.
Mind Blast
These psionic talents enable and improve your mind blast, one of the key components to all mind flayers.
Basic Mind Blast
Rank I: You obtain a mind blast that deals 1d6 + your Intelligence modifier psychic damage in a 20 foot cone once per day which recharges on a long rest. The enemy must make an Intelligence saving throw against your mind flayer save DC, on a success they only suffer half damage.
Empowered Mind Blast
Rank I: Requires Basic Mind Blast. The damage die for Mind Blast is increased to 2d6.
Rank II: Requires Empowered Mind Blast Rank I. The damage dice for Mind Blast is increased to 3d6.
Rank III: Requires Empowered Mind Blast Rank II. The damage dice for Mind Blast is increased to 4d6.
Rank IV: Requires Empowered Mind Blast Rank III. The damage dice for Mind Blast is increased to 5d6.
Rank V: Requires Empowered Mind Blast Rank IV. The damage dice for Mind Blast is increased to 6d6.
Enhanced Mind Blast
Rank I: Requires Basic Mind Blast. The range for Mind Blast is now a 25 foot cone.
Rank II: Requires Enhanced Mind Blast Rank I. The range for Mind Blast is now a 30 foot cone.
Rank III: Requires Enhanced Mind Blast Rank II. The range for Mind Blast is now a 35 foot cone.
Rank IV: Requires Enhanced Mind Blast Rank III. The range for Mind Blast is now a 40 foot cone.
Rank V: Requires Enhanced Mind Blast Rank IV. The range for Mind Blast is now a 45 foot cone.
Enlightened Mind Blast
Rank I: Requires Basic Mind Blast. You now regain use of Mind Blast at the end of a short or long rest.
Rank II: Requires Enlightened Mind Blast Rank I and mind flayer level 7. Your Mind Blast now has the special ability Recharge (6).
Rank III: Requires Enlightened Mind Blast Rank II and mind flayer level 11. Your Mind Blast now has the special ability Recharge (5-6).
Rank IV: Requires Enlightened Mind Blast Rank III and mind flayer level 15. Your Mind Blast now has the special ability Recharge (4-6).
Innate Abilities
These inner abilities of the mind flayer are general abilities that all Illithid are noticed for and will make you more noticeable as a true mind flayer.
Detect Thoughts
Rank I: You may cast detect thoughts once per day. You regain the ability to do this after finishing a long rest.
Rank II: Requires Detect Thoughts Rank I. You may cast detect thoughts once per day. You regain the ability to do this after finishing a short or long rest.
Rank III: Requires Detect Thoughts Rank II. You may cast detect thoughts a number of times each day equal to your Intelligence modifier. You regain the ability to do this after finishing a short or long rest.
Rank IV: Requires Detect Thoughts Rank III. When you cast detect thoughts using this feature, it does not require concentration to maintain.
Rank V: Requires Detect Thoughts Rank IV. You may cast detect thoughts at will.
Levitate
Rank I: You may cast levitate once per day. You regain the ability to do this after finishing a long rest.
Rank II: Requires Levitate Rank I. You may cast levitate once per day. You regain the ability to do this after finishing a short or long rest.
Rank III: Requires Levitate Rank II. You may cast levitate a number of times each day equal to your Intelligence modifier. You regain the ability to do this after finishing a short or long rest.
Rank IV: Requires Levitate Rank III. When you cast levitate using this feature, it does not require concentration to maintain.
Rank V: Requires Levitate Rank IV. You may cast levitate at will.
Dominate Monster
Requires Detect Thoughts (3) and 13th-level character
Rank I: Requires Detect Thoughts Rank III and mind flayer level 13. You may cast dominate monster once per day. You regain this ability after you finish a long rest.
Rank II: Requires Dominate Monster Rank I. When you cast dominate monster using this feature, it does not require concentration to maintain.
Rank III: Requires Dominate Monster Rank II. When you cast dominate monster on a creature, it becomes permanent.
Plane Shift
Rank I: Requires Levitate Rank III and mind flayer level 11. You may cast plane shift on yourself only once per day. You regain this ability after finishing a long rest.
Magic Resistance
Rank I: Requires mind flayer level 13. You may choose one ability score from Strength, Dexterity, or Constitution. When you make a saving throw against magic or a magical effect with the chosen ability score, you may add your Intelligence modifier to this saving throw.
Rank II: Requires Magic Resistance Rank II and mind flayer level 17. You may choose one ability score that you have not chosen before with this feature, from Strength, Dexterity, or Constitution. When you make a saving throw against magic or a magical effect with the chosen ability score, you may add your Intelligence modifier to this saving throw.
Telepathic
Rank I: You have telepathy up to 30 feet. This may be used to send your thoughts out to any number of creatures within 30 feet which includes verbal components for spells.
You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Additionally, the creature does not gain the ability to telepathically reply, despite you being able to speak to it.
Rank II: Requires Telepathic Rank I. Your telepathy range is increased to 60 feet.
Rank III: Requires Telepathic Rank II. Your telepathy range is increased to 120 feet.
Aberration
You are absolutely horrible in appearance and do not understand the customs of creatures. Any humanoid with a CR of (your mind flayer level / 4) or lower must make a DC 13 Wisdom saving throw when they see you or be frightened of you for 1 minute or until you are out of sight. Additionally, you have disadvantage on Intelligence (insight) checks against non-aberration creatures.
Illithid Hunger
You must feed on humanoid brains in order to keep your body and mind sustained. At first level, once each month, you must consume one brain or suffer disadvantage on all Intelligence skill checks and cannot access any psionic abilities.
In order to remove this penalty, you must consume one brain and wait 1 hour.
The damage with your bite attack before adding your Strength modifier is multiplied by your character level. In addition, if that creature is incapacitated then the damage before adding your Strength modifier is changed to 1d12. Finally, if the creature is unconscious, the critical damage is multiplied by 10 instead of 2.
If the damage from the bite attack drops the target's health to 0, or if the target already has 0 health for some reason but is not outright dead, the target's skull is pierced. You begin to suck out the brain, and this process takes 1 minute. During this process, you are in pure euphoria and treated as Stunned.
Psionic Amplification
Starting at 2nd level, when you consume a brain, you obtain special powers and abilities which you may reuse.
If you have consumed a brain within the last month, you may recall the euphoria and allow your body to be consumed with pure psychic energy. You choose one ability which is then amplified beyond its normal capabilities for 1 minute. At levels 6, 12, and 18 you may choose an additional amplified ability when using this feature.
You may use this feature a number of times per day equal to your Intelligence modifier. This recharges every long rest. You may instead use this feature to recall any information that any consumed brain from within the last month was contained inside.
Psionic Amplification Table
| Ability | Effect |
|---|---|
| Amplify Damage | Increase Mind Blast damage die to d8 |
| Amplify Hold | Add 2 to your grapple and stun DC |
| Amplfy Area | Change the mind blast to a sphere around you |
| Amplify Resistance | You gain advantage to magical damage and effects |
Illithid Awakening
At 3rd level, you have achieved a state of which other illithids could only dream, if they could dream. Choose one of the following from the table.
Illithid Awakening List
| Class | Description |
|---|---|
| Arcanist | Generally looked down upon by other mind flayers, you decided to take the mantle of the mage and dedicate a portion of your mind to the arcane arts. |
| True Flayer | You decide to take the name flayer a little more literal. You utilize brutal methods to accomplish your goals. |
| Psionic Master | Your mind is the pinnacle of all other illithids. Your previous Elder Brain desired your mind above all others to join it. |
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Telepathic Disguise
From 5th level onward, you are disguised in the minds of all creatures with an intelligence of 4 or above. You appear as a very indistinguishable humanoid, but, on a successful Intelligence (investigation) check against your mind flayer save DC, you are revealed to them to be a mind flayer as your illusion fails. Any creatures with an intelligence of 20 or higher are not affected by this mind trick. This ability can be selective, and you may enable or disable it per person as long as they have not seen your true form within the past 24 hours.
The aberration fear ability from the mind flayer class is disabled against creatures who see you unless you choose to drop the disguise for said creature or they succeed in making the investigation check.
Elder Mind
At 20th level, you are all but the greatest mind in the universe. Your mind is one of the rarest forms of Illithid around. You are a mobile Elder Brain in all fashions. Your Intelligence score increases by 4 and its maximum value is now 30. Once per year you must consume another Illithid's brain or you lose this ability until you consume the brain of a mind flayer. When you consume another hive's Elder Brain, you gain control of that hive. As long as you continue to consume mind flayer brains, you can no longer die from age.
Illithid Awakenings
Here you will find more detailed descriptions for all illithid awakenings you may possible learn as a mind flayer.
Arcanist
You felt the raw power of arcane energy and have, against others wills, decided it is at least equal to psionic energy.
Psionic Spellcasting
At 3rd level, your mind becomes a focal point for your arcane energy. Your tentacles may be used for somatic components and you do not need to speak any verbal components, but you must be able to think the verbal components.
Cantrips
At 3rd level, you know three cantrips of your choice from the arcanist spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcanist Spells Known table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice from the arcanist spell list.
The Spells Known column of the Arcanist Spells Known table shows when you learn more arcanist spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the arcanist spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your arcanist spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an arcanist spell you cast and when making an attack roll with one. Your saving throw DC is equal to your mind flayer save DC. Your attack roll modifier is equal to your mind flayer attack modifier.
Spellcasting Focus
Your mind is considered an arcane focus for your arcanist spells.
Arcanist Spells Known
| Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 3 | 3 | 4 | 2 | - | - | - | - |
| 6 | 3 | 6 | 3 | 2 | - | - | - |
| 10 | 4 | 8 | 4 | 3 | 2 | - | - |
| 14 | 4 | 10 | 4 | 3 | 3 | 2 | - |
| 18 | 5 | 12 | 4 | 3 | 3 | 3 | 2 |
Arcane Fullness
At 6th level, you may utilize your spells in order to satiate your need for humanoid brains. If you go one month without consuming brains then you may expend a number of spell slots equal to your mind flayer level to not suffer any penalties. You may continue to do this indefinitely until you consume another brain. This does not let you gain any benefits from Psionic Amplification.
Psionic Overcharge
At 10th level, you can learn spells of 6th and 7th level from the arcanist spell list. You may cast one of each per day by expending a total value of spell slots equal to the spells level.
At 18th level, you can learn 8th and 9th level spells from the arcanist spell list and cast them in the same way once per day. Your 6th and 7th level spells become twice per day at level 18.
If you learn a ritual spell and cast it as a ritual, and that spell happens to be of 6th level or higher, you must expend a spell slot total equal to its level in order to ritual cast the spell.
Psionic Concentration
At 14th level, you are able to hold your mind on multiple thoughts at once.
When you are holding concentration on a spell, then cast a spell that requires concentration, you maintain concentration on the previous spell as well for a number of rounds equal to your Intelligence modifier. This may only be used once and the ability to use this feature is regained at the end of a long rest.
True Flayer
You embrace the name of Mind Flayer and dedicate yourself to the strength for which all other creatures fear you.
Tentacle Growth
At 3rd level, you grow two extra tentacles. Your Tentacle natural weapon now has a damage die equal to 1d6. Additionally, you may make an attack with your tentacles as a bonus action.
Extra Attack
At 6th level, you learn much finer controls with your tentacles and may make two attacks when you take the attack action.
Mind Flay
At 10th level, you extract brains with extra efficiency. You are no longer stunned while feeding on brains and instead are considered grappled. Additionally, once per day, your enemy must make a DC 13 Constitution saving throw when you attack them with your bite. The target takes an additional 8d12 piercing damage or half as much on a success. You may use this feature again after finishing a long rest.
Wicked Deception
At 14th level, you gain advantage on all Charisma (deception) checks against humanoids. In addition, you gain proficiency in intimidation. If you already have proficiency then you can add twice your proficiency modifier to any rolls.
Strength of the Illithids
At 18th level, whenever you use your Strength modifier for a skill check or saving throw, you may also add your Intelligence modifier.
Psionic Master
Your mind becomes the pinnacle of all illithid. You dedicate yourself to empowering your own psionics.
Greater Mind Blast
At 3rd level, when you use your Mind Blast, you may instead have it be a 60 foot line that is 5 feet wide. Any Ranks in Enhanced Mind Blast add 15 feet to the range instead of the usual 5 feet of range.
Psionic Allies
At 6th level, when you use your Mind Blast, you may choose to not damage any of them if they happen to be within the range of your Mind Blast.
Mind Shielding
At 10th level, when you make a Wisdom saving throw to see if you succeed negating the charming effects of a spell, you may choose to automatically succeed before you roll. You may not use this feature again until you finish a long rest.
Reaching Mind
At 14th level, once per day, you may choose a number of creatures equal to your Intelligence modifier. If they are willing, they create a telepathic mind link that allows all of you to communicate every thought telepathically with one another. Every thought filters through you and you may, if you choose, manipulate the words being said to suit your own needs to provide a direct transcription to any other recipients.
You may also do this to a single unwilling creature, in addition to the other creatures, who must make a Wisdom saving throw based on your mind flayer save DC. If they fail then their mind is invaded and you may consistently communicate with them and have them communicate with you.
True Mind Blast
At 18th level your Mind Blast becomes stronger than any other illithid's mind. You have access to an additional rank in Empower, Enhance, and Enlighten Mind Blast.
Empowered Mind Blast Rank VI: Requires Empowered Mind Blast Rank V. The damage dice for Mind Blast is increased to 8d6.
Enhanced Mind Blast Rank VI: Requires Enhanced Mind Blast Rank V. The range for Mind Blast is now a 50 foot cone.
Enlightened Mind Blast Rank V: Requires Enlightened Mind Blast Rank IV. Your Mind Blast now has the special ability Recharge (3-6).
You also gain 1 additional Psionic point which may be used only on one of these three abilities granted by True Mind Blast.
Explaining Recharge
Recharge is traditionally a monster-only feature which allows multiple uses of the same ability. The mind flayer is a monster and in the monster manual its mind blast utilizes the Recharge mechanic. So we added the ability to Recharge for the player.
Recharge works by rolling a d6 and allowing the creature to regain its ability upon rolling within the displayed range. So if the ability displays Recharge (4-6) and you roll a 5, then the ability may be used again. This roll is made at the beginning of any turn which you are currently unable to use a Recharge ability.
Arcanist Spell List
Cantrips
- Blade Ward
- Chill Touch
- Eldritch Blast
- Fire Bolt
- Infestation
- Mage Hand
- Minor Illusion
- Spare the Dying
- Toll the Dead
- True Strike
- Vicious Mockery
1st-Level
- Arms of Hadar
- Cause Fear
- Chaos Bolt
- Charm Person
- Command
- Detect Magic
- Disguise Self
- Dissonant Whispers
- False Life
- Find Familiar
- Hex
- Identify
- Illusory Script
- Inflict Wounds
- Mage Armor
- Magic Missile
- Ray of Sickness
- Shield
- Silent Image
- Sleep
- Unseen Servant
- Witch Bolt
2nd-Level
- Alter Self
- Arcane Lock
- Blindness/Deafness
- Blur
- Calm Emotions
- Crown of Madness
- Darkness
- Enthrall
- Hold Person
- Invisibility
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Magic Mouth
- Mind Spike
- Mirror Image
- Misty Step
- Phantasmal Force
- See Invisibility
- Shadow Blade
- Silence
- Suggestion
- Zone of Truth
3rd-Level
- Bestow Curse
- Blink
- Clairvoyance
- Counterspell
- Dispel Magic
- Fear
- Fireball
- Fly
- Haste
- Hypnotic Pattern
- Lightning Bolt
- Major Image
- Remove Curse
- Vampiric Touch
- Water Breathing
4th-Level
- Arcane Eye
- Banishment
- Blight
- Charm Monster
- Confusion
- Death Ward
- Dimension Door
- Dominate Beast
- Evard's Black Tentacles
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Phantasmal Killer
- Polymorph
- Sickening Radiance
5th-Level
- Antilife Shell
- Cone of Cold
- Contagion
- Creation
- Dominate Person
- Dream
- Enervation
- Far Step
- Geas
- Greater Restoration
- Hold Monster
- Mislead
- Modify Memory
- Negative Energy Flood
- Planar Binding
- Seeming
- Synaptic Static
- Telekinesis
- Teleportation Circle
6th-Level
- Chain Lightning
- Contingency
- Disintegrate
- Flesh to Stone
- Globe of Invulnerability
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Mass Suggestion
- Mental Prison
- Programmed Illusion
- Scatter
- Soul Cage
- True Seeing
7th-Level
- Crown of Stars
- Delayed Blast Fireball
- Etherealness
- Finger of Death
- Forcecage
- Mordenkainen's Sword
- Power Word Pain
- Prismatic Spray
- Project Image
- Reverse Gravity
- Sequester
- Simulacrum
- Symbol
- Teleport
8th-Level
- Antimagic Field
- Antipathy/Sympathy
- Clone
- Control Weather
- Demiplane
- Feeblemind
- Glibness
- Illusory Dragon
- Maddening Darkness
- Maze
- Mighty Fortress
- Mind Blank
- Power Word Stun
9th-Level
- Astral Projection
- Foresight
- Gate
- Imprisonment
- Invulnerability
- Mass Polymorph
- Meteor Swarm
- Power Word Kill
- Prismatic Wall
- Psychic Scream
- Shape Change
- Time Stop
- True Polymorph
- Weird
- Wish