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### Cantrips #### Blind Spot *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** S - **Duration:** 1 round - **Classes:** Bard, Sorcerer, Warlock, Warmage, Witch, Wizard ___ You erase your image from the mind of a creature you can see within range. It must make a Wisdom saving throw. On a failed save, you are invisible to it until the end of your next turn. #### Diagnose *Divination cantrip* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** S - **Duration:** Instantaneous - **Classes:** Artificer, Bard, Cleric, Druid, Witch, Wizard ___ You touch a willing or incapacitated living creature, carefully examining its lifeforce for any irregularities. You learn the target's current and maximum hit points, its Constitution score, and any conditions it has. For the next hour, you are considered proficient with any Wisdom (Medicine) checks made involving the target and you double your proficiency bonus for these checks. This spell has no effect if used on a construct or undead. #### Eldritch Blast (Revised) *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Warlock ___ A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Energy Beam *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Druid, Sorcerer, Warmage, Wizard ___ You launch a beam of elemental energy at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the creature takes 1d8 cold, fire, or lightning damage (your choice when you cast the spell). The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \columnbreak #### Exploding Dice *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Bard, Sorcerer, Warlock, Warmage, Wizard ___ You conjure a handful of spectral dice that explode on impact with a target. Make a ranged spell attack against a creature you can see within range. On a hit, the creature takes 1d6 thunder damage. If you roll a 5 or 6 on a damage die for this spell, you deal an extra die of damage. You can only add a die of damage in this way once each time you cast the spell, or twice as many times if you score a critical hit. The spell's damage and the number of times you can add a die of damage in a single casting increases by 1d6 and 1 when you reach 5th level (2d6 and 2), 11th level (3d6 and 3), and 17th level (4d6 and 4). #### Shillelagh (Revised) *Transmutation cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (mistletoe, a shamrock leaf, and at least one club or quarterstaff) - **Duration:** 1 minute - **Classes:** Druid ___ The wood of any clubs or quarterstaffs you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using the affected weapons, and the weapons' damage dice become d8s (or a d12 for a quarterstaff held in two hands). The weapons also become magical, if they aren't already. The spell ends if you cast it again or if you let go of all affected weapons. #### Spiteful Blade *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** Self (5-foot radius) - **Components:** S, M (a melee weapon worth at least 1 sp) - **Duration:** 1 round - **Classes:** Bard, Sorcerer, Warlock, Warmage, Wizard ___ You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes linked to your mind until the start of your next turn. If the target deals damage to you before then, it takes 1d6 psychic damage, and the spell ends. At 5th level, the melee attack deals an extra 1d6 psychic damage to the target on a hit, and the damage the target takes from damaging you increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6). \pagebreakNum #### Stone Dart *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Druid, Sorcerer, Warmage, Wizard ___ You conjure a dart of stone that shoots toward a creature, object, or structure you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 bludgeoning damage. Objects and structures take twice as much damage from this spell. The spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). #### True Strike (Revised) *Divination cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Concentration, up to 1 minute - **Classes:** Bard, Sorcerer, Warlock, Wizard ___ You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one attack roll of its choice. It can roll the die before or after making the attack roll. The spell then ends. #### Water Spray *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Druid, Sorcerer, Warmage, Wizard ___ You spray a jet of water and mist at a creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the creature takes 1d8 bludgeoning damage, and its surroundings are considered lightly obscured for it until the end of your next turn, as mist blocks its vision. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \pagebreakNum ### 1st-Level Spells #### Cause Fury *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Concentration, up to 1 minute - **Classes:** Bard, Witch, Wizard ___ You incite a mindless fury in one creature you can see within range. A creature that is immune to being charmed is immune to this effect. The target must succeed on a Wisdom saving throw or become furious until the spell ends. While furious, the target can use its action only to make melee attacks or take the Dash action, and cannot willingly move unless that movement would bring it closer to an enemy. The furious target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. #### Earthen Bulwark *1st-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 minute - **Classes:** Channeler, Druid, Sorcerer, Wizard ___ A rough outcropping of stone and earth rises from the ground at a point you choose within range. This outcropping can be up to five feet wide, three feet tall, and one foot thick in its largest dimensions, and it provides cover to any creatures directly behind it: total cover for Tiny creatures, three-quarters cover for Small or Medium creatures, half cover for Large creatures, and no cover for Huge or larger creatures. The outcropping is an object that can be damaged and thus breached. It has an AC of 15, 10 hit points, resistance to piercing damage, and immunity to poison and psychic damage. It is destroyed if it falls to 0 hit points. Otherwise, it lasts for the duration of the spell and crumbles away when the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can create one additional outcropping at a different point within range for each slot level above 1st, and these outcroppings have 5 additional hit points for each slot level above 1st. \columnbreak #### Excise *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a knife or other sharp implement) - **Duration:** Instantaneous - **Classes:** Druid, Necromancer, Ranger, Warlock, Witch, Wizard ___ You touch a creature and isolate a harmful effect afflicting it, cutting it out from the creature's body. You can end either one disease or one condition afflicting the target. The condition can be blinded, deafened, paralyzed, or poisoned. The target must also make a Constitution saving throw, taking 3d6 necrotic damage on a failed save or half as much on a success. #### Vitality Burst *1st-level necromancy* ___ - **Casting Time:** 1 reaction, which you take when you make a Strength, Dexterity, or Constitution saving throw or ability check - **Range:** Self - **Components:** V - **Duration:** Instantaneous - **Classes:** Druid, Martyr, Necromancer, Ranger, Sorcerer, Warlock, Witch ___ You draw from the well of your lifeforce, burning through a portion of it in a single burst of vigor. You lose 5 hit points and gain a +10 bonus to the saving throw or ability check that triggered this spell. Your hit point maximum is also reduced by 5. This reduction lasts until you finish a short or long rest. #### Water Whip *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Channeler, Druid, Sorcerer, Warlock, Wizard ___ You create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see within range must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. \pagebreakNum ### 2nd-Level Spells #### Alter Self (Revised) *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. ***Aquatic Adaptation.*** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. ***Change Appearance.*** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. ***Natural Weapons.*** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, its duration becomes concentration, up to 8 hours. If you use a spell slot of 6th level or higher, the duration if 24 hours, and if you use an 8th or 9th level spell slot, the duration is 7 days. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration. #### Bloodbend *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Classes:** Druid, Necromancer, Sorcerer, Warlock, Witch, Wizard ___ You take control of the blood in a creature's body to immobilize it. Choose a creature within range, which must make a Constitution saving throw. A creature that does not have blood automatically succeeds on this saving throw. On a failed save, the target is restrained. While restrained in this way, the target has disadvantage on Strength saving throws and ability checks involving Strength and Dexterity, and it must pass a Strength (Athletics) or Dexterity (Acrobatics) check (DC equals your spell save DC) to cast a spell involving a somatic component. When the target first fails its saving throw and as an action on your turns while the spell lasts, you can move it up to 10 feet into an empty space in a direction of your choice. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. #### Healing Spirit (Revised) *2nd-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. Once the spirit has healed a creature 3 times, you can't cause it to heal the same creature again before the spell ends. As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. ***At Higher Levels.*** When you cast this spell using a 3rd- or 4th-level spell slot, the healing increases to 2d6. When you cast it using a spell slot of 5th level or higher, the healing increases to 3d6. #### Riptide *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Channeler, Druid, Sorcerer, Wizard ___ You launch yourself forward with a surging wave of water. You can move up to 30 feet in a straight line to an unoccupied space you can see. This doesn't provoke opportunity attacks or cost any movement, and you can move through other creatures' spaces in this way. Each creature whose space you move through must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is pushed 10 feet in a direction of your choice. On a successful save, a creature takes half as much bludgeoning damage and isn't pushed. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the distance you can move increases by 10 feet for each level of the slot above 2nd. \pagebreakNum ### 3rd-Level Spells #### Baleful Empathy *3rd-level enchantment* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 120 feet of you that you can see - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Bard, Martyr, Warlock, Witch ___ You force your attacker to share in the suffering it inflicts. You take only half of the triggering damage, and the creature that damaged you must make a Wisdom saving throw. It takes the other half of the damage as psychic damage on a failed save, or half as much damage (a quarter of the triggering damage) on a successful one. #### Boneshatter *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a wishbone) - **Duration:** Instantaneous - **Classes:** Necromancer ___ You target a creature of your choice that you can see within range, causing its bones to twist and crack. The target must make a Constitution saving throw, taking 6d6 piercing damage on a failed save, or half as much damage on a successful one. On a failed save, the target's movement speed is also halved until it regains all its hit points. This spell has no effect on constructs, oozes, or plant creatures. If you target an undead, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you reduce a creature to 0 hit points with this spell, you snap its neck if it has one, killing it instantly. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature within range for each slot level above 3rd. #### Moment of Calm *3rd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Bard, Cleric, Martyr, Paladin, Witch ___ A soothing calm radiates over creatures of your choice within range, providing an opportunity to overcome harmful afflictions. Each creature you choose within range can immediately make a saving throw against every effect it is suffering that allows a saving throw to end it at the start or end of its turn. \columnbreak #### Transposition *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Bard, Witch, Wizard ___ You warp space around two creatures you can see within range in an attempt to swap their positions. An unwilling creature can make a Charisma saving throw to avoid this effect. If no target succeeds on this saving throw, the targets teleport to each others' spaces. If there is insufficient room for either target at its destination, the teleportation cannot occur properly. If the spell is unable to teleport both targets, each target takes 6d6 force damage as space warps around it in unpredictable ways. A target who succeeded on its saving throw against this spell takes only half damage. \pagebreakNum ### 4th-Level Spells #### Inflict Agony *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Classes:** Bard, Necromancer, Warlock, Witch ___ You inflict a creature you touch with agonizing pain. Make a melee spell attack against the target. On a hit, the target is incapacitated as it is wracked with pain. The creature can make a Constitution saving throw at the start of each of its turns. On a success, it is not incapacitated for that turn, though its movement speed is halved and it has disadvantage on attack rolls and ability checks. If a creature succeeds on this Constitution saving throw three times, the spell ends. #### Life Reversal *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Concentration, up to 1 minute - **Classes:** Cleric, Druid, Necromancer, Sorcerer, Warlock, Witch, Wizard ___ You corrupt the lifeforce of a creature you touch, reversing the flow of positive and negative energies around it. The target must succeed on a Constitution saving throw or have its lifeforce corrupted for the duration of the spell. A creature can choose to willingly fail this saving throw. While the target's lifeforce is corrupted, it is subject to the following effects: * The target is immune to necrotic damage, and whenever it is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt. * If the target is subjected to a spell or magical effect that restores hit points or grants temporary hit points, it gains no hit points or temporary hit points and instead takes radiant damage equal to the number of hit points granted, which cannot be reduced in any way. * The target's creature type becomes undead, instead of its normal type. If the target is an undead creature, it is affected differently: while its lifeforce is corrupted, it loses any resistance or immunity to necrotic damage it had, and it can be affected normally by spells that restore hit points, even if those spells normally have no effect on undead. If it was formerly a different type than undead, its creature type also changes to its previous type while its lifeforce is corrupted. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the duration is 7 days. Using a spell slot of 7th level or higher grants a duration that doesn't require concentration. \pagebreakNum ### 5th-Level Spells #### Alter Sensorium *5th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Varies - **Classes:** Bard, Necromancer, Warlock, Witch, Wizard ___ You modify the senses of one creature within range, causing it to perceive the world in greater or lesser detail. Choose one of the following options for the spell's effect. ***Deprivation.*** You seal away the target's senses. It must make a Wisdom saving throw. On a failed save, it is blinded and deafened for 1 minute. While blinded and deafened in this way, it loses the benefits of any special senses such as tremorsense and must make a Dexterity check (DC equals your spell save DC) to take any action or reaction that requires physical movement, as it loses its sense of touch and other physical feedback. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends. ***Overload.*** You briefly expand the target's senses. It must make a Wisdom saving throw, with disadvantage if it is blinded or deafened. On a failed save, it takes 4d6 psychic damage and is stunned until the end of its next turn as the influx of sensory information overwhelms it. ***Sharpening.*** You improve the target's senses, allowing it to perceive the world in greater detail. For 1 hour, it has darkvision and tremorsense out to a range of 60 feet, blindsight with a range of 10 feet, and it cannot have disadvantage on Wisdom (Perception) checks. #### Steel Wind Strike (Revised) *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a melee weapon worth at least 1 sp) - **Duration:** Instantaneous ___ You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee attack with the weapon used in the casting against each target (you can replace these attacks with melee spell attacks if you wish). On a hit, the target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. \columnbreak #### Summon Akashic *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a quill pen and fine crystal inkwell worth at least 500 gp) - **Duration:** Concentration, up to 1 hour - **Classes:** Artificer, Bard, Cleric, Martyr, Paladin, Wizard ___ You call forth an akashic spirit. It manifests in a crystalline, alien form in an unoccupied space that you can see within range. This corporeal form uses the Akashic Spirit stat block. When you cast the spell, choose Architect or Archivist. Your choice determines the reaction in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block. \pagebreakNum ___ > ## Akashic Spirit >*Medium celestial (akashic)* > ___ > - **Armor Class** 9 + the level of the spell (natural armor) > - **Hit Points** 30 + 10 for each spell level above 5th > - **Speed** 10 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|11 (+0)|18 (+4)|18 (+4)|14 (+2)| >___ > - **Damage Immunities** psychic > - **Condition Immunities** blinded, charmed, deafened, frightened > - **Senses** truesight 30 ft. (blind beyond this radius), passive Perception 18 > - **Languages** understands all languages but can't speak, telepathy 30 ft. > ___ > ***Allsense.*** The akashic is aware of everything within 30 feet of it. It has advantage on ability checks, attack rolls, and saving throws made against creatures or effects in this area, and attacks made against it from within this area have disadvantage. > ### Actions > ***Multiattack.*** The akashic makes a number of Rupture attacks equal to half this spell's level (rounded down). > > ***Rupture.*** *Ranged Spell Attack:* your spell attack modifier to hit, range 30 ft., one target. *Hit:* 1d8 + the spell's level force damage. > ### Reactions > ***Inform (Archivist Only, 3/day).*** As a reaction when a creature within 30 feet of the akashic makes an ability check or saving throw using Intelligence or Wisdom, it can grant that creature a bonus to the roll equal to this spell's level. > > ***Revise (Architect Only, 1/day).*** As a reaction when a creature within 30 feet of the akashic succeeds or fails an attack roll, ability check, or saving throw, it can force that creature to reroll the d20 and take the new result. \pagebreakNum \pagebreakNum ### 6th-Level Spells #### Power Word Revise *6th-level divination* ___ - **Casting Time:** 1 reaction, which you take when a creature within range succeeds or fails an ability check, attack roll, or saving throw - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous - **Classes:** Bard, Witch ___ You revise a small portion of reality to match your own desires. The triggering roll is replaced with a 1 or 20 on the d20 roll (your choice). You can use this reaction after the immediate effects of the roll occur, and they are undone if you change the roll's result. \pagebreakNum ### 9th-Level Spells #### Manifold Resonance *9th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** S - **Duration:** Concentration, up to 24 hours - **Classes:** Bard, Necromancer, Sorcerer, Warlock, Witch, Wizard ___ You overwhelm a creature's body, mind, and soul all at once, destroying its defenses and gaining unfettered access to its mind. Make a melee spell attack against a creature within your reach. On a hit, the creature falls unconscious until the spell ends. While the spell lasts, you can probe into the target's thoughts and memories without resistance, seeing any of the creature's memories you wish as if they were your own. In addition, you can cause the effects of the *geas* or *modify memory* spells on the target as if they were cast at 9th level. You do not need to supply any components or additional spell slots to cast these spells, and they do not require you to speak to the target or have it understand you—its mind is simply edited to form new memories, delete old ones, or implant compulsions. The target automatically fails its saving throws against these spells. A spell cast in this way does not cause the target to be charmed by you unless you wish, and the target has no memory of you giving it any instructions or descriptions. In the case of *geas*, it is afflicted by a strong compulsion to obey the geas, and will suffer the damage for disobeying as normal. If you miss with the spell attack, the target takes any damage, or if you cease touching it, the spell ends. If you hit with the spell attack, when the spell ends, the target makes a Wisdom saving throw against your spell save DC. On a successful save, it is permanently immune to the effects of this spell. This is the only way to gain immunity to this spell—otherwise, this spell can affect any creature with an Intelligence score of 1 or higher regardless of other traits, even if it is under the effect of a *mind blank* spell or similar magic.