My Documents
Become a Patron!
[Home](https://www.gmbinder.com/share/-MN0X3GLN7VcacnJ9k6U) [Misc. House Rules, Feats, and Fighting Styles](https://www.gmbinder.com/share/-MN0KnReQ1W7XKRm89nW) [Equipment Remastered](https://www.gmbinder.com/share/-MlRoEeZU5HpIyc1KUwV) [Ancestry Remastered](https://www.gmbinder.com/share/-MN6zuidNmoUG9Ejm7OW) [Minor Class Tweaks](https://www.gmbinder.com/share/-MN0Ybh6NIyRDnhc200G) [Barbarian Remastered](https://www.gmbinder.com/share/-MMvgHV5r-4r_45CFc_r) [Fighter Remastered](https://www.gmbinder.com/share/-MMvaOhPztJkeRiTG4Wa) [Monk Remastered](https://www.gmbinder.com/share/-ME8CnNvo1OimAtFnZGH) [Paladin Remastered](https://www.gmbinder.com/share/-MNBJL3suxyUw_GkqhUz) [Ranger Remastered](https://www.gmbinder.com/share/-MDuS3fPV3CC8da0s6Hx) [Rogue Remastered](https://www.gmbinder.com/share/-MMvnAUEjbH6_Rc_AWDy) [Sorcerer Remastered](https://www.gmbinder.com/share/-MN0fcbVwwTRJddN4EFI) [Warlock Remastered](https://www.gmbinder.com/share/-MErjc66-pqBipBnSyFF) [Mystic](https://www.gmbinder.com/share/-MVnHiPYjGn07IQiI5v3) [Psionics](https://www.gmbinder.com/share/-MVnFNGUjLLRXFOKMcYJ) [Psionic Feats & Items](https://www.gmbinder.com/share/-MZSEf4tllM1ZQRV03Pu) # Spells Remastered ___ ### General Rules #### Targeting Objects Most spells that target only a creature or creatures can potentially target objects as well. There's too many spells and potential situations for me to list which spells can and can't be used in this manner, so if a spell specifies "creature" and you want to use it on an object, ask first. #### Scrolls The second paragraph of all spell scrolls now reads: "If you do not have the ability to cast spells, you must make an ability check using an ability score associated with the spellcasting ability of the creature who authored the scroll in order to determine whether you cast it successfully (the DM will tell you which ability score to use). If the spell is on your class's spell list but of a higher level than you can normally cast, you must also make this ability check but with advantage and using your own spellcasting ability. The DC is X. On a failed check, the scroll retains its magic, but you cannot attempt to cast the spell through the scroll again for 24 hours, as the magic is rendered inert." #### Hiding Your Spells Sometimes a situation arises where you do not want your spellcasting to be obvious. Perhaps magic is outlawed, or you're trying to remain unseen as you prepare for an ambush. As an action, you can begin casting a spell, trying to hide either its verbal component, or its somatic and material components. The spell you choose must have a casting time of 1 action. If you choose to hide the verbal component, make a Charisma (Performance) check. If you choose to hide the somatic and material components, make a Dexterity (Sleight of Hand) check. This is against any observing creatures passive Perception. On a success, that component is successfully hidden from a creature and you can release the spell as an action before the end of your next turn. On a failure, you can either choose to lose the spell and hide your failed casting, or you can release the spell as an action on your next turn anyways. Regardless, you must concentrate on the spell until you release it. \columnbreak #### Verbal Components The verbal components for spells must be enunciated loudly and clearly--at least as loud as normal human speech. #### Explorer's Guide to Wildemont Spells These spells are no longer exclusive to their respective subclasses and are now on the wizard, sorcerer, and warlock spell lists. #### Foci and Somatic Components Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. This hand can be the same as one being used to hold as spellcasting focus, replacing the gestures with a flick of a wand, a twirl of a staff, or some other movement with the focus itself. \pagebreakNum ## Changed Spells ___ - ***Cantrips:*** Lightning lure, shillelagh, poison spray, true strike, green-flame blade, booming blade, infestation, vicious mockery, resistance, produce flame, sapping sting, friends - ***1st level:*** Chaos bolt, arms of hadar, burning hands, chromatic orb, color spray, cure wounds, divine favor, goodberry, hunter's mark, expeditious retreat, ray of sickness, witch bolt, earth tremor, frost fingers, heroism, silvery barbs, magnify gravity, bless, bane, sleep - ***2nd level:*** Shield, find traps, crown of madness, dust devil, melf's acid arrow, snilloc's snowball storm, flame blade, ray of enfeeblement, nystul's magic aura, healing spirit, earthbind, barkskin, branding smite, aganazzar's scorcher, cloud of daggers, cordon of arrows, ice knife, earth tremor, wither and bloom, vortex warp, fortune's favor, immovable object, wristpocket, blur - ***3rd level:*** Call lightning, catnap, conjure animals, hunger of hadar, lightning bolt, flame arrows, elemental weapon, life transference, beacon of hope, spirit shroud, pulse wave, tidal wave - ***4th level:*** Stoneskin, staggering smite, evard's black tentacles, aura of life, phantasmal killer, grasping vine, elemental bane, blight, conjure woodland beings, gravity sinkhole, ice storm - ***5th level:*** Mass cure wounds, flame strike, steel wind strike, polymorph, conjure volley, contagion, dawn, far step, cloudkill, negative energy flood, enervation, immolation, wall of light, skill empowerment, maelstrom, swift quiver, circle of power, wall of force, temporal shunt - ***6th level:*** Magic jar, investiture of flame, investiture of ice, investiture of stone, investiture of wind, Dramiji's instant summons, wall of ice, circle of death, disintegrate, flesh to stone, Tenser's transformation, harm - ***7th level:*** Simulacrum, Forcecage - ***9th level:*** True Polymorph ___ \columnbreak ## Cantrips #### Lightning Lure *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 ft - **Components:** V, S - **Duration:** Instantaneous ___ You create a whip made of lightning and attempt to wrap it around a target within range. Make a melee spell attack against the target. If the attack hits, you can pull yourself up to 10 ft towards the creature and choose to deal 1d6 damage to them. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Shillelagh *Transmutation cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (mistletoe, a shamrock leaf, and a club, quarterstaff, or greatclub) - **Duration:** 1 hour ___ The wood of a club, quarterstaff, or greatclub 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 that weapon, and the weapon's damage die becomes a d8 if it was lower before. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. #### Poison Spray *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Instantaneous ___ You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage and be poisoned until the start of your next turn.. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). \pagebreakNum #### Green-Flame Blade *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, M (a melee weapon) - **Duration:** Instantaneous ___ You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within your reach. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). #### Booming Blade *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, M (a melee weapon) - **Duration:** 1 round ___ You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within within your reach. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This extra damage doesn't trigger if the creature teleports. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). \columnbreak #### Infestation *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a living flea) - **Duration:** Instantaneous ___ You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 piercing damage and moves 5 feet horizontally in direction of your choice. It only moves if it can move and its speed is at least 5 feet. This movement does not provoke opportunity attacks. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Vicious Mockery *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous ___ You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Resistance *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a miniature cloak) - **Duration:** 1 minute ___ You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. It also ends early if you cast this spell again. \pagebreakNum #### Dancing Lights *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a bit of phosphorus or wychwood, or a glowworm) - **Duration:** 1 minute ___ You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. The lights also disappear if you cast this spell again. #### Produce Flame *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes ___ A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, pulling a mote out of it and tossing it. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Sapping Sting *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage and fall prone. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \columnbreak #### Friends *Enchantment cantrip* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (a small amount of makeup applied to the face as this spell is cast) - **Duration:** Concentration, up to 10 minutes ___ For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the power ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it. #### True Strike *Divination cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** 1 round ___ You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. You gain advantage on the next attack you make against the target before the end of your next turn, provided the spell hasn't ended. If the attack hits, you deal an additional 1d6 damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \pagebreakNum ## 1st Level #### Shield Is now a 2nd-level spell. Otherwise remains unchanged. #### Chaos Bolt *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below. ##### Chaos Bolt | d8 | Damage type | |:---:|:---:| | 1 | Acid | | 2 | Cold | | 3 | Fire | 4 | Force | 5 | Lightning | 6 | Poison | 7 | Psychic | 8 | Thunder If you roll the same number on at least two d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d8 extra damage of the type rolled for each slot level above 1st. #### Arms of Hadar *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot radius) - **Components:** V, S - **Duration:** Instantaneous ___ You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d8 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Burning Hands *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d8 plus your spellcasting modifier fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Chromatic Orb *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 ft. - **Components:** V, S - **Duration:** Instantaneous ___ You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 2d12 + your spellcasting ability modifier damage of the type you chose. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. #### Color Spray *1st-level illusion* ___ - **Casting Time:** 1 action - **Range:** Self (15 ft. cone) - **Components:** V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) - **Duration:** 1 round ___ A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded and incapacitated until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. \pagebreakNum #### Cure Wounds *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous ___ A creature you touch regains a number of hit points equal to 1d12 + your spellcasting ability modifier. This spell has no effect on undead or constructs. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d12 for each slot level above 1st. #### Divine Favor *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. #### Earth Tremor *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (10-ft. radius) - **Components:** V, S - **Duration:** Instantaneous ___ You cause a tremor in the ground in a 10-foot radius around you. Each creature in that radius must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. A creature that succeeds their save takes half damage and isn't knocked prone. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Heroism *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened or charmed and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the range increases to 30 feet and you can target one additional creature for each slot level above 1st. #### Frost Fingers *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (15-ft. cone) - **Components:** V, S - **Duration:** Instantaneous ___ Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 1d12 + your spellcasting ability modifier cold damage on a failed save, or half as much damage on a successful one. Regardless of whether a target succeeds or fails, a creature that takes damage has their speed is reduced by half until the start of your next turn. The cold freezes nonmagical liquids in the area that aren't being worn or carried. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. #### Goodberry *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a sprig of mistletoe) - **Duration:** Instantaneous ___ Up to ten berries appear in your hand and are infused with magic for the duration. Eating or administering a berry takes an action. Eating a berry restores 1 hit point, and the berry provides as much nourishment to a creature as a single ration. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. #### Expeditious Retreat *1st-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. On the turn you cast this spell, your movement doesn't provoke opportunity attacks. \pagebreakNum #### Ray of Sickness *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 + your spellcasting ability modifier poison damage and is also poisoned until the end of your next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. #### Witch Bolt *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d8 + your spellcasting ability modifier lightning damage and it makes a Constitution saving throw. On a failed save its speed is reduced to 0 until the spell ends. On each of your turns for the duration, you can use your action to deal 1d8 + your spellcasting ability modifier lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Hex *1st-level echantment* ___ - **Casting Time:** 1 bonus action - **Range:** 90 feet - **Components:** V, S, M (the petrified eye of a newt) - **Duration:** Concentration, up to 1 hour ___ You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d4 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. You can use a bonus action on a subsequent turn of yours to move the curse to new creature. A remove curse cast on the target ends this spell early. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. #### Hunter's Mark Removed as it is now a ranger class feature. #### Ice Knife *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M (a drop of water or piece of ice) - **Duration:** Instantaneous ___ You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage, or half as much cold damage on a success. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, both damage rolls increase by 1d6 for each slot level above 1st. #### Shield of Faith *1st-level abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S, M (a small parchment with a bit of holy text written on it) - **Duration:** Concentration (up to 1 hour) ___ A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. ***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. #### Searing Smite *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target takes 1d6 fire damage. The target or a creature within 5 feet of it can use their action to make a Dexterity saving throw, ending the spell on a success. The flames can also be put out as if they were nonmagical fire (such as by submerging the target in water). ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, both damage rolls increase by 1d6 for each slot level above 1st. \pagebreakNum #### Silvery Barbs *1st-level enchantment* ___ - **Casting Time:** 1 reaction, which you take when a creature you can see within range succeeds an attack roll or ability check - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous ___ You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature is inspired, and can use that inspiration to reroll a single attack roll, ability check, or saving throw it makes within 1 minute. A creature can use this after it rolls but before the DM announces the result. A creature can only be empowered by one use of this spell at a time. #### Magnify Gravity *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot radius) - **Components:** V - **Duration:** Instantaneous ___ The gravity within a 10-feet radius sphere around you increases for a moment. Each creature in the sphere other than you on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. \columnbreak #### Sleep *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a pinch of fine sand, rose petals, or a cricket) - **Duration:** Concentration, up to 1 minute ___ This spell sends creatures into a magical slumber. Roll 3d12; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, roll an additional 3d12 for each slot level above 1st. #### Bane *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a drop of blood) - **Duration:** Concentration, up to 1 minute ___ Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. A creature under the effects of the bless spell automatically fails their save against this spell and the bless spell immediately ends on the target. ***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. \pagebreakNum #### Bless *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a sprinkling of holy water) - **Duration:** Concentration, up to 1 minute ___ You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Additionally, if the target is under the effects of the bane spell, that spell immediately ends on that target. ***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. \columnbreak ## 2nd Level #### Aganazzar's Scorcher *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a red dragon's scale) - **Duration:** 1 round ___ A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. This line lasts until the start of your next turn an emanates bright light for 10 feet and dim light for 10 feet beyond that. Each creature in the line when it firsts appears or that enters the line for the first time must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Barkskin *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a handful of oak bark) - **Duration:** 8 hours ___ You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 18, regardless of what kind of armor it is wearing. A creature can use a shield and still gain this benefit. #### Branding Smite *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ Whenever you cast this spell, the location of the nearest invisible creature is revealed to you (and only you) by a radiant mark. Your next attack against that creature cannot suffer from disadvantage. Additionally, the next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d8 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd. \pagebreakNum #### Cloud of Daggers *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a sliver of glass) - **Duration:** Concentration, up to 1 minute ___ You fill the air with spinning daggers in a 5-foot radius, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. As an action on subsequent turns, you can move to cloud up to 15 feet to a point within range. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. #### Cordon of Arrows *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S, M (up to 10 arrows or bolts) - **Duration:** 24 hours ___ You plant up to 10 pieces of nonmagical ammunition in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature takes 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and the spell ignores them. *At Higher Levels*. When you cast this spell using a spell slot of 3rd level, the damage die increases to a d8. Using a slot of 4th level, the damage die increases to a d10. Using a slot of 5th level, the damage die increases to a d12. #### Find Traps *2nd-level divination* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. \columnbreak #### Crown of Madness *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes. At the beginning of the charmed target's turn, you may either command the target to spend its action to make a melee attack against a creature other than itself, or command it to move up to its speed in a direction of your choice. The target follows your command before doing anything else on its turn. The target may act normally on its turn if you do not command it. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends #### Dust Devil *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pinch of dust) - **Duration:** Concentration, up to 1 minute ___ Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration. Any creature that starts its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. \pagebreakNum #### Melf's Acid Arrow *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (powdered rhubarb leaf and an adder's stomach) - **Duration:** Instantaneous ___ A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d8 acid damage immediately and 1d8 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d8 for each slot level above 2nd. #### Snilloc's Snowball Storm *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 ft - **Components:** V, S, M (a fist-sized ball of snow) - **Duration:** Concentration, up to 1 minute ___ A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one. The ground is then coated thick snow, which serves as difficult terrain for the duration. The snow behaves as natural snow would and can be shoveled or melted away. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Flame Blade *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (leaf of sumac) - **Duration:** Concentration, up to 10 minutes ___ You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. The fiery blade counts as a simple melee weapon with which you are proficient. It deals 2d8 fire damage on a hit and has the light, finesse, and reliable qualities. Whenever you attack with the fiery blade, you can use your spellcasting ability modifier in place of Strength or Dexterity for the attack and damage rolls. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 2nd. #### Ray of Enfeeblement *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. #### Earthbind *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V - **Duration:** Concentration, up to 1 minute ___ Choose one creature you can see within range. Strips of earthen energy loop around the creature. The target must succeed on a Strength saving throw, or have its speed reduced to 0. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends. #### Healing Spirit *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. The spirit can heal up to 10 times. After healing that number of times, the spirit disappears. 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 spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd. \pagebreakNum #### Nystul's Magic Aura *2nd-level illusion* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a small square of silk) - **Duration:** 24 hours ___ You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. **False Aura.** You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. **Mask.** You change the way a target creature appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. These effects falsely detect that the target is a creature of that type or of that alignment. #### Vortex Warp *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ You magically twist space around another creature you can see within range. The target must succeed a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or a liquid that can support the target without the target having to squeeze. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd. \columnbreak #### Wither and Bloom *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a withered vine twisted into a loop) - **Duration:** Instantaneous ___ You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in the area must make a Constitution saving throw or take 1d8 + your spellcasting ability modifier necrotic damage on a failed save, or half as much on a success. Nonmagical vegetation in the area withers, and any spell in the area which creates magical vegetation (such as the spike growth spell) is dispelled if it is equal to or less than the level of the slot you use to cast this spell. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above second and the number of creatures you can choose to spend Hit Dice and heal in the area increases by 1. #### Fortune's Favor *2nd-level divination* ___ - **Casting Time:** 1 minute - **Range:** 60 feet - **Components:** V, S, M (a white pearl worth at least 100 gp) - **Duration:** 1 minute ___ You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll. ***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. \pagebreakNum #### Immovable Object *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (gold dust worth at least 25 gp) - **Duration:** 1 hour ___ You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet. ***At Higher Levels.*** If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled. #### Wristpocket *2nd-level conjuration (ritual)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S - **Duration:** 1 hour ___ You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet. The spell ends early if you cast it again. #### Blur *2nd-level illusion* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 10 minutes ___ Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. \columnbreak ## 3rd Level #### Call Lightning *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 ft - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. If there is not enough room for the cloud, it instead shrinks to the largest possible dimensions it can. When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your bonus action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. #### Hunger of Hadar *3rd level conjuration* ___ - **Casting Time:** 1 action - **Range:** 150 Feet - **Components:** V, S, M (a pickled octopus tentacle) - **Duration:** Concentration, up to 1 minute ___ You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it. A caster concentrating on this spell may see normally in the effect and is not blinded. The caster may move freely through the area, ignoring its difficult terrain, and takes no damage from the effect ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, both damage rolls increase by 1d6 for each slot level above 3rd. \pagebreakNum #### Lightning Bolt *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (100-foot line) - **Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass) - **Duration:** Instantaneous ___ A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 5d6 lightning damage and is stunned until the start of your next turn. On a successful save, a creature takes half damage and isn't stunned. The lightning ignites flammable objects in the area that aren't being worn or carried. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. \columnbreak #### Conjure Animals *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 ft - **Components:** V, S - **Duration:** Concentration, up to 1 hour ___ You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: - One greater conjured animal - Two conjured animals - Three lesser conjured animals Whenever you cast the spell also choose Air, Land, or Water. If you summon more than one spirit animal, you can choose the same or different options for each creature. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. Any creature summoned by the spell 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 3rd level or higher, use the higher level wherever the spell's level appears in the stat block. #### Flame Arrows *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour - ___ You touch a container holding arrows or bolts, such as a quiver or a barrel. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the container, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when all the ammunition, or 100 pieces (whichever comes first) are drawn from the container. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 4th to 5th level, the duration increases to 8 hours and the maximum pieces of ammunition increases to 200. If you use a spell slot of 6th to 7th, the duration is 24 hours and the maximum pieces of ammunition increases to 300. If you use a spell slot of 8th or 9th level, the spell lasts until dispelled and the maximum pieces of ammunition increases to 500. A slot of 5th level or higher grants a duration that does not require concentration. \pagebreakNum ___ > ## Greater Conjured Animal >*Medium beast* > ___ > - **Armor Class** 11 + level of the spell (natural armor) > - **Hit Points** 40 (Land or Water only) 30 (Air only) + 15 for each spell level above 3rd > - **Speed** 40 ft., climb 40 ft. (land only), swim 40 ft. (water only), fly 60 ft. (air only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|11 (+0)|15 (+2)|4 (-3)|14 (+2)|5 (-3)| >___ > - **Senses** darkvision 60 ft., pasive Perception 12 > - **Languages** understands the languages you speak > ___ > > ***Charge (Water and Air Only.).*** If the animal moves at least 20 feet straight toward a creature and then hits it with a maul attack on the same turn, it deals an additional 2d6 damage to the target. > > ***Pack Tactics (Land and Water Only).*** The animal has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Flyby (Air Only).*** The animal doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ***Pounce (Land Only).*** If the animal moves at least 20 feet straight toward a creature and then hits it with a maul attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target is prone, the animal can make one claw attack against the target as a bonus action. > > ***Water Breathing (Water Only).*** The animal can breathe only underwater. > > ### Actions > ***Multiattack.*** The animal makes a number of attacks equal to half this spell's level (rounded down). > > ***Maul.*** *Melee Weapon Attack:* your spell attack modifier to hit, 5 ft., one target. *Hit:* 2d4 + 5 + the spell's level piercing damage > > ***Claw (Land Only).*** *Melee Weapon Attack:* your spell attack modifier to hit, 5 ft., one target. *Hit:* 2d4 + the spell's level slashing damage ___ > ## Conjured Animal >*Small beast* > ___ > - **Armor Class** 11 + level of the spell (natural armor) > - **Hit Points** 25 (Land or Water only) 15 (Air only) + 10 for each spell level above 3rd > - **Speed** 40 ft., climb 40 ft. (land only), swim 40 ft. (water only), fly 60 ft. (air only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|11 (+0)|14 (+2)|4 (-3)|14 (+2)|5 (-3)| >___ > - **Senses** darkvision 60 ft., pasive Perception 12 > - **Languages** understands the languages you speak > ___ > > ***Flyby (Air Only).*** The animal doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ***Pack Tactics (Land and Water Only).*** The animal has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Water Breathing (Water Only).*** The animal can breathe only underwater. > > ### Actions > > ***Maul.*** *Melee Weapon Attack:* your spell attack modifier to hit, 5 ft., one target. *Hit:* 1d4 + 2 + the spell's level piercing damage > \pagebreakNum ___ > ## Lesser Conjured Animal >*Tiny beast* > ___ > - **Armor Class** 11 + level of the spell (natural armor) > - **Hit Points** 15 (Land or Water only) 10 (Air only) + 5 for each spell level above 3rd > - **Speed** 40 ft., climb 40 ft. (land only), swim 40 ft. (water only), fly 60 ft. (air only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|11 (+0)|14 (+2)|4 (-3)|14 (+2)|5 (-3)| >___ > - **Senses** darkvision 60 ft., pasive Perception 12 > - **Languages** understands the languages you speak > ___ > > ***Flyby (Air Only).*** The animal doesn't provoke opportunity attacks when it flies out of an enemy's reach. > > ***Pack Tactics (Land and Water Only).*** The animal has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated. > > ***Water Breathing (Water Only).*** The animal can breathe only underwater. > > ### Actions > > ***Maul.*** *Melee Weapon Attack:* your spell attack modifier to hit, 5 ft., one target. *Hit:* 1d4 + the spell's level piercing damage > #### Elemental Weapon *3rd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour - ___ A nonmagical weapon you touch becomes infused with the elements. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon extra 1d4 damage of the chosen type when it hits. If the weapon isn't magical already, it also becomes magical for the duration and gains a +1 bonus to attack and damage rolls. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4. #### Life Transference *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous - ___ You sacrifice some of your health to mend another creature's injuries. You take 3d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to three times the necrotic damage you take. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. #### Beacon of Hope *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute - ___ This spell bestows hope and vitality. Choose any number of creatures within range. Any creature at 0 hit points immediately regains 1 hit point, and any creature currently frightened has that condition immediately end for them. Then, for the duration, each target has advantage on Wisdom saving throws and death saving throws, immunity to the frightened condition, and regains the maximum number of hit points possible from any healing they receive. #### Spirit Shroud *3rd-level necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute - ___ You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable. Until the spell ends, any attack you make deals 1d6 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 3rd. \pagebreakNum #### Catnap *3rd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a pinch of sand) - **Duration:** 1 minute - ___ You make a calming gesture, and up to a number of willing creatures of your choice equal to 3 + your spellcasting ability modifier that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, the next short rest the creatures takes is instantaneous, instead of 10 minutes. If a creature spends hit dice during this short rest, they can take the average (4 for 1d6, 5 for 1d8, 6 for 1d10, and 7 for 1d12) of their hit die roll instead of rolling, adding their Constitution modifier as normal. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you can target two additional willing creatures for each slot level above 3rd. #### Pulse Wave *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V, S - **Duration:** Instantaneous - ___ You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 8d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd. \columnbreak #### Tidal Wave *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 - **Components:** V, S, M (a drop of water) - **Duration:** Instantaneous - ___ You conjure up a wave of water that crashes down on an area within range. The area can be up to 40 feet long, up to 20 feet wide, and up to 20 feet tall. Each creature in that area must make a Strength saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. \pagebreakNum ## 4th Level #### Stoneskin *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes) - **Duration:** Concentration, up to 1 hour - ___ This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage. #### Staggering Smite *4th-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon pierces both body and mind, and the attack deals an extra 4d8 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. #### Gravity Sinkhole *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 120 - **Components:** V, S, M (a black marble) - **Duration:** Instantaneous - ___ A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 6d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. \columnbreak #### Evard's Black Tentacles *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 Feet - **Components:** V, S, M (a piece of tentacle from a giant octopus or giant squid) - **Duration:** Concentration, up to 1 Minute ___ Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength check against your spell save DC. On a success, it frees itself ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. #### Aura of Life *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V - **Duration:** Concentration, up to 1 minute ___ Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura. \pagebreakNum #### Blight *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d10 necrotic damage on a failed save, or half as much damage on a successful one. Pass or fail, the target's hit point maximum is reduced by the damage taken until that creature finishes a long rest. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. #### Elemental Bane *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. \columnbreak #### Grasping Vine *4th-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 minute ___ You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled up to 30 feet directly toward the vine. Until the spell ends, you can use your bonus action on subsequent turns to cause the vine to reappear in a space within 30 feet of it. When you do so, it can lash out at the same creature or another one. #### Phantasmal Killer *4th-level illusion* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target takes 4d10 psychic damage and becomes frightened for the duration, or only takes half damage on a success. While frightened by this spell, the target can use its action to strengthen its resolve and make a Wisdom saving throw. On a successful save, the spell ends. Otherwise, at the end of each of the target's turns, it takes 4d10 psychic damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. #### Polymorph Is now a 5th level spell. It otherwise remains unchanged. \pagebreakNum #### Conjure Woodland Beings *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (one holly berry per creature summoned) - **Duration:** Concentration, up to 1 hour ___ You call forth fey creatures in occupied spaces within range. Choose one of the following options for what appears: - One greater woodland being - Two woodland beings - Three lesser woodland beings. This corporeal form uses the corresponding woodland being stat block. When you cast the spell, choose a season: Spring, Summer, Autumn, or Winter. The creature resembles fey creatures or animals of your choice marked by the chosen season, which determines the traits in their stat blocks, including what damage type they deal and are immune to. A creature disappears when it drops to 0 hit points or when the spell ends. The creatures are allies to you and your companions. In combat, the creatures share your initiative count, but it take their turns immediately after yours. They obey your verbal commands (no action required by you). If you don't issue any, each creature takes the Dodge action and uses its move to avoid danger. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block. #### Ice Storm *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 ft - **Components:** V, S, M (a pinch of dust and a few drops of water) - **Duration:** 1 minute ___ A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage and 3d8 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain for the duration. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, both damage rolls increase by 1d8 for each slot level above 4th. \columnbreak ___ > ## Greater Woodland Being >*Large fey, unaliagned* > ___ > - **Armor Class** 12 + level of the spell > - **Hit Points** 45 + 15 for each spell level above 4th > - **Speed** 40 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|17 (+3)|14 (+2)|11 (+0)|15 (+2)| >___ > - **Damage Immunities** fire (summer), radiant (spring), necrotic (fall), cold (winter) > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** Sylvan, understands the languages you speak > ___ > > ### Actions > ***Multiattack.*** The woodland being makes a number of attacks equal to half this spell's level (rounded down). > > ***Rend.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d8 + 4 + the spell level damage of the same type the woodland being has immunity to. > > ### Bonus Actions > > **Nature's Howl.** Each creature of your choice within 5 feet of the woodland being is subjected to one of the following effects based on the season chosen. If an effect requires a save, it uses your spell save DC. > > ***Spring.*** The woodland being and each target gains temporary hit points equal to twice the spell level. > > ***Summer.*** Dexterity saving throw or take 1d8 + the spell level fire damage on a failed save > > ***Fall.*** Constitution saving throw or be poisoned until the end of your next turn. > > ***Winter.*** Strength save or have your speed reduced to 0 until the end of your next turn. \pagebreakNum ___ > ## Woodland Being >*Medium fey, unaliagned* > ___ > - **Armor Class** 13 + level of the spell > - **Hit Points** 25 + 10 for each spell level above 4th > - **Speed** 40 feet >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|12 (+1)|15 (+2)|11 (+0)|14 (+2)|15 (+2)| >___ > - **Damage Immunities** fire (summer), radiant (spring), necrotic (fall), cold (winter) > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Sylvan, understands the languages you speak > ___ > > ### Actions > > ***Rend.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d4 + 1 + the spell level damage of the same type the woodland being has immunity to. > > ### Bonus Actions > > **Nature's Howl.** One creature within 5 feet of the woodland being is subjected to one of the following effects based on the season chosen. If an effect requires a save, it uses your spell save DC. > > ***Spring.*** The woodland being and each target gains temporary hit points equal to twice the spell level. > > ***Summer.*** Dexterity saving throw or take 1d4 + the spell level fire damage > > ***Fall.*** Constitution saving throw or be poisoned until the end of your next turn. > > ***Winter.*** Strength save or the target has its speed reduced to 0 until the end of your next turn. ___ > ## Lesser Woodland Being >*Tiny fey, unaliagned* > ___ > - **Armor Class** 14 + level of the spell > - **Hit Points** 15 + 5 for each spell level above 4th > - **Speed** 40 ft., fly 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|16 (+3)|12 (+1)|11 (+0)|14 (+2)|15 (+2)| >___ > - **Damage Immunities** fire (summer), radiant (spring), necrotic (fall), cold (winter) > - **Condition Immunities** charmed, frightened > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Sylvan, understands the languages you speak > ___ > > ### Actions > > ***Rend.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d4 + 3 damage of the same type the woodland being has immunity to > > ### Bonus Actions > > **Nature's Howl.** One creature within 5 feet of the woodland being is subjected to one of the following effects based on the season chosen. If an effect requires a save, it uses your spell save DC. > > ***Spring.*** The woodland being and each target gains temporary hit points equal to twice the spell level. > > ***Summer.*** Dexterity saving throw or take fire damage equal to the spell level > > ***Fall.*** Constitution saving throw or be poisoned until the end of your next turn. > > ***Winter.*** Strength save or the target has its speed reduced to 0 until the end of your next turn. \pagebreakNum ## 5th Level #### Mass Cure Wounds *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d12 + your spellcasting ability modifier. This spell has no effect on undead or constructs. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d12 for each slot level above 5th. #### Flame Strike *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pinch of sulfur) - **Duration:** Instantaneous ___ A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d8 fire damage and 4d8 radiant damage on a failed save, or half as much damage on a successful one. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, both damage rolls by 1d8 for each slot level above 5th. #### Steel Wind Strike *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a melee weapon) - **Duration:** Instantaneous ___ You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to six creatures you can see within range. Make a melee weapon attack with the weapon used in the casting against each target. You can use your spellcasting modifier in place of Strength or Dexterity for the attack and damage for these attacks. On a hit, a target suffers your attack's normal effects plus an additional 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 #### Conjure Volley *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** S, M (one piece of ammunition or one thrown weapon) - **Duration:** Instantaneous ___ You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature of your choice in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 6d12 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon. #### Dawn *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a sunburst pendant worth at least 100 gp) - **Duration:** Concentration, up to 1 minute ___ The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 5d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. You can move the cylinder up to 60 feet as a bonus action on your turn. #### Far Step *5th-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** 1 minute ___ You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again. \pagebreakNum #### Cloudkill *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes ___ You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage and is poisoned until the end of your next turn on a failed save, or half as much damage and isn't poisoned on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Negative Energy Flood *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, M (a broken bone and a square of black silk) - **Duration:** Instantaneous ___ You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 8d10 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie is friendly to you and your allies, but it mindlessly attacks the nearest enemy it can see. Statistics for the zombie are in the Monster Manual. If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 8d10. The target gains that many temporary hit points. \columnbreak #### Enervation *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target takes 4d8 necrotic damage must make a Dexterity saving throw. On a successful save, the spell ends. If the target fails, they become restrained as the tendril attaches, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to the amount of necrotic damage the target takes. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Immolation *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V - **Duration:** Concentration, up to 1 minute ___ Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 10d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet and cannot benefit from being invisible or regain hit points. At the end of each of its turns, the target repeats the saving throw. It takes 5d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash. \pagebreakNum #### Wall of Light *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a hand mirror) - **Duration:** Concentration, up to 10 minutes ___ A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall's area takes 6d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 6d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Skill Empowerment *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour ___ Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature has advantage on and doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. \columnbreak #### Contagion *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 7 days ___ Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a miss, the target is poisoned until the end of your next turn and the spell ends. On a hit, the target is poisoned and subjected to the effects of the spell below. At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but is subjected to the disease of your choice below for the spell's duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it. ***Blinding Sickness.*** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. ***Filth Fever.*** A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and weapon attack rolls. ***Flesh Rot.*** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. ***Mindfire.*** The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. ***Seizure.*** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. ***Slimy Doom.*** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. \pagebreakNum #### Insect Plague *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) - **Duration:** Concentration, up to 10 minutes ___ Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is heavily obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. ***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. #### Maelstrom *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (paper or leaf in the shape of a funnel) - **Duration:** Concentration, up to 1 minute ___ A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there or enters it for the first time on its turn must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 15 feet toward the center. \columnbreak #### Swift Quiver *5th-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a quiver containing at least one piece of ammunition) - **Duration:** Concentration, up to 1 minute ___ You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it. Whenever you cast the spell, and as a bonus action on each of your subsequent turns, you can make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends. #### Circle of Power *5th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V - **Duration:** Concentration, up to 10 minutes ___ Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to suffer a lesser effect (such as half damage), it instead suffers no effect. \pagebreakNum #### Animate Objects *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ Objects come to life at your command. Choose one of the following options below: - You animate up to 3 medium objects within range. - You animate up to 2 large objects within range. - You animate 1 huge object within range. - You animate at least 10 and up to 40 small or tiny objects in a 20-foot radius within range, creating a swarm of animated objects. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. The creatures are allies to you and your companions. In combat, the creatures share your initiative count, but it take their turn immediately after yours. They obey your mental commands (no action required by you). If you don't issue any, each creature takes the Dodge action and uses its move to avoid danger. ###### Animated Objects Statistics | Size | HP | AC | Attack | STR | DEX | |:---:|:----:|:----:|:----:|:----:|:----:| | Medium | 30 | 16 | one attack, reach 5 ft., 2d8+1 damage | 10 | 12 | Large | 45 | 15 | one attack, reach 5 ft., 2d12+2 damage | 14 | 10 | Huge | 100 | 13 | two attacks, reach 10 ft., 3d6+4 damage | 18 | 6 | Swarm | 80 | 19 | each creature in its space, 2d10 + 4 damage | 10 | 18 | \columnbreak An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. It is immune to poison and pyschic damage, and is immune to the following conditions: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you animate a swarm, it is also immune to the grappled and prone conditions, and can occupy another creature's space and vice versa. The swarm can also move through any opening large enough for each individual object, and the swarm can't regain hit points or gain temporary hit points. The swarm's size is also determined by how many objects you animate; medium for 10, large for 20, huge for 30, and gargantuan for 40. If you command an object to attack, it can make attacks as described in its statistics. It makes a slam attack with an attack bonus equal to your spell attack bonus and damage determined by its size. The DM determines the damage type of the attack, such as bludgeoning for a broom, slashing for a knife, or fire for a torch. If it deals bludgeoning, piercing, or slashing damage, the damage is considered magical. \pagebreakNum #### Wall of Force *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a pinch of powder made by crushing a clear gemstone) - **Duration:** Concentration, up to 10 minutes ___ A translucent wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. #### Temporal Shunt *5th-level transmutation* ___ - **Casting Time:** 1 reaction, taken when a creature you can see makes an attack roll or starts to manifest a power - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 round ___ You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you manifesting the power or being affected by it. ***At Higher Levels.*** When you manifest this power at a power level of 6th level or higher, you can attempt to vanish one additional creature within 30 feet of the initial target for each power level above 5th. \pagebreakNum ## 6th Level #### Magic Jar *6th-level necromancy* ___ - ***Casting Time:*** 1 minute - ***Range:*** Self - ***Components:*** V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) - ***Duration:*** Until dispelled ___ Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features, with the exception of hit dice and hit points. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed. \columnbreak #### Investiture of Flame *6th-level transmutation* ___ - ***Casting Time:*** 1 bonus action - ***Range:*** Self - ***Components:*** V, S - ***Duration:*** Concentration, up to 10 minutes ___ Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits: - You are immune to fire damage and have resistance to cold damage. - Any creature that moves within 10 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage. - You can use your action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. #### Investiture of Ice *6th-level transmutation* ___ - ***Casting Time:*** 1 bonus action - ***Range:*** Self - ***Components:*** V, S - ***Duration:*** Concentration, up to 10 minutes ___ Until the spell ends, ice rimes your body, and you gain the following benefits: - You are immune to cold damage and have resistance to fire damage. - You can move across difficult terrain created by ice or snow without spending extra movement. - The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. - You can use your action to create a 30-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 6d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. \pagebreakNum #### Investiture of Stone *6th-level transmutation* ___ - ***Casting Time:*** 1 bonus action - ***Range:*** Self - ***Components:*** V, S - ***Duration:*** Concentration, up to 10 minutes ___ Until the spell ends, bits of rock spread across your body, and you gain the following benefits: - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. - You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be knocked prone, or half as much on a success. - You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn. #### Investiture of Wind *6th-level transmutation* ___ - ***Casting Time:*** 1 bonus action - ***Range:*** Self - ***Components:*** V, S - ***Duration:*** Concentration, up to 10 minutes ___ Until the spell ends, wind whirls around you, and you gain the following benefits: - Ranged weapon attacks made against you have disadvantage on the attack roll. - You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. - You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Strength saving throw. A creature takes 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. \columnbreak #### Primordial Ward *6th-level abjuration* ___ - ***Casting Time:*** 1 bonus action - ***Range:*** Self - ***Components:*** V, S - ***Duration:*** 1 minute ___ You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration. When you take damage of one of those types, you can use your reaction to gain immunity to acid, cold, fire, lightning, and thunder damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. #### Drawmij's Instant Summons *6th-level abjuration* ___ - ***Casting Time:*** 1 minute - ***Range:*** Touch - ***Components:*** V, S, M (a sapphire worth 1,000 gp) - ***Duration:*** Until Dispelled ___ You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item's name while the sapphire is in your possession. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, the item doesn't teleport to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. As an action while holding the sapphire, you can crush it and force the target to make a Charisma saving throw. On a failed save, the target teleports directly into your hands and the spell ends Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect. \pagebreakNum #### Wall of Ice *6th-level evocation* ___ - ***Casting Time:*** 1 action - ***Range:*** 120 ft. - ***Components:*** V, S, M (a small piece of quartz) - ***Duration:*** Concentration, up to 10 minutes ___ You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 12d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn has their speed reduced by half and takes 4d6 cold damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. #### Circle of Death *6th-level necromancy* ___ - ***Casting Time:*** 1 action - ***Range:*** 150 ft. - ***Components:*** V, S, M (the powder of a crushed black pearl worth at least 500 gp) - ***Duration:*** Instantaneous ___ A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 12d6 necrotic damage on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th. \columnbreak #### Disintegrate *6th-level transmutation* ___ - ***Casting Time:*** 1 action - ***Range:*** 120 ft. - ***Components:*** V, S, M (a lodestone and a pinch of dust) - ***Duration:*** Instantaneous ___ A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 8d6 + 40 force damage, or half as much on a success. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. ***At Higher Levels.*** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 + 5 for each slot level above 6th. #### Flesh to Stone *6th-level transmutation* ___ - ***Casting Time:*** 1 action - ***Range:*** 60 ft. - ***Components:*** V, S, M (a pinch of lime, water, and earth) - ***Duration:*** Concentration, up to 1 minute ___ You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature becomes restrained as its body starts to turn to stone. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition and turned to stone until the effect is removed. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. \pagebreakNum #### Tenser's Transformation *6th-level transmutation* ___ - ***Casting Time:*** 1 bonus action - ***Range:*** Self - ***Components:*** V, S, M (a few hairs from a bull) - ***Duration:*** Concentration, 1 minute ___ You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits: - You gain 50 temporary hit points. - You can use your spellcasting ability modifier in place of Strength or Dexterity for the attack and damage of any weapon attack you make. - You have advantage on all weapon attacks. - When you hit a target with a weapon attack, that target takes an extra 1d12 force damage. - You have proficiency with all armor, shields, simple weapons, and martial weapons. - Your AC increases by 2. - Whenever you take the attack action on your turn, you can make one additional attack as part of that action. #### Harm *6th-level necromancy* ___ - ***Casting Time:*** 1 action - ***Range:*** 60 feet - ***Components:*** V, S - ***Duration:*** Instantaneous ___ You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 8d12 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. The target also has its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. With a 7th level spell slot, the duration of the hit point reduction increases to 8 hours. With an 8th level spell slot, 24 hours. With a 9th level spell slot, it lasts until dispelled. \columnbreak ## 7th Level #### Simulacrum *7th-level illusion* ___ - **Casting Time:** 12 hours - **Range:** Touch - **Components:** V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) - **Duration:** Until dispelled ___ You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. The simulacrum can also never benefit from short or long rests and can never cast spells using a spell slot of 5th level or higher. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. #### Forcecage Now requires concentration. Otherwise remains unchanged. #### Tether Essence. Is now a 3rd level spell. Otherwise unchanged. \pagebreakNum ## 9th Level #### True Polymorph *9th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) - **Duration:** Concentration, up to 1 hour ___ Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. ***Creature into Creature.*** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. If the new form has class features, you cannot benefit from them. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. ***Object into Creature.*** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. ***Creature into Object.*** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form. \columnbreak ## Changelog #### Cantrips - Lightning Lure reworked; works like a reverse Thorn Whip, pulling you to the target. - Shillelagh now works with greatclubs and the duration increases to 1 hour. - Poison Spray also imposes the poisoned condition on a failed save. - True Strike procs on the next attack you make (instead of having to wait for your next turn) and causes that attack to deal bonus damage. - Green-Flame Blade and Booming Blade reworked to work with reach weapons. - Infestation now deals piercing damage and lets you choose the direction the target moves. - Vicious Mockery damage die increased to a d6. - Resistance and Dancing Lights no longer require concentration, but their effects end early if you cast them again. - Attacking with Produce Flame doesn't cause the flame to disappear. Additionally, the range of the attack is 60 feet (from 30). - Sapping Sting damage die increased to a d6 and the range increased to 60 feet. #### 1st level - Chaos Bolt deals 3d8 damage (from 2d8 + 1d6). Jumps if at least two of the d8s roll the same number. - Arms of Hadar damage die increased to a d8 (from d6) - Burning Hands damage changed to 2d8 + your spellcasting mod (from 3d6) - Chromatic Orb damage changed to 2d12 + your spellcasting mod (from 3d8) - Color Spray also incapacitates targets that fail. - Cure Wounds die changed to a d12 (from a d8) - Divine Favor can be upcast to increase its duration. - Earth Tremor no longer creates difficult terrain. Damage buffed (to 2d6) and targets take half damage on a failure. - Heroism THP not lost at the end of the spell. Also gives immunity to charms. Upcasting increases the range to 30 feet (in addition to being able to target more creature) - Frost Fingers damage changed to 1d12 + your spellcasting ability (from 3d6) and targets that take the damage have their speed halved. - Goodberry can be administered to other creatures as an action - Expeditious Retreat has the following additional clause: "On the turn you cast this spell, your movement doesn't provoke opportunity attacks." - Ray of Sickness no longer allows a save against the poisoned condition. Damage changed to 1d12 + spellcasting mod (from 2d8). - Witch Bolt's damage changed to 1d8 + spellcasting mod (from 1d12) and on a hit, forces the target to make a CON save or have their speed reduced to 0 for the duration. - Hex damage nerfed (1d4). \pagebreakNum - Hunter's mark removed as it is now a ranger class feature. - Ice Knife initial damage changed to 2d6 (from 1d10). Area damage deals half on a successful save. Upcasting boosts both damage rolls. - Shield of Faith can be upcast to target more creatures. - Searing Smite no longer allows a CON save against its effect. So long as the attack hits, the target is set alight, and a creature must use their action to put out the fire. - Silvery Barbs no longer interacts with saving throws. The inspiration can be "stored" for 1 minute and reused. It also lets you reroll the check after you make the roll (instead of giving you advantage). - Magnify Gravity is now a self-range spell (10-foot radius) - Fortune's Favor's component is no longer expended. - Immovable Object's component is no longer consumed. - Wristpocket no longer requires concentration, but ends early if you cast it again. - Tether Essence is now a 3rd level spell (from 7th level). #### 2nd level - Agannazar's Scorcher reworked. The line lasts for 1 round and damages creatures that enter it. - Barkskin lasts for 8 hours and no longer requires concentration. AC increased to 18 and allows shields. - Branding Smite reveals the location of the nearest invisible creature when you use it, and prevents your next attack against that creature from having disadvantage. Damage die changed to a d8 (from d6). - Cloud of Daggers lets you move the cloud as an action on your turn. - Find Traps actually finds traps now. - Crown of Madness reworked. Allows you to choose whether or not to command the target, and you can also command it to move. - Dust Devil procs at the start of a creatures turn, instead of the end of it. - Melf's Acid Arrow deals 4d8 initial damage (from 4d4) and 1d8 after-damage (from 2d4). - Snilloc's Snowball Storm radius increased to 10 feet. Creates difficult terrain, which lasts for 1 minute (conc.) - Flame Blade reworked entirely. Now fuctions very similar to Shadow Blade. - Ray of Enfeeblement now applies to all weapon damage, instead of just ones made with STR. - Earthbind now reduces all of the target's speeds to 0. - Healing Spirit max heals increased to 10. - Nystul's Magic Aura's mask reworded. - Vortex Warp ranged reduced to 30 feet. - Wither and Bloom damage changed to 1d8 + your spellcasting ability modifier. Upcasting lets you pick more targets to heal and the spell dispells spells that create plant life (like spike growth) #### 3rd level - Call Lightning's cloud shrinks to fit in enclosed areas. Action economy on subsequent lightning strikes changed to a bonus action. - Hunger of Hadar's caster is not affected by its difficult terrain or damage. - Lightning Bolt's damage nerfed (5d6) and targets CON (instead of DEX) but targets who fail their save are stunned for 1 round. - Ice Storm is now a 3rd level spell. Damage changed to 2d8 bludgeoning and 2d8 cold (from 2d8 bludgeoning and 4d6 cold). Instead of difficult terrain, it creates a grease-like effect that causes enemies to fall prone. Duration is now 1 minute. - Conjure Animals reworked to be more in line with the Tasha's summoning spells. - Flame Arrows reworked. Can target any container holding arrows or bolts. Max ammo that can benefit increased to 100. Upcasting increases max ammo + duration. 5th level or higher upcast grants nonconc. duration. - Conjure Volley buffed. Allows you to choose creatures in the radius. Damage changed to 6d12 (from 8d8). - Elemental Weapon buffed; Bonus action cast time. Can be used on a magical weapon but forfeit the +x bonus. - Life Transference's damage reduced to 3d8 (from 4d8) but the heal is now triple the damage you take (instead of double). - Beacon of Hope immediately gives 1 hit point to creatures at 0 and ends the frightened condition when cast. Also provides immunity to being frightened for the duration. - Spirit Shroud damage die reduced to a d6 #### 4th level - Stoneskin now applies to all BPS, not just nonmagical BPS. - Staggering Smite damage die increased to d8s. - Evard's Black Tentacles no longer allows a Dexterity check against the tentacles. Can be upcast for more damage. - Aura of Life duration decreased to 1 minute (from 10) but the healing no longer requires the target to be at 0 HP. - Blight damage increased to 8d10 (from 8d8) and reduces the targets HP maximum - Elemental Bane no longer allows a save to resist the effect. - Grasping Vine no longer requires concentration. - Phantasmal Killer now deals its damage on the inital cast (half damage on success). No longer allows automatic saves--the target must use their action to strengthen their resolve. Repeat damage is automatic until the spell ends. - Polymorph is now a 5th level spell. - Conjure woodland beings reworked to be more in line with Tasha's summoning spells. \pagebreakNum #### 5th level - Mass Cure Wounds die changed to a d12 (from d8). - Flame Strike's die changed to a d8 (from d6). - Steel Wind Strike reworked. Lets you make weapon attacks (instead of spell attacks) that deal the attacks normal damage + 6d10 bonus damage. - Conjure Volley's attacks trigger when you cast the spell as well. - Dawn Damage damage increased to 5d10 (from 4d10) and the range increased to 120 feet (from 60 feet). You no longer have to be within 60 feet of the effect to move it. - Far Step no longer requires concentration. - Cloudkill poisons creatures for 1 round when they fail their save against it. - Negative Energy Flood damage increased to 8d10 (from 5d12). The zombie created is friendly to you and your allies but mindlessly attacks the nearest enemy. The THP granted to undead is no longer halved and is also increased to 8d10. - Enervation's initial damage on a success increased to 4d8 (from 2d8). A creature that fails their save is restrained for the duration. The spell now heals for the full damage dealt (instead of half) - Immolation's initial damage increased by 2d6 (to 10d6) and its ongoing damage by 1d6 (to 5d6). A creature affected by the spell cannot benefit from being invisible or regain hit points. - Wall of Light's damage increased to 6d8 (from 4d8). - Skill Empowerment no longer has concentration. Also gives advantage on the chosen skill. - Maelstrom's effect now procs both at the start of a creatures turn and when they enter the area. Pull distance increased to 15 feet. - Animate objects reworked to bem ore in line with Tasha's summoning spells. - Insect Plague's area is now also heavily obscured. - Circle of Power reworded to ignore all lesser effects that happen whenever a creature succeeds a save against a spell (similar to Hexblade's Mettle) #### 6th level - Magic Jar reworded to prevent HP stacking abuse. - All Investiture spells significantly buffed, with them all taking a bonus action to cast (instead of an action) and dealing more damage with their special action. - Investiture of Flame's fire damage aura increased to 10 feet (from 5 feet). Line increased to 30 feet (from 15 feet) - Investiture of Ice cone increased to 30 feet (from 15 feet). - Investiture of Stone now deals damage in addition to knocking prone. - Primordial Ward casting time changed to one bonus action. No longer required concentration. Gives you immunity to all listed damage types on the reaction (instead of just one). - Dramiji's Instant Summons no longer requires you to crush the sapphire to bring you the item. If the item is held, you can crush the gem to force the holder to make a save or have the item teleport to you anyways. - Wall of Ice initial damage increased (12d6 from 10d6). The frigid air deals less damage (4d6 from 5d6) but no longer requires a save and reduces the target's speed by half. - Circle of Death now deals 12d6 damage (from 8d6). - Disintegrate reduced in damage (8d6 + 40 from 10d6 + 40) but deals half damage on a successful save. Upcasting grants more damage (2d6 + 5 from 3d6) - Flesh to Stone no longer requires a save against the initial restrained condition (still must make saves on subsequent turns as normal). No longer need to concentrate for the full duration to permanent petrify. - Tenser's Transformation reworked. Cast time is 1 bonus action. Duration decreased to 1 minute (from 10 minutes). THP no longer disappears after the spell ends. Lets you use your spellcasting ability for attack and damage rolls. The bonus attack reworded to stack with extra attack. Loses save proficiencies but gets an AC boost (+2). No longer forces a save VS exhaustion when the spell ends. Bonus force damage is reduced to 1d12 (from 2d12). - Harm damage increased (8d12 from 14d6) #### 7th level - Simulacrum's can't benefit from short or long rests and cannot cast spells using a slot of 5th level or higher. - Forcecage now requires concentration #### 9th level - True Polymorph cannot be made permanent. If the new form has class features, you cannot benefit from them. \pagebreakNum # New Spells ___ - ***Cantrips:*** Life leech strike, static electricity, mote of chaos, battery assault - ***1st level:*** Keen eye, devour, battle stomp, blinding squall, tranquil walk of peace, karmic justice, mosquito swarm, deafening shriek, caustic adhesive, unstable concoction, grappling hook - ***2nd level:*** Puff, ball lightning, crippling fear, displace, tentacle lash, track, torrent, necro bolt, undead rapport, power within, Lohse's maddening song, weavegate, hydrargyrum - ***3rd level:*** Wrath of the gods, bull horns, fissure, caustic gale, wild blast - ***4th level:*** Ballium's bouncing ball, purification, Ralthulm's divine wind, thunder bolt, gambler's dodge - ***5th level:*** Acid surge, blood storm, stunning smite, electromagnetic pulse, closed circuit, downburst, antiweave, electrical wall - ***6th level:*** Chaos storm, corrosive spores ## Cantrips #### Life Leech Strike *Evocation cantrip* ___ - **Class:** Druid - **Casting Time:** 1 action - **Range:** Self - **Components:** V, M (a weapon) - **Duration:** Instantaneous ___ As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within your reach, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and you siphon the life force from the creature, dealing 1d4 bonus necrotic damage. If the creature has less than half its hit point maximum, you instead deal 1d8 bonus necrotic damage. The spell's damage increases by one die when you reach 5th level (2d4 or 2d8), 11th level (3d4 or 3d8), and 17th level (4d4 or 4d8). #### Static Electricity *Evocation cantrip* ___ - **Class:** Druid, Sorcerer, Wizard, Warlock - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S - **Duration:** Instantaneous ___ You fire a mote of static electricity towards a creature within range, making a ranged spell attack. On a hit, the target takes 1d8 lightning damage. If the attack misses, you can choose for the mote of electricity to bounce to another creature within 30 feet of the initial target, rerolling the attack against that creature. The attack can only repeat this way once. The spell's damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Mote of Chaos *Evocation cantrip* ___ - **Class:** Sorcerer - **Casting Time:** 1 action - **Range:** 60 ft. - **Components:** V, S - **Duration:** Instantaneous ___ You launch a mote of chaotic energy towards a creature within range. Make a ranged spell attack, dealing 1d6 force damage on a hit. If you roll a 1 or 6 on a damage die for this spell, the mote bounces to a creature of your choice within 5 feet of the target, which takes the spell's damage as well. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Battery Assault *Evocation cantrip* ___ - **Class:** Artificer - **Casting Time:** 1 action - **Range:** 5 feet - **Components:** V, S - **Duration:** 1 round ___ You cause a crackle of magical fire to spark at a target within 5 feet of you. The target must make a Dexterity saving throw, taking 1d8 fire damage on a failed save. Regardless of whether the target fails or succeeds, if they are still within 5 feet of you by the start of your next turn, they must repeat the saving throw or take the spell's damage again. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ## 1st Level #### Devour *1st-level necromancy* ___ - **Class:** Wizard, Sorcerer, Warlock - **Casting Time:** 1 action - **Range:** 15 ft - **Components:** V, S - **Duration:** Instantaneous ___ You directly consume the life-force of a creature within range. The target must make a Constitution saving throw, taking 3d6 necrotic damage on a failed save or half as much on a success. If the damage reduces the targets hit points to 5 or less, they immediately drop to 0 hit points and you regain hit points equal to the damage you rolled. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the threshold at which a creature drops to 0 hit points increases by 5 for each slot level above 1st. \pagebreakNum #### Blinding Squall *1st-level evocation* ___ - **Class:** Druid, Ranger, Sorcerer - **Casting Time:** 1 action - **Range:** Self (5-ft radius) - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ A blinding wind circles in a 5-ft radius around you. Whenever you cast this spell, each creature in that radius must make a Constitution saving throw. On a failed save, a creature takes 2d4 cold damage and is blinded until the end of your next turn. On a successful save a creature instead takes half damage. For the duration, opportunity attacks and ranged attacks have disadvantage against you and your speed increases by 10 feet. #### Battle Stomp *1st-level evocation* ___ - **Class:** Cleric, Paladin, Ranger, Artificer - **Casting Time:** 1 action - **Range:** Self (15-ft cone) - **Components:** V, S, M (a weapon) - **Duration:** Instantaneous ___ You crash your weapon onto the ground, shattering the earth in front of you. Each creature in a 15-ft cone must make a Strength saving throw, taking 2d8 bludgeoning damage and falling prone on a failed save, or half damage on a success. **At Higher Levels.** Whenever you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Keen Eye *1st level divination* ___ - **Class:** Ranger - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, 1 hour ___ You imbue yourself with the ability to see at incredible distances with great detail. For the duration, the range of your spells and ranged weapon attacks is doubled and you ignore the penalty for making attacks in your weapons second range increment. Additionally, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. #### Tranquil Walk of Peace *1st-level enchantment* ___ - **Class:** Paladin, Cleric - **Casting Time:** 1 action - **Range:** Self (10-ft. radius) - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ An aura of peace emanates from you in a 10 ft. radius. When you cast this spell, you can designate any number of creatures to be unaffected by it. An affected creatures speed is halved while in the aura and they cannot benefit from the dodge or disengage actions. #### Karmic Justice *1st-level abjuration* ___ - **Class:** Paladin, Cleric - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** 10 minutes ___ You place a defensive ward on yourself that lasts for the duration or until you cast the spell again. This ward has 10 hit points. Whenever you take damage, the ward takes damage as well. When the ward reaches 0 hit points, it explodes, and each creature of your choice within 10 ft. of you must make a Strength saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 10 ft. away from you in a straight line and knocked prone. On a successful save, a creature takes half damage and isn't pushed or knocked prone. #### Mosquito Swarm *1st-level conjuration* ___ - **Class:** Druid, Ranger, Warlock - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, M (mosquito larvae) - **Duration:** Instantaneous ___ You summon a swarm of mosquitos to drain the life force of a creature within range. The target must make a Constitution saving throw, taking 1d10 + your spellcasting ability modifier piercing damage, or half as much on a success. You then regain hit points equal to the damage that you dealt. ***At Higher Levels.*** Whenever 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 #### Deafening Shriek *1st-level evocation* ___ - **Class:** Bard - **Casting Time:** 1 bonus action - **Range:** Self (10-foot radius) - **Components:** V - **Duration:** 1 round ___ You unleash a fierce shriek. Each creature within 10 feet of you must make a Constitution saving throw. On a failed save, a creature takes 2d4 psychic damage and is deafened until the start of your next turn. While deafened this way, a creature has disadvantage on attacks and cannot cast spells with verbal components. On a success, a creature only takes half damage and isn't deafened. #### Frayed Circuit *1st-level evocation* ___ - **Class:** Wizard, Sorcerer, Druid, Warlock - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Components:** S - **Duration:** Instantaneous ___ Wildly sparking electricity jumps from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d6 + your spellcasting ability modifier lightning damage on a failed save, or half as much on a success. Regardless of whether a creature passes or fails, they cannot take reactions until the start of your next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Caustic Adhesive *1st-level conjuration* ___ - **Class:** Artificer, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M - **Duration:** Instantaneous ___ You conjure a sticky, oozing glob of acidic material and hurl it towards a creature within range, making a ranged spell attack. On a hit, the target takes 2d8 + your spellcasting ability modifier acid damage and has their speed halved until the end of your next turn. ***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Unstable Concoction *1st-level transmutation* ___ - **Class:** Artificer - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a flask of volatile chemicals worth 10 gp, which is consumed by the spell) - **Duration:** Instantaneous ___ You infuse the material component of the spell with volatile magic before throwing it at a target within range. Make a ranged spell attack. On a hit, the target takes 1d4 fire damage. Hit or miss, the concoction then explodes, creating fire, deafening noises, and blinding lights in a 15-foot cube centered on the target. Each creature in that area must make a Constitution saving throw or take 2d4 fire damage and be both blinded and deafened until the end of your next turn. On a success, a creature takes half damage and isn't blinded or deafened. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 2nd level or higher, both damage rolls increase by 1d4 for each slot level above 1st. #### Grappling Hook *1st-level transmutation* ___ - **Class:** Artificer - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a grappling hook) - **Duration:** Instantaneous ___ You fire your grappling hook up to 30 ft. in a straight line from you in a direction you choose. The grappling hook stops early if it impacts upon a creature, surface, or object that isn't being worn or carried. If the grappling hook would strike a creature, they can make a Dexterity saving throw to avoid it. On a failed save, the grapple strikes the creature and stops moving. On a success, the grappling hook keeps traveling. If the grappling hook strikes something, it deals 1d12 piercing damage to it and you can choose to pull yourself in a straight line immediately towards it. This movement provokes opportunity attacks, and if your speed is reduced to 0 during this movement, it ends early. You can move through the space of another creature during this movement, but doing so also provokes an opportunity attack. The hook stays embedded in the target until the end of the turn, allowing you to temporarily hang on if you have a hand free. Regardless, the grappling hook returns to you at the end of your turn if it is able. ***At Higher Levels.*** If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. At a slot level of 3rd, the distance the grapple travels increases to 120 feet. At a slot level of 5th, it increases to 300 feet. \pagebreakNum ## 2nd Level #### Displace *2nd-level conjuration* ___ - **Class:** Wizard, Sorcerer, Warlock - **Casting Time:** 1 reaction, whenever a creature within range attempts to teleport or is summoned - **Range:** 30 ft - **Components:** V, S - **Duration:** Instantaneous ___ You twist the conjuring magic, altering the destination of the target. The target must make a Charisma saving throw (they can choose to fail) or instead be teleported or summoned in another unoccupied space of your choice within range. If the effect is created by a spell of 5th level or higher, the target has advantage on the saving throw. #### Puff *2nd-level evocation* ___ - **Class:** Wizard, Druid, Sorcerer, Artificer, Bard - **Casting Time:** 1 action - **Range:** Self (15-ft cone) - **Components:** V, S, M (smoking tobacco) - **Duration:** 1 minute ___ As part of casting the spell you light and inhale tobacco smoke, exhaling it out as a cloud of magical, blinding smoke. Each creature in a 15-ft cone must make a Constitution saving throw or be blinded for the duration. A creature can repeat the save at the end of each of its turns, ending the effect on a success. #### Tentacle Lash *2nd-level transmutation* ___ - **Class:** Druid, Warlock, Artificer - **Casting Time:** 1 action - **Range:** 30 ft - **Components:** S - **Duration:** Instantaneous ___ You must have a free hand to cast this spell. Your arm morphs into a long, powerful tentacle. Make a melee spell attack against a creature within range. On a hit, the target takes 3d12 bludgeoning damage and the target suffers one of the following effects of your choice; - They are disarmed of one object they are holding in one of their hands, like a shield or weapon. - The target is knocked prone. - The target is moved up to 15 feet any direction horizontally. **At Higher Levels.** Whenever you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 1st. \columnbreak #### Track *2nd level divination* ___ - **Class:** Druid, Ranger - **Casting Time:** 1 action - **Range:** 60 ft - **Components:** S - **Duration:** 24 hours ___ This spell is completely silent and if you are hidden, does not reveal you. You place a magical mark on a creature you can see within range. Until the spell ends, you always know that creatures relative direction and distance to you as long as its on the same plane of existence as you. If the target travels to another plane of existence, you learn which plane of existence they traveled to but not how they got there or where within that plane they arrived. Additionally, the target can't become hidden from you and if it's invisible, it gains no benefit from that invisibility against you. #### Necro Bolt *2nd level necromancy* ___ - **Class:** Wizard, Warlock, Sorcerer, Artificer - **Casting Time:** 1 action - **Range:** 60 ft - **Components:** V, S, M (a heart of a person or animal) - **Duration:** Instantaneous ___ You sacrifice a portion of your life force and send it as a bolt of explosive necrotic energy to a point within range. You take 2d6 necrotic damage and each creature within a 10 ft. radius of the point you chose must make a Dexterity saving throw, or take necrotic damage equal to three times the damage you took, or half as much on a success. **At Higher Levels.** Whenever you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Undead Rapport *2nd-level necromancy* ___ - **Class:** Wizard, Warlock - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You attempt to gain control of an unintelligent undead creature you can see within range. The target must make a Wisdom saving throw. A creature with an intelligence of 10 or higher automatically succeeds. On a failed save, the creature becomes friendly to you and obeys your commands for the duration. The target can repeat the save at the end of each of its turns, ending the effect on a success. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 3rd level or higher, you can target one additional undead creature for each slot level above 2nd. The targets must be within 30 ft. of each other when you target them. \pagebreakNum #### Power Within *2nd-level evocation* ___ - **Class:** Druid, Paladin, Ranger - **Casting Time:** 1 action - **Range:** Self - **Components:** S - **Duration:** 1 minute ___ You unlock your inner strength at the cost of vitality. For the duration, you deal 1d6 additional damage whenever you roll damage for a spell or attack, but at the start of each of your turns while you are conscious, you take 1 necrotic damage, which cannot be reduced or ignored in any way. Additionally, you ignore the effects of exhaustion for the duration of the spell. The spell ends early if you fall unconscious or cast it again. #### Lohse's Maddening Song *2nd-level enchantment* ___ - **Class:** Bard - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V - **Duration:** 1 round ___ Up to two creatures of your choice within a 30-foot radius of you must make a Wisdom saving throw as you sing a maddening song. On a failed save, a creature must use their next action on their next turn to attack the creature nearest to it. A creature automatically succeeds its save if it's immune to being charmed or if it cannot hear you. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 3rd level or higher, you can target two additional creatures for each slot level above 2nd. #### Ball Lightning *2nd-level evocation* ___ - **Class:** Druid, Sorcerer - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S, M (a lightning rod made of mithral worth at least 100 gp) - **Duration:** 1 minute ___ You create a 5-foot diameter orb of lightning that hovers in an unoccupied space of your choice within range and lasts for the duration. Whenever you summon the ball, make a ranged spell attack against the nearest creature within 15 feet of the orb. On a hit, the target takes 1d6 + your spellcasting ability modifier lightning damage and cannot take reactions until the start of your next turn. As a bonus action on your turn, you can move the orb up to 20 feet and repeat the attack against whichever creature is closest to it and within 15 feet. If this orb enters another creatures space, or if a creatures enters its space, the creature takes 1d6 + your spellcasting ability modifier lightning damage and cannot take reactions until the start of your next turn. Then the orb disappears and the spell ends. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Torrent *2nd-level conjuration* ___ - **Class:** Druid, Sorcerer - **Casting Time:** 1 action - **Range:** 90 ft. - **Components:** V, S - **Duration:** 1 round ___ You summon a torrent, which is a 5-foot radius, 30-foot high cylinder of rushing water, and that originates from a point within range. The torrent lasts until the end of your next turn. A large or smaller creature that starts their turn in the torrent, or enters it for the first time, must make a Dexterity saving throw or be dragged up to to 30 feet to the top of the cylinder and be restrained while the torrent persists. On a success, a creature is pushed outside the torrent to the nearest side and cannot pass through it until it disappears. If the torrent is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the torrent takes 2d6 bludgeoning damage When the torrent disappears, creatures that were held aloft by it fall unless something else is holding them up. #### Crippling Fear *2nd-level echantment* ___ - **Class:** Bard, Warlock - **Casting Time:** 1 action - **Range:** Self (10-foot radius) - **Components:** V - **Duration:** Concentration, up to 1 minute ___ You emanate an aura of sheer terror in a 10-foot radius around you. When you create this aura, you can designate creatures to be immune to its effects. Whenever a creature enters your aura for the first time or starts their turn there, they must make a Wisdom saving throw. On a failed save, a creature is frightened of you for the duration. While frightened this way, the target cannot speak, nor can they perform the verbal components of spells. A creature can repeat the save if it ends its turn outside your aura, ending the effect on a success. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 3rd level or higher, the radius of the aura increases by 5 feet for every slot level above 2nd. \pagebreakNum #### Weavegate *2nd-level conjuration* ___ - **Class:** Sorcerer - **Casting Time:** 1 bonus action - **Range:** 90 feet - **Components:** S - **Duration:** 10 minutes ___ Choose a space within range. You create an invisible portal there in the weave itself. For the duration, whenever you cast a spell, you can choose to cast that it as if you were in the portal's space, though the portal does not provide any vision. If you have multiple portals created by this spell, you can choose which one the spell is cast from. Additionally, the next spell of 1st level or higher you cast out of the portal is treated as if you cast it using a spell slot one level higher than the one you used. Any spell with a non-permanent duration that you cast through this portal end early when this spell ends. Any creature that can see invisible objects sees the portal as a luminous, glowing bulb floating in space. A creature that sees the bulb can use an action while within 5 feet of it to make an Intelligence (Arcana) check against your spell save DC, ending the spell early on a success. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 4th level, the duration becomes 8 hours. At a slot level of 5th, the duration becomes 8 hours. At a slot level of 6th, the duration becomes 24 hours. At a slot level of 8th, the spell is permanent until dispelled. #### Hydrargyrum *2nd-level transmutation* ___ - **Class:** Artificer - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V, S, M (a flask of quicksilver worth 15 gp, which is consumed by the spell) - **Duration:** 1 minute ___ You infuse the material component with magical energy, causing it to simmer and bubble, before opening it and spraying boiling hot quicksilver in a 30-foot cone that emanates from you in a direction of your choosing. Each creature in that area must make a Dexterity saving throw or take 2d6 fire damage. Creatures that fail their save must make a Constitution saving throw at the start of the next turn or take another 2d6 poison damage and become poisoned for the duration, as the quicksilver seeps into their bodies. On a successful save, a creature takes half damage and isn't poisoned. A creature can repeat the save at the end of each of their turns, ending the effect on a success. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, both damage rolls increase by 1d6 for each slot level above 2nd. #### Pyrogenesis *2nd-level evocation* ___ - **Class:** Druid - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a firefly preserved in amber) - **Duration:** 1 minute ___ You wreath a creature in purging flames that both heal and harm. The target must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much on a success. Regardless of whether the target succeeds or fails, any disease and any effect causing the poisoned condition immediately ends on the target. Then, at the start of each of the targets turns for the duration, they regain 1d8 hit points. This healing ends early if the target is reduced to 0 hit points. ## 3rd Level #### Wrath of the Gods *3rd-level evocation* ___ - **Class:** Paladin, Cleric - **Casting Time:** 1 action - **Range:** Self (15-ft. radius) - **Components:** V, S - **Duration:** Instantaneous ___ Explosive force emanates out from you. Each creature within 15 ft. of you must make a Strength saving throw. On a failed save, a creature takes 5d8 force damage and is pushed 15 ft. away from you in a straight line and knocked prone. On a succesful save, a creature takes half damage and isn't pushed or knocked prone. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. #### Bull Horns *3rd-level transmutation* ___ - **Class:** Druid, Ranger - **Casting Time:** 1 action - **Range:** Touch - **Components:** S, M (animal horns or ivory worth 10 gp) - **Duration:** Concentration, up to 10 minutes ___ You touch a willing creature within reach. Sharp horns sprout from that creatures head. If they are wearing a helmet or other headgear, they can choose to either destroy that item or have them drop in an unoccupied space next to them. For the duration, the target can make melee weapon attacks with the horns, which deal 1d12 piercing damage. These attacks are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. As a bonus action on each of that creature's turns, it can move up to its speed towards a creature they can see and attack them with the horns. If the attack hits and the target is large or smaller, they are knocked prone. \pagebreakNum #### Fissure *3rd-level conjuration* ___ - **Class:** Druid, Sorcerer - **Casting Time:** 1 action - **Range:** Self (30-foot line) - **Components:** V, S, M (a rod made of adamantine worth 300 gold) - **Duration:** Instantaneous - ___ You slam the adamantine rod, creating a 30-feet long, 5-foot wide, and 10-foot tall ridge of rock on the ground in front of you in a direction of your choosing. Each creature within the ridge when it's created must make a Dexterity saving throw, taking 4d12 bludgeoning damage and falling prone on a failed save, or taking half as much damage on a success and not being knocked prone, before being pushed to either side of the ridge (your choice). The ridge lasts until destroyed. A 5-foot section of it has 15 AC and 30 hit points, and reducing it to 0 causes that 5-foot section to collapse. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. #### Caustic Gale *3rd-level conjuration* ___ - **Class:** Artificer, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You conjure a gale of acidic vapors that sweep across an area within range. The area can be up to 30 feet long, 15 feet tall, and 15 feet wide. Each creature in the area must make a Constitution saving throw, taking 8d4 acid damage on a failed save or half as much on a success. Then, for the next minute, each creature that failed their save is coated in acidic residue. At the end of each of their turns for the duration, they take 2d4 acid damage, unless they or another creature within reach uses their action to clean off the acid. Objects can be degraded and corroded by the acid created by this spell if they are not being worn or carried. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 4th level or higher, both damage rolls increases by 1d4 for each slot level above 3rd. \columnbreak #### Wild Blast *3rd-level conjuration* ___ - **Class:** Sorcerer - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You create a blast of wild energy in a 10-foot radius sphere centered on a point within range. Each creature in the area must make a Constitution saving throw or take 5d8 damage, or half as much on a success. Then, choose one of the d8s you roll. This determines the damage type dealt and any additional effects created by the spell. | d8 | Damage Type and Effect | |:---|:-----------:| | 1 | ***Acid.*** On a failed save, the target has their speed halved until the end of your next turn by corrosive ooze. | | 2 | ***Cold.*** On a failed save, the target is restrained until the end of your next turn as frost grips them. | | 3 | ***Fire.*** On a failed save, the target is stunned until the end of your next turn by the force of the blast. Additionally, flammable objects in the area that are not being worn or carried are set alight. | | 4 | ***Force.*** On a failed save, the target is teleported to an unoccupied space of your choice within the area. | | 5 | ***Lightning.*** The target cannot take reactions until the start of your next turn. | | 6 | ***Poison.*** On a failed save, the target is poisoned for 1 minute. They can repeat the save at the end of each of their turns, ending the effect on a success. | | 7 | ***Psychic.*** On a failed save, thetarget cannot concentrate until the start of your next turn. | | 8 | ***Thunder.*** The target is knocked prone if they are large or smaller. Additionally, objects not being worn or carried in the area take twice the spell's damage | ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. \pagebreakNum #### Ferrouswheel *3rd-level conjuration* ___ - **Class:** Artificer - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a tiny wheel forged from iron worth at least 10 gp) - **Duration:** Concentration, up to 1 minute ___ You summon a large-sized wheel made of iron in an unoccupied space within range. The wheel is a construct with 19 AC, 40 hit points, immunity to poison and psychic damage, immunity to the poisoned condition, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made of adamantine. It has an 18 Strength, 6 Wisdom, and 10 Constitution, but 1 in every other ability score. The wheel shatters and disappears when the spell ends or if it is reduced to 0 hit points. Whenever you cast the spell and as a bonus action on subsequent turns, you can command the wheel can move up to 30 feet in any direction. It can pass through the space of a creature smaller than it during this movement, but a creature the same size or larger immediately stops it. If the wheel passes through the space of a creature, or if its movement is stopped by that creature due to its size, the target must make a Dexterity saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and falls prone. The wheel can occupy the same space as a prone creature smaller than it. If the wheel occupies the same space as a prone creature, it is restrained unless it uses its action to make a Strength saving throw, crawling out to the nearest unoccupied space adjacent to the wheel on a success. When you move the wheel, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. You can also ram it into objects not being worn or carried when it moves, dealing twice its normal damage to it. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 4th level or higher, its hit points increase by 10 and it's damage by 1d8 for each slot level above 3rd. At a slot level of 4th level, the wheel is huge. At a slot level of 5th level, the wheel is gargantuan. \columnbreak #### Frost Nova *3rd-level conjuration* ___ - **Class:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Instantaneous ___ The air rapidly drops in temperature in a 10-foot radius sphere originating from a point you can see within range. Each creature in that area must make a Constitution saving throw or take 8d6 cold damage and have their speed halved until the end of your next turn. On a successful save, a creature takes half damage and doesn't have their speed reduced. \pagebreakNum ## 4th Level #### Ballium's Bouncing Ball *4th level conjuration* ___ - **Class:** Wizard, Artificer - **Casting Time:** 1 action - **Range:** 120 ft - **Components:** V, S, M (a small piece of rubber) - **Duration:** 1 minute ___ You create an orb of force within your hands and throw it towards a creature within range. Make a ranged spell attack. On a hit, a target takes 5d12 force damage and is knocked prone. The spell then immediately ends. If you miss, you can choose to have the orb bounce harmlessly off a surface or object you can see within range. If you do so, you can use your bonus action on your next turn to repeat the attack against a creature within range, the attack originating from the surface or object it bounced off of, and reducing the damage of the attack by 1d12. You can continue bouncing the orb this way on subsequent turns so long as you keep missing, reducing the damage of the attack each time. The spell immediately ends if you hit with any of these subsequent attacks. The spell also ends early if there is no surface for the orb to bounce off of or if you cast this spell again. #### Ralthulm's Divine Wind *4th level transmutation* ___ - **Class:** Sorcerer, Druid, Ranger - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (the feather of a hawk) - **Duration:** Concentration, up to 1 minute ___ Magical wind swirls around you, guiding your movement. For the duration, you gain a fly speed of 60 feet and moving doesn't provoke opportunity attacks. Whenever you move within 5 feet of a creature that is medium or smaller, it must make a Strength saving throw or be knocked prone. A creature can only be targeted this way once per turn. Additionally, medium or smaller objects that aren't being worn or carried and that aren't otherwise secured in some fashion are flung away from you by the wind. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the fly speed increases by 15 feet for each slot level above 4th. \columnbreak #### Purification *4th-level evocation* ___ - **Class:** Cleric - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ Radiant energy washes over a creature you can see within range, healing them and harming foes. The target regains 4d8 + your spellcasting ability modifier hit points, and each creature of your choice within 10 feet them must make a Constitution saving throw. On a failed save, a creature takes radiant damage equal to the hit points restored to the initial target. On a success, a creature only takes half damage. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th. #### Thunder Bolt *4th-level evocation* ___ - **Class:** Druid, sorcerer - **Casting Time:** 1 action - **Range:** 120 ft. - **Components:** V, S - **Duration:** Instantaneous ___ You fire an impactful bolt of thunder and lightning flies towards a target you can see within range. On a hit, the target takes 3d12 lightning damage. Hit or miss, the bolt then explodes outward in a burst of thunder. The target and each creature within 10 feet of them must make a Strength saving throw, taking 3d12 thunder damage and falling prone on a failed save, or taking half as much damage and not falling prone. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 5th level or higher, both damage rolls increase by 1d12 for each slot level above 4th. \pagebreakNum #### Gambler's Dodge *4th-level conjuration* ___ - **Class:** Bard, sorcerer - **Casting Time:** 1 reaction, which you take when you are targeted by an attack or forced to make a saving throw by an effect you can see - **Range:** Self - **Components:** V - **Duration:** Instantaneous ___ When you cast this spell, roll a d8. You teleport 10 times the number you rolled in feet to an unoccupied space. If this puts you out of the range or area of the attack or effect, the attack misses or you automatically succeed your saving throw, suffering no effect if you would normally suffer a lesser effect, such as half damage. Then consult the table below. You gain the corresponding benefit based on the number you rolled. | d8 | Benefit | |:---:|:-----------| | 1 | ***Arcane Ward.*** You gain 30 temporary hit points, which expire at the end of your next turn. | 2 | ***Chaos' Ego.*** You are immune to the charmed and frightened conditions until the end of your next turn, and any effects imposing those conditions immediately end. | 3 | ***Wild Missiles.*** Each creature of your choice within 10 feet of the space you teleport to takes 1d4+1 force damage, as if targeted by the magic missile spell. | 4 | ***Beguiling Step.*** Choose a creature within 30 feet of the space you teleport to. That creature must make a Wisdom saving throw or be charmed or frightened by you for 1 minute. | 5 | ***Empowering Rift.*** The next spell of 1st level or higher you cast before the end of your next turn is treated as if you cast it using a spell slot one level higher than the one you use. | 6 | ***Disappearance***. You are invisible until the end of your next turn, or until you make an attack or force another creature to make a saving throw. | 7 | ***Jaunt.*** You disappear into the Ethereal Plane as per the etherealness spell until the start of your next turn. | 8 | ***Arcane Lance.*** The range of your spells is doubled until the end of your next turn. \columnbreak ## 5th Level #### Acid Surge *5th-level evocation* ___ - **Class:** Warlock, Sorcerer, Druid - **Casting Time:** 1 action - **Range:** 60 ft. - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You summon forth a 20-foot-radius sphere of acid that stings flesh and degrades weapons and armor. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw, taking 4d6 acid damage on a failed save or half as much on a success. Regardless of whether or not the creature fails their saving throw, any non-magical objects the creature is wearing begin to degrade. If the object is armor or a shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object is a weapon, it take a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Objects not being worn or held also degrade in the cloud. 1 cubic foot of material is destroyed from each object in the cloud that is not being worn or held at the start of each of your turns. #### Stunning Smite *5th-level evocation* ___ - **Class:** Paladin - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ The next time you hit a creature with a melee weapon attack during this spell's duration, you shock their body and their mind, and the target takes 5d10 lightning damage and must make a Constitution saving throw. On a failed save, the target is stunned for 1 minute. The creature can repeat the save at the end of each of its turns, ending the effect on a success. \pagebreakNum #### Blood Storm *5th-level conjuration* ___ - **Class:** Cleric, Druid, Warlock - **Casting Time:** 1 action - **Range:** 300 ft. - **Components:** V, S, M (a vial of blood from a necromancer) - **Duration:** Concentration, up to 10 minutes ___ A blood-red storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. If there is not enough room for the cloud, it instead shrinks to the largest possible dimensions it can. For the duration, any creature directly below the storm cloud is drenched in bloody rain. The area is heavily obscured, and a creature that enters this area for the first time or starts their turn there must make a Constitution saving throw or take 4d6 necrotic damage and become poisoned until the start of its next turn. If a creature becomes poisoned this way, it also gains a level of exhaustion. A creature that succeeds takes half damage and isn't poisoned. Additionally, any healing is the area is corrupted and turns into necrotic energy. Any creature subjected to an effect that restores hit points must make a Constitution saving throw or take that healing as necrotic damage, or take half as much damage on a success. Constructs and undead are immune to the effects of this storm. #### Electromagnetic Pulse *5th-level evocation* ___ - **Class:** Druid, Sorcerer - **Casting Time:** 1 action - **Range:** 120 ft. - **Components:** V, S - **Duration:** Instantaneous ___ You create a pulse of powerful electrical energy that disrupts magical forces. Choose a point within range. Each creature within a 20-foot radius of that point must make a Constitution saving throw. On a failed save, a creature takes 6d6 lightning damage, loses concentration (if it is concentrating), and cannot cast any spells until the start of your next turn. On a success, a creature takes half damage and does not suffer the other ill effects of this spell. #### Closed Circuit *5th-level evocation* ___ - **Class:** Druid, Sorcerer - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ Explosive electrical energy sends outward like a shockwave from you in a 20-foot radius around you. Each creature in that area when you cast the spell must make a Constitution saving throw or take 6d8 lightning damage. The electricity then shocks water droplets in the air, creating a lightning-infused steam cloud that stays behind in the same area. The cloud is heavily obscured and creatures other than you that are inside it cannot take reactions. A creature other than yourself that starts their turn in the cloud takes 2d8 lightning damage. The cloud is dispersed by heavy winds of at least 10 miles per hour. #### Downburst *5th-level evocation* ___ - **Class:** Druid, Sorcerer - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S - **Duration:** 1 round ___ Howling winds, rains, and vicious thunder come down in a 30-foot radius, 120-foot high cylinder originating from a point on the ground within range. Each creature in that area must make a Strength saving throw, taking 8d8 thunder damage and immediately falling prone on a failed save, or half as much damage on a success. Flying creatures that fail their save, even those held aloft by magic, fall as the storm-force winds pull them into the ground. Then, until the start of your next turn, the area is heavily obscured. Open fires in the area are put out and objects are flung around haphazardly by the force. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Antiweave *5th-level transmutation* ___ - **Class:** Sorcerer - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You separate the target as much from the weave as possible, disrupting their connection to magic. The target must make a Charisma saving throw (a creature can choose to fail). On a failed save, the target cannot cast or concentrate on spells for the duration and they have advantage on saving throws against spells and magical effects. ***At Higher Levels.*** Whenever you cast this spell using a spell slot of 7th or 8th level, the duration becomes 24 hours. Whenever you cast this spell using a spell slot of 9th level, the spell lasts until dispelled. Using a spell slot of 7th level or higher grants a duration without concentration. \pagebreakNum #### Electrical Wall *5th-level transmutation* ___ - **Class:** Artificer - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (conductive wiring worth 100 gp, which the spell consumes - **Duration:** Concentration, up to 10 minutes ___ A magical wall of metal bars springs into existence at point on the ground within range. The bars of the wall are about an inch in diameter and are spaced wide enough that a tiny creature can squeeze through. The wall is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. The first time on a turn a creature touches the wall or makes a melee weapon attack against it with a weapon made of metal, they must make a Constitution saving throw. On a failed save, they take 6d8 lightning damage and are shocked until the end of their next turn. While shocked, they cannot take reactions and have disadvantage on attack rolls and ability checks. On a success, a creature take half damage and isn't shocked. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. Besides the shape and the spacing of the bars, the wall can have any shape you desire, though it can't occupy the same space as a creature or object. Any bar in contact with the ground must be vetical, but if connected to another panel, they can be arranged horizontally, like a ceiling. The wall is an object made of metal and thus it can be damaged and breached. Each panel has 19 AC and 30 hit points. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. Additionally, a creature can use their action to grab the bars and attempt to pull them just wide enough for a creature their size to squeeze through. They must make a Strength ability check against your save DC, prying the bars open on a success. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent. If the fence is dispelled after it becomes permanent, the metal bars remain but the electricity fades. Otherwise, the wall disappears when the spell ends. \columnbreak ## 6th Level #### Chaos Storm *6th-level evocation* ___ - **Class:** Sorcerer - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You create up to 8 pillars of lava that burst from places on the ground that you can see within range. Each pillar is a column with a diameter of 5 ft. and a height of 30 ft. Each creature inside these columns must make a Dexterity saving throw, taking 4d8 fire damage on a failed save or half as much on a success. The lava columns leave behind small pools of magma in the spaces they originated from for the duration. A creature that starts their turn in a pool of magma or enters it for the first time takes 4d8 fire damage. ***At Higher Levels.*** Whenever you cast this spell using a spells lot of 7th level or higher, you can create two additional pillars of lava for each slot level above 6th. #### Corrosive Spores *6th-level conjuration* ___ - **Class:** Druid, Sorcerer, Wizard - **Casting Time:** 1 action - **Range:** 120 ft. - **Components:** V, S, M (an exotic fungi specimen) - **Duration:** Concentration, up to 10 minutes ___ You toss acidic spores that explode and create toxic vapors. Choose 6 points on unoccupied surfaces within range, such as the ground, the wall, or an object that is not worn or carried. The spores explode outward from these points in a 10-foot radius. Each creature in one of these radii must make a Dexterity saving throw or take 10d4 acid damage. Then, for the duration, toxic vapors fill these areas, which are heavily obscured. A creature that enters one of these areas for the first time on its turn, or starts their turn there, must make a Constitution saving throw. On a failed save, a creature takes 5d4 acid damage and is poisoned until the end of your next turn. On a success, a creature only takes half damage. A creature has advantage on its saving throw if it doesn't need to breathe. The damage of this spell can degrade and corrode objects if they are not being worn or carried. A breeze going at least 10 miles per hour disperses a cloud for 1 round.