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Livia's book of tricks
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##### Cantrips (0 Level) - Vitriolic javelin - Double rainbow flow ##### 1st Level - Crystallization - Spore spring - Whirlwind strike ##### 2nd Level - Crystal reverberation - Illusion of the hearth - Iris - Light mind bloom - Shadowcrystal spikes - Silver garden - Shooting star mark \columnbreak ##### 3rd Level - Calming melody - Diamond hearth - Lady's arachnid vault - Mary's kiss - Raven bullet - Shining guillotine ##### 4th Level - Endorfal's sacred mount - Mirror hall - Nightmarish hounds ##### 5th Level - Golondrina - Holy tomb - Semi-precious replica - Toxic bloom - Kaleidoscopic prison - Raspelberry's spectral companion - Winter lake mirror - Winter moon \columnbreak ##### 6th Level - Heaven cries - Infinite grassland - Investiture of the chimera ##### 7th Level - Healing rain light ##### 8th Level - Winter's Embrace \columnbreak ##### 9th Level - Chromatic cataclysm - Glass Cathedral - Sleeping sun
\pagebreak # Spells ___ ### Cantrips (0th-level spells) ___ #### Dancing rainbow flows *evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 minute - **Classes:** Artificer, Cleric, Druid, Sorcerer You create two water flows that can move around your body and shine with beautiful colors. You can only have two flows at the same time. Once before the spell ends or as part of the same action used to cast it, you can direct the water flows toward one creature you can see within range. Make a ranged spell attack roll against the target. On a hit, the creature takes 1d8 radiant damage and is covered in water. Until the end of the creature's next turn, the first time it takes cold damage, it has disadvantage in all weapon attack rolls until the end of its next turn, as the water freezes. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Vitriolic javelin *evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V - **Duration:** Instantaneous - **Classes:** Druid, Sorcerer, Warlock You create a crystalline, blue javelin in your hand and hurl it to a point you can see within range. If there is a creature, make a ranged spell attack, on a hit the target takes 1d8 of acid damage. If there isn't any creature in the space the lance shatters and forms a pool of acid in a 5ft square that last until the start of your next turn. Every creature that enters for the first time, or starts it's turn in the pool must make a Dexterity saving throw or take 1d8 acid damage. Both damage rolls increase by 1d8 acid damage at 5th level, 11th level and 17th level. ### 1st-level spells ___ #### Crystallization *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V - **Duration:** Concentration, up to 1 minute - **Classes:** Artificer, Bard, Druid, Sorcerer, Wizard You touch one non magical object that is small or smaller. Until the spell ends or you lose concentration, the object can't be destroyed, as a crystalline coating extends through it. This coating doesn't impedes the movement of the object. For example, a rope can still be tied, or a chest can be opened the same way as normal. ___ **At Higher Levels** When you cast this spell using a spell slot of 3rd level, the size of the object can be medium or smaller, with a spell slot of 5th level, it's large or smaller, with a spell slot of 7th level, it's huge or smaller, and with a spell slot of 9th level, it's gargantuan or smaller. #### Spore spring *1th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Concentration, up to 1 minute - **Classes:** Artificer, Druid, Sorcerer You create a small mushroom on a solid surface that you can see within range. The magic mushroom fills a 5 foot-cube. Any creature in the mushroom's space when you cast the spell must succeed on a Dexterity saving throw or be thrown 15 feet in the air in a straight line. A creature must also make the saving throw when it moves into the mushroom's space for the first time on a turn or ends its turn there. Additionally, if a creature moves, at least 10 feet in a straight line before jumping in the mushroom, its long jump distance is increased in 10 feet. Once a creature jumps in the mushroom it explodes in a cloud of harmless spores that lightly obscure a square of 5 feet centered in the mushroom until the start of your next turn. #### Whirlwind strike *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Special - **Components:** V, M (a piece of ammunition or a weapon) - **Duration:** Instantaneous - **Classes:** Ranger As part of the action used to cast this spell, you must make a ranged weapon attack against one creature within the weapon's range, otherwise the spell fails. The attack deals an extra 1d10 thunder damage on hit. Additionally, the normal and long range of the weapon is doubled for this attack. If the piece of ammunition or weapon would go through an area of magical wind or storm, you ignore disadvantage in the attack roll and the extra damage increase 1d10 for every area it pass. \pagebreak ### 2nd-level spells ___ #### Blood mist implosion *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Sorcerer, Warlock, Wizard You create a dark cloud of mist tainted with your blood to claim the life of others. The cloud covers a 15-feet radius centered on you. The area is heavily obscured for the duration. At the start of your next turn, the mist comes back to you, dealing 2d6 necrotic damage to all enemies in the area, and you gain temporary hit points equal to half this damage (rounded down). Additionally, you can take 5 points of damage per level of the slot when you cast the spell. You gain temporary hit points equal to the damage dealt by the spell, instead of half the damage dealt. ___ **At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. #### Crystal reverberation *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a tiny bell made of glass) - **Duration:** Concentration, up to 10 minutes - **Classes:** Bard, Cleric, Warlock, Wizard You point at one creature you can see within range. It must succeed on a Wisdom saving throw or a magical illusory bell appears on their head, only visible for you. In subsequent turns you can use a bonus action to sound the bell and automatically deal 2d8 psychic damage to the target. The spell ends if you use your bonus action to do anything else, you lose concentration, a remove curse or greater restoration spell is cast in the target or you and the target are in different planes of existence. ___ **At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increase by 1d8 for each slot level above 2nd. #### Illusion of the hearth *2nd-level illusion* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V - **Duration:** Concentration, up to 1 minute - **Classes:** Bard, Cleric, Warlock, Wizard You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you learn if the target has a beloved one and if it is dead or alive. Then, you create an illusion of that creature that only the target of the spell and you can see. If the target doesn't have a beloved one you create a creature that could be it. The image seems completely real, including sounds, smells, and temperature appropriate to the creature depicted. It can't create sufficient heat or cold to cause damage, a sound loud enough to deal damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). The illusion uses the target's memories to act as the creature depicted. In case that the target doesn't have memories of the creature it will act accordingly to what could appeal the target. It can appear as a reflection in objects and natural environments (like mirrors or bodies of water), or directly in front of the target. Additionally, when you cast the spell you can choose one of the next two options. * Dream: The illusion looks like the most alluring version of the creature depicted, it says calming and reassuring words to the target of the spell, staying with it during the complete duration. * Nightmare: The illusion looks normal at the start of the spell but it changes, matching more bestial characteristics and accusing the creature affected by the spell, which every time it tries to touch the image it disappears in a cloud of smoke or similar effect to reform in another place. A creature is unaffected by this spell if it is immune to being charmed, or if it perceive illusions as false, as with truesight. ___ **At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusion, with a spell slot of 5th-level or higher, you can choose an additional objective for the spell, creating the same amount of illusions for that creature or let it see the other illusions. #### Iris *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Bard, Cleric, Sorcerer, Warlock, Wizard You create a beautiful multi colored 15-foot-diameter sphere of energy in a point you can see within range. You choose acid, cold, fire, lightning, poison or radiant for the type of orb you create. Creatures in the area must make a Constitution saving throw, taking 6d6 damage of the type you chose on a failed save or half as much 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 1d6 for each slot level above 2nd. \pagebreak #### Light mind bloom *2th-level enchantment (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a flower pod) - **Duration:** 10 minutes - **Classes:** Druid, Ranger, Cleric A flower made of soft blue light sprout in the head of a willing creature you touch. The next time the creature would suffer a charmed or frightened condition during the duration of the spell, the flower absorbs the effect, changing its color to pink for charm and purple for fear. Then the flower withers away and the spell ends. The flower sheds dim light in a 5-foot square centered in it. ___ **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. #### Planar lock *2nd-level conjuration* ___ - **Casting Time:** 1action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 hour - **Classes:** Cleric, Paladin, Sorcerer, Warlock, Wizard You lock an area in time and space, momentarily disconnecting it from other planes of existence. A 10-feet and 20-feet high square centered on a point that you can see within range. Creatures cannot teleport into or out of the area, and planar travel in and out that area is impossible. If you cast this spell in the same location every day for one month, the effects are permanent. #### Shadowcrystal spikes *2th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** 10 minutes - **Classes:** Sorcerer, Warlock, Wizard You create five dark purple spikes of crystalline shadows. Each spike hits a creature of your choice that you can see within range. A spike deals 1d4+2 piercing damage to its target. The darts that hit a target stays harmlessly where it impacted. Otherwise, you can choose to send a spike to an unoccupied space or object, without dealing any damage. Once they have impacted, purple mist starts to emanate from them, lightly obscuring its space. A creature is considered lightly obscured if it was hit by at least one spike. On subsequent turns for the duration, you can use a bonus action to harmlessly destroy the crystals, heavily obscuring a 5-foot radius centered where the spike was, for the next minute, and the duration of the spell change to equal this duration. Alternatively, you can choose to create one a bigger spike that deals 6d4+10 piercing damage to the target, and it automatically explodes, heavily obscuring a 10-foot radius sphere centered on the crystal for 1 minute, changing the duration of the spell to equal this duration. #### Shooting star mark *2th-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 10 minutes - **Classes:** Ranger Your weapon shines with the light of the far stars. Until the spell ends, it sheds dim light in a 10-foot-radius. Once before the spell ends, you can make one of your weapon attacks mark a creature you hit. On a hit, the target suffers the attack's normal effects, and it sheds dim light in a 5-foot-radius for the duration of the spell or until you lose concentration. The affected creature can't benefit from being invisible. Additionally, at the start of the creature next turn it must succeed in a Dexterity saving throw, as a falling star falls from the sky. On a failed save a creature takes 4d8 radiant damage. The creature takes this damage only once. #### Silver garden *2th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, M (a tiny piece of silver, which the spell consumes) - **Duration:** Concentration, up to 1 minute - **Classes:** Druid, Ranger Beautiful silver flowers and vines grow in a 30-foot square centered on a point you touch. If you touch an object with a total surface area smaller than the radius, the spell covers it. For the duration, these plants turn the area in difficult terrain for all creatures except you. The flowers shed dim light in a 5-foot square centered on it. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or be charmed by the flowers. The charmed target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. Otherwise, the creature uses its action to admire the flowers. \pagebreak #### Soulless marionette *2nd-level necromancy* ___ - **Casting Time:** 1 minute - **Range:** 10 feet - **Components:** V, S - **Duration:** 1 hour - **Classes:** Artificer, Bard, Warlock, Wizard You weave the power of the shadows to create a facsimile of life in a false body. You create a medium humanoid-like creature that appears in an unoccupied space you can see within range. The creature uses the shadow statistics, but its strength drain attack is replaced with a claw attack that has a range of 5 feet and deals 1d6 necrotic damage. ___ **At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, it gains 10 temporary hit points for each slot level above 2nd. ### 3nd-level spells ___ #### Arcane piercer *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Artificer, Sorcerer, Warlock You concentrate pure arcane energy into a projectile to pierce the defenses of your enemies. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 4d8 force damage. Additionally, this spell ignores magical increases or changes of AC, on the target. ___ **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. #### Calming melody *3rd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 10 minutes - **Classes:** Bard, Druid, Ranger You attempt to suppress strong emotions in a group on non humanoids by singing or playing a musical instrument. Each beast, fey and plant creatures in a 15-foot-radius sphere centered in yourself must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following effects. * You can make a target indifferent about you and your allies. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. * You can suppress any effect causing a target to be charmed or confused. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. * You can send the creature to a magical slumber. The creature falls unconscious until the spell ends, the sleeper takes damage, someone uses an action to shake or slap the sleeper awake, it is outside the spell area, or is moved from where it is. You must continue singing or playing the instrument for the spell to continue for the duration. When the spell ends, or if the creature can't hear you, it becomes hostile again, unless the DM rules otherwise. #### Diamond heart *3th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes - **Classes:** Artificer, Bard, Cleric, Paladin, Sorcerer A willing creature you choose within the range is filled with determination and confidence. Until the spell ends, the creature is immune to being charmed, has advantage in ability checks and saving throws to discern illusions, and has resistance to the first time it takes psychic damage. Additionally, you can make a target indifferent about a creature of your choice that you can see. ___ **At Higher Levels** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. #### Lady's arachnid vault *3th-level conjuration (ritual)* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S, M (Enchanted wood and metal worth 25 gp, which the spell consumes) - **Duration:** Instantaneous - **Classes:** Artificer, Wizard You summon a small mechanical spider to a spot within range. The spider is a construct made of wood and metal. It has 10 hit points and an AC of 15. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It restores all it hit points after a short or long rest. Additionally, it has a walking and climbing speed of 20 feet and darkvision out of a range of 30 feet, and it can't attack. It has an extradimensional space inside its abdomen, with a mouth of 1 foot and a capacity of 700 pounds, not exceeding a volume of 70 cubic feet. Breathing creatures inside the construct are spill forth, unharmed, the next round, even if the opening is closed. Placing another extradimensional space inside the construct destroys the object and its contents are scattered in the Astral Plane. Retrieving an item from the bag requires an action. \pagebreak Once on each of your turns as a bonus action, you can mentally command the construct to move to its speed and interact with an object. Once you give the command, the construct perform the task to the best of its ability until it completes the task, then wait for your next command. If the construct is overload, pierced, or destroyed, its contents are spill forth, unharmed. You can cast the spell again to summon a new construct. #### Mary's kiss *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a vial of blood mixed with ash) - **Duration:** Instantaneous - **Classes:** Bard, Warlock You create a humanoid shaped figure made of blood, which rush for a creature within range. The target must make a Dexterity saving throw. On a failed saving throw, the target takes 3d8 necrotic damage, and is grappled, as the figure clings at it. On a success, the creature only takes the necrotic damage. At the start of the creatures next turn, the figure immolates itself, dealing 2d8 of fire damage to the grappled creature, and the grapple ends. ___ **At Higher Levels** When you cast this spell using a spell slot of 4th level or higher, both damage rolls increase by 1d8 for each slot level above 3rd. #### Raven bullet *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, M (A raven feather, which the spell consumes) - **Duration:** Instantaneous - **Classes:** Druid, Ranger, Warlock, Wizard You hurl the feather used as component for this spell, that transforms in a shadow-like raven, at one creature in range. Make a ranged spell attack against the target. On a hit, it takes 3d6 necrotic damage and the next ranged spell attack or ranged weapon attack it makes has its range halved (minimum range of 10 feet), until the start of your next turn. The raven can turn corners and go under or over obstacles. ___ **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. #### Reacting blood *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Druid, Sorcerer, Warlock, Wizard You try to force the blood of a creature to form spikes to cut their body from the inside. Choose a creature that you can see within range, it must succeed on a Constitution saving throw or take 2d10 piercing damage and 2d10 necrotic damage, and have disadvantage on their next attack, as the spikes come out of its body. ___ **At Higher Levels** When you cast this spell using a spell slot of 4th level or higher, both damage rolls increase by 1d10 for each slot level above 3rd. #### Shining guillotine *3rd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute - **Classes:** Ranger, Sorcerer, Warlock, Wizard The next time you hit a creature with a melee weapon attack during this spell's duration, a vertical column of burning solidified light falls from the sky, and the attack deals an extra 2d8 fire damage and 2d8 slashing damage to the target. A creature killed by this spell is split in half. ___ **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. ### 4th-level spells ___ #### Concatenating lance *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute - **Classes:** Artificer, Sorcerer You create up to 5 crystalline spikes that fly to five different points of your choice that you can see within range. If there is a creature in the space, it must succeed on a Dexterity saving throw or take 2d6 of piercing damage and is grappled. Otherwise, the spike stays harmlessly on the space. The spikes have 10 AC, 10 hit points, and are immune to psychic and poison damage. While you have at least one spike, you can use a bonus action on your turn to detonate any number of spikes. Creatures in a 10-feet radius from the spike must make a Constitution saving throw. A target takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. A creature can take this damage only once per turn. Additionally, if there is another spike in the area, it immediately explodes, creating the same effects. ___ **At Higher Levels** When you cast this spell using a spell slot of 5th level or higher, the damage of the detonation increases by 1d10 for each slot level above 4th. \pagebreak #### Endorfal's sacred mount *4th-level illusion (ritual)* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 hour - **Classes:** Ranger, Druid A Large quasi-real, Gynoshinx made of white light and red fur, with violet and gold details appears on the ground in an unoccupied space of your choice within range. It's equipped with a saddle. Any of the equipment created by the spell fades away in a soft white light if it is carried more than 10 feet away from the mount. For the duration, you or a creature you choose can ride the mount. The creature uses the statistics for a Dire wolf, except it has a walking speed of 60 feet and a climbing speed of 30 feet. It can travel 6 miles in an hour, or 9 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the mount takes any damage. #### Mirror hall *4th-level illusion* ___ - **Casting Time:** 10 minutes - **Range:** 60 feet - **Components:** V, M (a tiny cube made of translucent glass) - **Duration:** Concentration, up to 1 hour - **Classes:** Bard, Sorcerer, Warlock, Wizard You create a 30-foot cube centered in a point within range. The area is invisible from the outside and a creature inside can't see outside the area of the spell. When a creature enters the area, it must make a Wisdom saving throw or move to the center of the area or an unoccupied space as close to the center as possible. A creature in the center of the area is considered blinded and must roll a d4 to choose in what direction it will move. They can only move 10 feet per turn. If this movement makes them go out of the cube they stop being affected by the spell. If the creature hears someone calling them or another type of strong sound they can make a Wisdom saving throw to scape the effects of the spell. On a success the illusion appears blurry to them until the start of the creatures next turn. For an affected creature the area looks like a labyrinth made of mirrors. The reflections give wrong directions to the creature. If the creature tries to touch one of the mirrors the distance between them will magically grow (but the area of the spell remains the same). A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or it can perceive illusions as false, as with truesight. \columnbreak #### Nightmarish hounds *4nd-level illusion* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Concentration, up to 1 hour - **Classes:** Druid, Ranger, Warlock You choose up to four creatures you can see within range. One monstrous spectral hound appear for each target selected. When you summon them choose one of the following orders for all hounds. * Kill: They move 60 feet per turn in the most direct route to their designated target and make an strikes. * Hunt: They move 20 feet per turn, stalking their designated target during 1 minute before striking, or until you give the order to do so. The hound will maintain itself at no more than 15 feet away of its target. After the hound strikes, the target must succeed in a Wisdom saving throw or be frightened of you for the rest of the duration. Once a hound hit its target it disappears. The hounds are invulnerable and can pass through solid creatures and objects as if they where difficult terrain. Additionally, they are invisible in total darkness, don't make sound except for a phantasmal growl and always know where they prey is, unless they are hidden from divination magic. The hounds can hover 10 feet from the ground. ### 5th-level spells ___ #### Golondrina *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (the feather of a flying creature) - **Duration:** Concentration, up to 10 minutes - **Classes:** Druid, Ranger, Wizard, Sorcerer When you cast this spell, wind envelops your legs and arms, and a soft wind surrounds you. The wind can replace any missing limb and it functions identically to the body part it is replacing. Additionally your weapon is considered magical for the purpose of overcoming resistances to weapon attacks, as the wind surrounding you envelops your weapon. Until the spell ends, your walking speed increases by 20 feet, opportunity attacks are made with disadvantage against you. Your jumping distance is 25 feet and your jumping hight is 15 feet. You can make one additional weapon attack as a bonus action. Finally, you can walk in the air if you moved at least 10 feet in a solid surface before that movement. To maintain yourself in the air you must move at least 15 feet or you will fall harmlessly to the ground. You can only walk at the same horizontal level of the last solid surface you walked. \pagebreak #### Holy tomb *5th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a tiny statuette of the sarcophagus) - **Duration:** Concentration, up to 1 minute - **Classes:** Cleric, Paladin You create a magical sarcophagus of gold and marble to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be locked by the spell; if it succeeds, it is immune to this spell for the next 7 days. While affected by this spell, the creature takes 7d8 of radiant damage at the start of its turn. A creature imprisoned inside of the sarcophagus can use its action to make a Strength check against your spell save DC. On a success, it frees itself. A creature inside the sarcophagus is blinded and restrained, it has total cover against attacks and effects outside of it, and can't teleport or damage the sarcophagus. Undeads and fiends have disadvantage in the Strength check, and celestial have advantage in it. ___ **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. #### Semi-precious replica *5th-level transmutation (ritual)* ___ - **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (a gem worth at least 1,000 gp, which the spell consumes) - **Duration:** Until destroyed - **Classes:** Wizard, Sorcerer, Bard You shape a gem in the form of a beast, monstrosity, or humanoid no more big than Medium size. It uses the statistics of an Animated Armor, it has resistance to all damage, is immune to all conditions and it follows your orders, but can't attack or directly harm a creature. You choose the appearance of the creature and if it has clothes, weapons or another object made of the same material. The replicated objects doesn't gain the magical properties of their original counterpart, and reappear in the construct if it is carried more than 10 feet away. Once on each of your turns as a bonus action, you can mentally command the construct to move up to 25 feet and interact with an object. It can perform simple tasks that the original creature could do. Once you give the command, the construct performs the task to the best of its ability until it completes the task, then waits for your next command. Additionally, the construct regains 2d6 hit points if the mending spell is cast on it. \columnbreak #### Toxic bloom *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S, M (a poisonous seed) - **Duration:** 1 minute - **Classes:** Druid, Warlock, Wizard A large pod appears in an unoccupied space you can see within range. At the start of your next turn it opens, releasing a cloud of spores in a 30-foot-radius sphere originated from the flower, that spread around corners. The cloud lingers in the air for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The area is lightly obscured and each creature that is completely within the cloud at the start of it's turn must make a Constitution saving throw. On a failed save the creature is poisoned and takes 4d8 poison damage. Additionally, creatures that breath the cloud are infected for 24 hours or until a lesser restoration spell or similar effect is cast on it. If an infected creature dies, it rise as a zombie in 1d4 hours after dead. But it has vulnerability to fire damage, as plants cover most of its body. Creatures that don't need to breath automatically succeed on the saving throw and aren't infected. ___ **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. #### Kaleidoscopic prison *5th-level illusion* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a group of colorful gems or stained glass) - **Duration:** concentration, 10 minutes - **Classes:** Artificer, Bard, Sorcerer, Wizard A creature you see within range must make a Wisdom saving throw. On a failed save, the mind of the target is transported into a kaleidoscopic-like prison. Meanwhile the creature is affected, their eyes looks like a patron of shiny and colorful gems. They are restrained and can't hear or see anything but the prison. The creature can use its action to break free of the spell with a successful Intelligence saving throw, ending the effect. The spell ends if the target receive damage, you lose your concentration or you or the target are in different planes of existence. In any moment while you maintain concentration, you can use a bonus action on your turn to break the prison. The creature takes 2d10 psychic damage and is blinded until the start of your next turn, as the prison collapses above the creature in a flash of light, ending the spell. \pagebreak #### Raspelberry's spectral companion *5th-level conjuration (ritual)* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, M (50 gp of high quality coal, paper and herbs, which the spell consumes) - **Duration:** Until dispelled - **Classes:** Artificer, Bard, Sorcerer, Wizard You gain the service of a spectral companion that takes the form of a tiny beast of your choice. Appearing in an unoccupied space within range and it is considered a construct instead of a beast. Your companion acts independently of you, but it always obeys your commands. A companion can't attack and is immune to all damage and conditions. It is intangible and only you can touch it. It has a walking speed of 20 feet and can hover. Additionally it can pass through objects and creatures as if they where difficult terrain. While inside of an object or creature it is considered blinded and deafened. When the companion is dispelled with a dispel magic spell or similar magic, it disappears. The same spectral companion reappears after you cast this spell again. While your companion is within 60 feet of you, you can communicate with it telepathically, but it can only communicate emotions or simple ideas. As an action, you can temporarily transform your companion in a magical tattoo that represents the form of the companion, on your body, making it invulnerable to antimagic fields or similar effects and spells. As an action while it is temporarily transformed, you can cause it to reappear in any unoccupied space within 15 feet of you, that you can see. You can't have more than one companion at a time. If you cast this spell while you already have a companion, you instead cause it to adopt a new form. Choose another tiny beast. Your companion transform into the chosen creature. #### Winter lake mirror *5th-level conjuration* ___ - **Casting Time:** 1 reaction, witch you take when you see a creature casting a spell that could affect you - **Range:** Self - **Components:** S, M (a flask of cold water) - **Duration:** Instantaneous - **Classes:** Druid, Sorcerer, Wizard You attempt to redirect a spell that would affect you. If the spell is of 5th level or lower, the spell is reflected to the caster using its ability modifier and its spell save DC, and doesn't affect you or your allies. If it is a spell of 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success the spell is reflected, on a failure you take an extra 1d8 cold damage. All the damage of the reflected spell changes to cold damage. If it doesn't deals damage, the duration of the spell is halved and you are considered the caster of it for the purpose of conditions and similar effects. This spell doesn't affect spells with a range of self. ___ **At Higher Levels** When you cast this spell using a spell slot of 6th level or higher, the spell is redirected if its level is less than or equal to the level of the spell slot you used. #### Winter Moon *5th-level divination* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 minute - **Classes:** Bard, Duid, Ranger You create a new moon that looks like a huge sphere of white stone in a point you can see within range. A dispel magic spell or a similar spell that can end spells and magical effects destroys it, making it disappear in a soft snowfall. A radius of 25 feet under the moon is covered in a soft snowfall and dim light, lightly obscuring the area. Every invisible creature and object in the area appear ghostly and translucent. Additionally, illusions don't work inside the radius. It extinguishes unprotected flames in its area that are campfire-sized or smaller. ### 6th-level spells ___ #### Heaven cries *6th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes - **Classes:** Cleric, Warlock, Wizard You create a halo of dark light centered on a point you can see within range. It creates a 50-foot-tall cylinder with a 30-foot radius. All bright lights in the area, magical or not, are dim lights for the duration, and creatures in the area must make a Wisdom saving throw or have their speed halved. Additionally, celestial can't fly in the area and they must make a Charisma saving throw. On a failed save they have disadvantage in attack rolls and saving throws until they leave the area. #### Infinite grassland *6th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a tiny glass ball with a a piece of grass inside it) - **Duration:** Concentration, up to 10 minutes - **Classes:** Bard, Cleric, Druid, Sorcerer, Wizard You choose a creature within range and try to banish it with you to a peaceful demiplane. The target must make a Charisma saving throw or be teleported with you and all things both creatures are wearing or carrying, to a demiplane that looks like an infinite grassland (you decide the time of the day). You and the target remain there for the duration, until you end the spell early as a bonus action, or you stop concentrating. All magical effects stop working until the creatures leave the demiplane, spells and similar effects can't be cast, and weapon attacks will automatically miss. \pagebreak #### Investiture of the Chimera *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes - **Classes:** Druid, Warlock Aberrant magic flows through your body, covering it and altering your form. When you cast the spell, choose two of the following options, the effects of which last for the duration of the spell. **Poisonous blood:** You grow a scorpion-like tail and snake fangs. They are considered magical natural weapons and deal 1d8 poison damage and 1d8 acid damage, you are proficient with them. Additionally, if you hit a creature with them, the creature must make a Constitution saving throw or be poisoned until the end of your next turn. **Body of fur:** You gain a thick layer of fur in your body. You gain resistance to cold damage and can tolerate temperatures as low as -70 degrees Fahrenheit without any additional protection. **Ocean walker:** Webbing grow between your fingers and flippers sprout from your body. You gain a swimming speed equal to your walking speed and you don't suffer the effects of great depths. Additionally, you can hold your breath indefinitely. **Mind of wind:** A pair of wings sprout from your back and your hands transform in sharp talons. You gain a flying speed of 15 feet, but you can't be wearing medium or heavy armor. Additionally, your unarmed strikes deal 2d6 of slashing damage, you are proficient with your unarmed strikes. Finally, your unarmed strikes are considered magical for the purpose of overcoming resistances. **Scaled heart:** Your body is covered in a layer of thick scales. You gain resistance to fire damage and one other type of damage you choose from: bludgeoning, piercing or slashing damage. Additionally, you don't suffer the effects of great temperatures. **Instinctive reflexes:** Your body changes to mimic the flexibility and agility of a feline. You gain claws that grant you a climbing speed equal to your walking speed and when you climb difficult surfaces, including upside down on ceilings, the roll is made with advantage. Additionally, you have advantage in Dexterity (Acrobatics) ability checks. \columnbreak ### 7th-level spells ___ #### Healing rain light *7th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a censer and incense worth at least 100 gp) - **Duration:** Concentration, up to 1 minute - **Classes:** Druid, Cleric, Sorcerer You create a cloud of light gray that softly shines in a color of your choice, centered on a point you choose within range. Until the spell ends, rain of light fall in a 60-foot-tall cylinder with a 40-foot radius. All creatures inside the radius of the spell regain hit points equal to 5d12 + your spellcasting ability modifier at the start of each of their turns. ___ **At Higher Levels** When you cast this spell using a spell slot of 7th level or higher, the radius of the spell increase by 10 feet. ### 8th level spells ___ #### Winter's embrace *8th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, M (A white feather) - **Duration:** Instantaneous - **Classes:** Druid, Warlock You summon forth an aspect of the winter, a humanoid owl-like creature, to embrace your target. Choose a creature you can see within range. It must make a Constitution saving throw, taking 8d10 cold damage on a fail, or half as much on a success. This damage ignore resistance to cold damage and treats immunity to cold damage as resistance. A creature killed by this spell becomes a frozen statue until it thaws. ### 9th-level spells ___ #### Chromatic cataclysm *9th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 5 miles - **Components:** V, S - **Duration:** Instantaneous - **Classes:** Sorcerer A multi colored sphere with a radius of 300 feet forms, centered on a point in the sky you can see within range. 7 multicolored rays fall at the end of your turn, in spaces you designate beneath the sphere. The rays have a 10-foot-radius. Each one of them is a different color and has a different effect. Each creature in the rays space must make a Dexterity saving throw. Roll a d8 for each target to determine which color ray affects it. A creature can only be affected by only one ray and the rays can't dispel each other. \pagebreakNum | d8 | Color | |:----:|:-------------| | 1 | **White:** The target takes 12d8 force damage on a failed save, or half has much damage on a successful one. Additionally, all magic in the ray radius is dispelled. | | 2 | **Red:** The target takes 12d8 fire damage on a failed save, or half has much damage on a successful one. Iif the creature is wearing an object made of metal it takes an extra 4d8 fire damage | | 3 | **Yellow:** The target take 12d8 radiant damage on a failed save, or half has much damage on a successful one. If the creature is a fiend or undead, it takes an extra 4d8 radiant damage| | 4 | **Blue:** The target takes 12d8 cold damage on a failed save, or half has much damage on a successful one. Additionally, it has it's speed halved until the end of your next turn. | | 5 | **Orange:** The target takes 12d8 lightning damage on a failed save, or half has much damage on a successful one. Additionally, they can't take reactions until the end of your next turn. | | 6 | **Indigo:** On a failed save, the target is restrained. It must make a Constitution saving throw against your spell save DC, at the end of its turn. On a failed save it permanently turns into stone and is subjected to the petrified condition. | | 7 | **Violet:** On a failed save, the target is paralyzed for 1 minute. It must then make an Constitution saving throw against your spell save DC at the start of your next turn. A successful save ends the paralysis.| | 8 |**Green:** On a failed save, all creatures with 50 hit points or fewer die instantly. Otherwise, they take 12d8 necrotic damage. | #### Glass Cathedral ___ *9th-level abjuration* - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a statue of a cathedral made of glass, worth at least 15,000 gp, which the spell consumes) - **Duration:** Until dispelled - **Classes:** Cleric You give materiality to light, creating a gorgeous stained glass cathedral, which the next instant shatters and encloses a creature you can see inside of an armor of the same material. The target must succeed on a Charisma saving throw or be completely covered in a set of armor made of stained glass. A creature trapped by this armor can't cast any spell, use special senses or abilities. Additionally, its Strength and Dexterity ability scores are set to 10, and every time it tries to use a weapon, its weight increases by 200 lb for that creature. This spell ends only by means of a *wish* spell, or direct divine intervention. \columnbreak #### Sleeping sun *9th-level evocation* ___ - **Casting Time:** 8 hours - **Range:** 120 feet - **Components:** V, M (a precious gem worth at least 15,000 gp, which the spell consumes) - **Duration:** 24 hours - **Classes:** Cleric, Druid, Sorcerer, Wizard You create a sleeping star that looks like a Gargantuan sphere of black coal in a point you can see within range. The star is cold to the touch, immune to all damage and conditions, and can't be moved. A dispel magic spell or a similar spell that can end spells and magical effects destroys it, making it crumble in a pile of ashes. Any time before the spell ends, you can wake up the star. Every creature and object in a radius of 60 feet next to it take 20d6 of fire damage and must make a Constitution saving throw, in a failed save they are blinded for the next 3 rounds. Creatures and objects at more than 60 feet of the star, up to a maximum range of 120-foot-radius, takes half damage and make their saving throw with advantage. A creature killed by this spell becomes a statue of ash until it breaks. Flammable objects destroyed by the spell turn into a pile of ash.