SC5e Part 3

by Stormchaser

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The Stormchaser D20 RPG
Part 3: The Rules of Magic

Spellcasting

Magic permeates the world and most often appears in the form of a spell.

This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.



What is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way and then releases them to unleash the desired effect. In most cases, this all occurs in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions, drain life energy away and restore life to the dead.

Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

Known and Prepared Spells

Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.

In every case, the number of spells that a caster can have fixed in mind at any given time (and the maximum spell level thereof) depends on the character's level.

Spell Level

Every spell has a level from 0 to 10. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips (simple, but powerful spells that characters can cast almost by rote) are level 0. The higher a spell's level, the higher that the level of the spellcaster must be to use that spell.

Spell level and character level do not correspond directly to one another. A character must be at least 17th level, not merely 9th level, to cast a 9th-level spell.

Furthermore, in order to be able to cast a spell, your ability score in the spellcasting ability must be equal or higher than 10 + the spell's level.

High-Level Spells

Spells of 6th level and above are high-level spells. The magic of such spells is particularly potent and the act of casting them is taxing on both the body and mind.

Each day, if you are capable of casting high-level spells, you may cast one spell of each spell level above 5th without consequences. That is, one 6th level spell, one 7th level spell, one 8th level spell, one 9th level spell and one 10th level spell.

Overcasting

If you cast more than one spell of 6th level or higher without taking long rest in between, the stress of casting weakens you. This is known as overcasting. After overcasting, each time that you cast another spell you take one die of necrotic damage per level of the spell that you are casting. The size of the damage die is determined by the level of the spell that you overcast, as described in the Overcasting Damage table. This damage can't be reduced or prevented in any way. When you finish a long rest you recover from the strain of overcasting and may once more cast spells without taking further damage.

Overcasting Damage
Spell Level Damage
6th 1d4
7th 1d6
8th 1d8
9th 1d10
10th 1d12

For example, if a 13th level wizard casts two 6th level spells in a day and then later the same day casts a 3rd level spell, they take 3d4 necrotic damage.

From character level 19, this limitation only applies to spells of spell level 7 and higher. 6th level spells may be cast repeatedly without taking necrotic damage for overcasting.

At character level 20, this limitation only applies to spells of spell level 8 and higher. 6th and 7th level spells may be cast repeatedly without taking necrotic damage for overcasting.

Spell Points

Regardless of how many spells a caster knows or prepares, they can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-level spells are even more so. Thus, each spellcasting class's description includes a table showing how many spells of what spell level a character can use at each character level, as quantified by a pool of spell points. For example, a 3rd-level wizard has fifteen spell points.

The number of spell points that you have available to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum level of spell slot that you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

Bards, clerics, druids, sorcerers and wizards count as full casters for the purposes of the Spell Points by Level table. Paladins and ranger are half casters. Barbarians (Blood Ragers), fighters (Eldritch Knights) and rogues (Arcane Tricksters) are subclass casters.


When a character casts a spell, they expend a number of spell points equal to that spell's level. So when the 3rd level wizard from the above example casts magic missile, a 1st-level spell, they spend one of their fifteen spell points and have fourteen remaining. You can't reduce your spell point total to less than 0.

Some characters and monsters have special abilities that let them cast spells without using spell points. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.

Casting a Spell at a Higher Level

When a spellcaster casts a spell using a number of points equal to a higher level than the spell's own level, the spell is cast at the higher level, provided that the number of spell points does not exceed the character's maximum spell level. For example, if a 3rd level wizard casts magic missile using two spell points, then that magic missile is cast at 2nd level.

Some spells, such as magic missile and cure wounds, are more powerful when cast at a higher level, as detailed in the spell's description.

Spell Points by Level
Class Level Full Caster
Spell Points
Full Caster
Max Spell Level
Half Caster
Spell Points
Half Caster
Max Spell Level
Subclass Caster
Spell Points
Subclass Caster
Max Spell Level
1st 9 1st 5 1st 3 1st
2nd 12 1st 6 1st 4 1st
3rd 15 2nd 8 1st 5 1st
4th 18 2nd 9 1st 6 1st
5th 21 3rd 11 2nd 7 1st
6th 24 3rd 12 2nd 8 1st
7th 27 4th 14 2nd 9 2nd
8th 30 4th 15 2nd 10 2nd
9th 33 5th 17 3rd 11 2nd
10th 36 5th 18 3rd 12 2nd
11th 36 6th 18 3rd 12 2nd
12th 36 6th 18 3rd 12 2nd
13th 39 7th 20 4th 13 3rd
14th 39 7th 20 4th 13 3rd
15th 39 8th 20 4th 13 3rd
16th 42 8th 21 4th 14 3rd
17th 42 9th 21 5th 14 3rd
18th 42 9th 21 5th 14 3rd
19th 45 10th 23 5th 15 4th
20th 51 10th 26 5th 17 4th

Recovering Spell Points

Finishing a long rest restores any expended spell points (see chapter 8 for the rules on resting).

When a spellcaster takes a breather or a short rest, they may spend their hit die to recover spell points, instead of using them to recover hit points. A spellcaster who chooses to do this rolls their spell point die and recovers that number of spell points.


Spell Point Dice
Caster Type Spell Point Die
Full Caster 1d6
Half Caster 1d3
Subclass Caster 1d2

Variant: Short Rest Spell Point Recovery

If you wish to play a spellcasting class that normally recovers its spell points on a long rest, but you would prefer to recover your spell points on a short rest, see the Spell Points by Level for Short Rest Spellcasters table below. Such classes have roughly one third as many spell points as a full caster, including expected spell point recovery via hit dice. It is expected that characters have two short rests per day.

Similarly, if you wish to play a warlock who only regains their spell points on a long rest, simply multiply their total number of spell points by 3.

Spell Points by Level for Short Rest Spellcasters
Class Level Full Caster
Spell Points
Full Caster
Max Spell Level
Half Caster
Spell Points
Half Caster
Max Spell Level
Subclass Caster
Spell Points
Subclass Caster
Max Spell Level
1st 3 1st 2 1st 1 1st
2nd 4 1st 2 1st 1 1st
3rd 5 2nd 3 1st 2 1st
4th 6 2nd 3 1st 2 1st
5th 7 3rd 4 2nd 2 1st
6th 8 3rd 4 2nd 3 1st
7th 9 4th 5 2nd 3 2nd
8th 10 4th 5 2nd 3 2nd
9th 11 5th 6 3rd 4 2nd
10th 12 5th 6 3rd 4 2nd
11th 12 6th 6 3rd 4 2nd
12th 12 6th 6 3rd 4 2nd
13th 13 7th 7 4th 4 3rd
14th 13 7th 7 4th 4 3rd
15th 13 8th 7 4th 4 3rd
16th 14 8th 7 4th 5 3rd
17th 14 9th 7 5th 5 3rd
18th 14 9th 7 5th 5 3rd
19th 15 10th 8 5th 5 4th
20th 17 10th 9 5th 6 4th

Cantrips

A cantrip is a spell that can be cast at will, without using spell points and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.

Rituals

Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes longer to cast than normal, as defined by the following table:

Spell Level Casting Time (Minutes)
1 1
2 5
3 10
4 15
5 20
6 30
7 45
8 60
9 90
10 120

Rituals also don't consume spell points, which means the ritual version of a spell can't be cast at a higher level.

To cast a spell as a ritual, a spellcaster must have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does.

Casting Spells in Armour

Because of the mental focus and precise gestures required for spellcasting, you must be proficient with the armour that you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

Perceiving a Caster at Work

Many spells create obvious effects: explosions of fire, walls of ice, teleportation, and the like. Other spells, such as charm person, display no visible, audible, or otherwise perceptible sign of their effects, and could easily go unnoticed by someone unaffected by them. You normally don’t know that a spell has been cast unless the spell produces a noticeable effect.

However, it is possible for a character to perceive that a spell is being cast in their presence. To be perceptible, the casting of a spell must involve a verbal, somatic, or material component. The form of a material component doesn't matter for the purposes of perception, whether it’s an object specified in the spell’s description, a component pouch, or a spellcasting focus.

If the need for a spell’s components has been removed by a special ability, such as the sorcerer’s Subtle Spell feature or the Innate Spellcasting trait possessed by many creatures, the casting of the spell is imperceptible. If an imperceptible casting produces a perceptible effect, it’s normally impossible to determine who cast the spell in the absence of other evidence.

Identifying a Spell

Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can make an Intelligence (Arcana) check on their turn to identify a spell by its effect after it is cast.

If the character perceived the casting, the spell’s effect, or both, the character can attempt the check. The DC equals 15 + the spell’s level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.

This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells.

Casting a Spell

When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.

Each spell description in Chapter 11 begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.

Casting Time

Most spells require a single action to cast, but some spells require a bonus action, or much more time to cast.

Some spells are triggered by an action or bonus action on your turn. If you have multiple spells active (for example, two spiritual weapons), then a single casting of a spell may only be triggered once per round.

Bonus Action

A spell cast with a bonus action is especially swift. You can use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. Alternatively, you may cast it with your action as normal. This can allow a character to cast two levelled spells on the same turn.

Longer Casting Times

Certain spells (including spells cast as rituals) require more time to cast: minutes, or even hours. When you cast a spell with a casting time longer than a single action or bonus action, you must spend your action each turn casting the spell and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.

Range

The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.

Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.

Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see “Areas of Effect” later in the this chapter).

Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.

The Schools of Magic

Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.

The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools.

Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.

Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.

Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.

Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.

Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.

Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.

Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.

Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.

Components

A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.

Somatic (S)

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.

Material (M)

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5, "Equipment") in place of the components specified for a spell. However, if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access a spell's material components (or to hold a spellcasting focus), but it can be the same hand that they use to perform somatic components.

Duration

A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

Instantaneous

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.

Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).

You can concentrate on a maximum number of spells equal to your spell casting ability modifier (minimum of one). Concentrating on a second spell simultaneously imparts a level of exhaustion. While you are concentrating on spellcasting, this level of exhaustion cannot be removed by any means. Concentrating on a third spell simultaneously imparts an additional two levels of exhaustion, for a total of three. Concentrating on a fourth spell simultaneously imparts an additional three levels of exhaustion for a total of six. Deadly exhaustion that is accumulated in this way kills a character only when the last spell that they are concentrating on ends.

Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:

  • Casting more spells that require concentration than your spell-casting ability modifier. If you cast a number of spells that require concentration greater than your spell-casting ability modifier, you lose concentration on all spells that you have cast.
  • Taking damage. Whenever you take damage while you are concentrating on spells, the attacker rolls vs your Constitution defence to break your concentration. The attack bonus equals the sum of levels of all spells that you are concentrating on, or half the damage that you take, whichever number is greater. If you take damage from multiple sources, such as an arrow and a dragon's breath, the attacker makes a separate attack roll for each source of damage.
  • Being incapacitated or killed. You lose concentration on all spells that you have cast if you are incapacitated or if you die.

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution defence check to maintain concentration on a spell.

Targets

A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a spell has a perceptible effect, a creature might not know that it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.

A Clear Path to the Target

To target something, you must have a clear path to it, so it can't be behind total cover.

If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Targeting Yourself

If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.

Attack Rolls

Many spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Some spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated (see chapter 9).

Cantrips involving a melee or ranged attack roll add your spellcasting ability modifier to their damage roll, as detailed in the spell description.

Defence Checks

Some spells specify that a target may make a defence check on its turn to shrug off the some or all of the a spell's effects. The spell specifies the ability that the target uses for the defence check and what happens on a success or failure.

The DC to resist one of your spells equals 10 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Areas of Effect

Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once.

A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.

A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9.

Cone

A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.

A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.

Cube

You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.

A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.

Cylinder

A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

A cylinder's point of origin is included in the cylinder's area of effect.

Line

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

A line's point of origin is not included in the line's area of effect, unless you decide otherwise.

Sphere

You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.

A sphere's point of origin is included in the sphere's area of effect.

Combining Magical Effects

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect (such as the highest bonus) from those castings applies while their durations overlap, or the most recent effect applies if the castings are equally potent and their durations overlap.

For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; they do not get to roll two bonus dice.

However, when two spellcasters act together they can cast spells in unison for increased potency. In order to do this, the two spellcasters must be adjacent to one another, or otherwise coordinate their positioning appropriately, and act simultaneously via readied actions or other, similar, means. For example, two spell casters might perform a spell combo from opposite sides of the target.

In order to successfully combine their spells, each spellcaster must succeed on a proficient spellcasting attribute check of DC 10 plus the level of the spell they are casting (cantrips are level 0 spells). If either of these skill checks fail, the spells function normally.

If these skill checks succeed, both spell attack rolls have advantage.

Spell Interaction

Some elements or damage types cannot be effectively combined, while others make for especially potent combinations. If one spell is boosted by another, then its damage roll has advantage.

Boosted Elements
  • Air boosts Fire
  • Fire boosts Earth
  • Earth boosts Water
  • Water boosts Air
Opposing Elements
  • Air and Earth
  • Fire and Water
Boosted Damage Types
  • Bludgeoning boosts Bludgeoning
  • Cold boosts Bludgeoning and Necrotic
  • Lightning boosts Thunder
  • Necrotic boosts Acid
  • Poison boosts Necrotic
  • Piercing boosts Poison
  • Radiant boosts Fire
  • Slashing boosts Poison
  • Thunder boosts Bludgeoning
Opposing Damage Types
  • Cold and Fire
  • Necrotic and Radiant
The Weave of Magic

The world is a magical place. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, and even in the air itself. Raw magic is the stuff of creation, the mute and mindless will of existence, permeating every bit of matter and present in every manifestation of energy throughout the multiverse.

Mortals can’t directly shape this raw magic. Instead, they make use of a fabric of magic, a kind of interface between the will of a spellcaster and the stuff of raw magic. Spellcasters have varied ways of naming and visualising this interface, but, whatever they call it, without the Weave raw magic is locked away and inaccessible. Even the most powerful archmage can’t light a candle with magic in an area where the Weave has been torn, but, surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds of miles in the blink of an eye, or even reverse death itself.

All magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on an understanding (learned or intuitive) of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Blood ragers, eldritch knights and arcane tricksters also use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power. Gods, the divine forces of nature, or the sacred weight of a paladin’s oath.

Whenever a magical effect is created, the threads of the Weave intertwine, twist, and fold to make the effect possible. When characters use divination spells such as detect magic or identify, they glimpse the Weave. A spell such as dispel magic smooths the Weave. Spells such as antimagic field rearrange the Weave so that magic flows around, rather than through, the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways—or not at all.

Chapter 11: Spells

This chapter describes the most common spells in the world. The chapter begins with the spell lists of the spellcasting classes. The remainder contains spell descriptions, presented by spell level and then in alphabetical order by the name of the spell.




Bard Spells

Cantrips (0 Level)

  • Blade Ward
  • Dancing Lights
  • Friends
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • Thunderclap
  • True Strike
  • Vicious Mockery

1st Level

  • Animal Friendship
  • Anointed Skull's Midnight Whispers
  • Bane
  • Bare the Slave's Heart
  • Bedrest
  • But I Get Up Again
  • Cause Fear
  • Charm Person
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Faerie Fire
  • Feather Fall
  • Healing Word
  • Heroism
  • Identify
  • Illusory Script
  • Longstrider
  • Nail to Them the Nomad's Curse
  • Silent Image
  • Sleep
  • Speak with Animals
  • Tasha’s Hideous Laughter
  • Thunderwave
  • Tongue That Dream-Speaks
  • Unseen Servant
  • Ward the Evil Eye

2nd Level

  • Animal Messenger
  • Blindness/Deafness
  • Calm Emotions
  • Cloud of Daggers
  • Crown of Madness
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Heat Metal
  • Hold Person
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Phantasmal Force
  • See Invisibility
  • Shatter
  • Silence
  • Suggestion
  • Zone of Truth

3rd Level

  • Bestow Curse
  • Clairvoyance
  • Dispel Magic
  • Fear
  • Feign Death
  • Glyph of Warding
  • Hypnotic Pattern
  • Leomund’s Tiny Hut
  • Major Image
  • Nondetection
  • Plant Growth
  • Sending
  • Speak with Dead
  • Speak with Plants
  • Stinking Cloud
  • Tongues

4th Level

  • Compulsion
  • Confusion
  • Dimension Door
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Polymorph

5th Level

  • Animate Objects
  • Awaken
  • Dominate Person
  • Dream
  • Geas
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Planar Binding
  • Raise Dead
  • Scrying
  • Seeming
  • Teleportation Circle

6th Level

  • Eyebite
  • Find the Path
  • Guards and Wards
  • Mass Suggestion
  • Otto’s Irresistible Dance
  • Programmed Illusion
  • True Seeing

7th Level

  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Mordenkainen’s Magnificent Mansion
  • Mordenkainen’s Sword
  • Project Image
  • Regenerate
  • Resurrection
  • Symbol
  • Teleport

8th Level

  • Dominate Monster
  • Feeblemind
  • Glibness
  • Mind Blank
  • Power Word Stun

9th Level

  • Foresight
  • Power Word Heal
  • Power Word Kill
  • True Polymorph

10th Level

Cleric Spells

Cantrips (Level 0)

  • Guidance
  • Light
  • Mending
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • Word of Radiance

1st Level

  • Anointed Skull's Midnight Whispers
  • Bane
  • Bare the Slave's Heart
  • Bedrest
  • Bless
  • Cause Fear
  • Command
  • Create or Destroy Water
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Gift Them Their Misfortune
  • Guiding Bolt
  • Healing Word
  • Inflict Wounds
  • Nail to Them the Nomad's Curse
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Shield of Faith
  • Ward the Evil Eye

2nd Level

  • Aid
  • Augury
  • Blindness/Deafness
  • Calm Emotions
  • Continual Flame
  • Enhance Ability
  • Find Traps
  • Gentle Repose
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Prayer of Healing
  • Protection from Poison
  • Silence
  • Spiritual Weapon
  • Warding Bond
  • Zone of Truth

3rd Level

  • Animate Dead
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Feign Death
  • Glyph of Warding
  • Magic Circle
  • Mass Healing Word
  • Meld into Stone
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Tongues
  • Water Walk

4th Level

  • Banishment
  • Control Water
  • Death Ward
  • Divination
  • Freedom of Movement
  • Guardian of Faith
  • Locate Creature
  • Stone Shape

5th Level

  • Commune
  • Contagion
  • Dispel Evil and Good
  • Flame Strike
  • Geas
  • Greater Restoration
  • Hallow
  • Insect Plague
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Scrying

6th Level

  • Blade Barrier
  • Create Undead
  • Find the Path
  • Forbiddance
  • Harm
  • Heal
  • Heroes’ Feast
  • Planar Ally
  • True Seeing
  • Word of Recall

7th Level

  • Conjure Celestial
  • Divine Word
  • Etherealness
  • Fire Storm
  • Plane Shift
  • Regenerate
  • Resurrection
  • Symbol

8th Level

  • Antimagic Field
  • Control Weather
  • Earthquake
  • Holy Aura

9th Level

  • Astral Projection
  • Gate
  • Mass Heal
  • True Resurrection

10th Level

Druid Spells

Cantrips (Level 0)

  • Anointed Skull's Midnight Whispers
  • Control Flames
  • Create Bonfire
  • Druidcraft
  • Frostbite
  • Guidance
  • Gust
  • Infestation
  • Magic Stone
  • Mending
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Resistance
  • Shillelagh
  • Thorn Whip
  • Thunderclap
  • Touch of Combustion

1st Level

  • Animal Friendship
  • Bare the Slave's Heart
  • Bedrest
  • Cause Fear
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Entangle
  • Faerie Fire
  • Fog Cloud
  • Gift Them Their Misfortune
  • Goodberry
  • Healing Word
  • Jump
  • Longstrider
  • Nail to Them the Nomad's Curse
  • Purify Food and Drink
  • Speak with Animals
  • Thunderwave
  • Ward the Evil Eye

2nd Level

  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Darkvision
  • Enhance Ability
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Moonbeam
  • Pass without Trace
  • Protection from Poison
  • Spike Growth

3rd Level

  • Call Lightning
  • Conjure Animals
  • Daylight
  • Dispel Magic
  • Feign Death
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Sleet Storm
  • Speak with Plants
  • Water Breathing
  • Water Walk
  • Wind Wall

4th Level

  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Dominate Beast
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Wall of Fire

5th Level

  • Antilife Shell
  • Awaken
  • Commune with Nature
  • Conjure Elemental
  • Contagion
  • Geas
  • Greater Restoration
  • Insect Plague
  • Mass Cure Wounds
  • Planar Binding
  • Reincarnate
  • Scrying
  • Tree Stride
  • Wall of Stone

6th Level

  • Conjure Fey
  • Find the Path
  • Heal
  • Heroes’ Feast
  • Move Earth
  • Sunbeam
  • Transport via Plants
  • Wall of Thorns
  • Wind Walk

7th Level

  • Fire Storm
  • Mirage Arcane
  • Plane Shift
  • Regenerate
  • Reverse Gravity

8th Level

  • Animal Shapes
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Feeblemind
  • Sunburst
  • Tsunami

9th Level

  • Foresight
  • Shapechange
  • Storm of Vengeance
  • True Resurrection

10th Level

Paladin Spells

Cantrips (Level 0)

  • Guidance
  • Light
  • Mending
  • Resistance
  • Sacred Flame
  • Spare the Dying
  • Thaumaturgy

1st Level

  • Anointed Skull's Midnight Whispers
  • Bare the Slave's Heart
  • Bedrest
  • Bless
  • Cause Fear
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favour
  • Gift Them Their Misfortune
  • Heroism
  • Nail to Them the Nomad's Curse
  • Protection from Evil and Good
  • Purify Food and Drink
  • Searing Smite
  • Shield of Faith
  • Thunderous Smite
  • Ward the Evil Eye
  • Wrathful Smite

2nd Level

  • Aid
  • Branding Smite
  • Find Steed
  • Lesser Restoration
  • Locate Object
  • Magic Weapon
  • Protection from Poison
  • Zone of Truth

3rd Level

  • Aura of Vitality
  • Blinding Smite
  • Create Food and Water
  • Crusader’s Mantle
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Magic Circle
  • Remove Curse
  • Revivify

4th Level

  • Aura of Life
  • Aura of Purity
  • Banishment
  • Death Ward
  • Locate Creature
  • Staggering Smite

5th Level

  • Banishing Smite
  • Circle of Power
  • Destructive Wave
  • Dispel Evil and Good
  • Geas
  • Raise Dead

Ranger Spells

Cantrips (Level 0)

  • Anointed Skull's Midnight Whispers
  • Bare the Slave's Heart
  • Control Flames
  • Create Bonfire
  • Druidcraft
  • Frostbite
  • Guidance
  • Gust
  • Infestation
  • Magic Stone
  • Mending
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Resistance
  • Shillelagh
  • Thorn Whip
  • Thunderclap
  • Touch of Combustion

1st Level

  • Alarm
  • Animal Friendship
  • Bedrest
  • Cause Fear
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Ensnaring Strike
  • Fog Cloud
  • Gift Them Their Misfortune
  • Goodberry
  • Hail of Thorns
  • Hunter’s Mark
  • Jump
  • Longstrider
  • Nail to Them the Nomad's Curse
  • Speak with Animals
  • Ward the Evil Eye

2nd Level

  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Cordon of Arrows
  • Darkvision
  • Find Traps
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Pass without Trace
  • Protection from Poison
  • Silence
  • Spike Growth

3rd Level

  • Conjure Animals
  • Conjure Barrage
  • Daylight
  • Lightning Arrow
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Speak with Plants
  • Water Breathing
  • Water Walk
  • Wind Wall

4th Level

  • Conjure Woodland Beings
  • Freedom of Movement
  • Grasping Vine
  • Locate Creature
  • Stoneskin

5th Level

  • Commune with Nature
  • Conjure Volley
  • Swift Quiver
  • Tree Stride

Sorcerer Spells

Cantrips (Level 0)

  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shock
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • Touch of Combustion
  • True Strike

1st Level

  • Anointed Skull's Midnight Whispers
  • Bare the Slave's Heart
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Colour Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Fog Cloud
  • Jump
  • Lesser Foresight
  • Mage Armour
  • Magic Missile
  • Nail to Them the Nomad's Curse
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Thunderwave
  • Tongue That Dream-Speaks
  • Ward the Evil Eye
  • Witch Bolt

2nd Level

  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Enlarge/Reduce
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Spider Climb
  • Suggestion
  • Web

3rd Level

  • Blink
  • Clairvoyance
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Tongues
  • Water Breathing
  • Water Walk

4th Level

  • Banishment
  • Blight
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Greater Invisibility
  • Ice Storm
  • Polymorph
  • Stoneskin
  • Wall of Fire

5th Level

  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Creation
  • Dominate Person
  • Hold Monster
  • Insect Plague
  • Seeming
  • Telekinesis
  • Teleportation Circle
  • Wall of Stone

6th Level

  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Disintegrate
  • Eyebite
  • Globe of Invulnerability
  • Mass Suggestion
  • Move Earth
  • Sunbeam
  • True Seeing

7th Level

  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Fire Storm
  • Plane Shift
  • Prismatic Spray
  • Reverse Gravity
  • Teleport

8th Level

  • Dominate Monster
  • Earthquake
  • Incendiary Cloud
  • Power Word Stun
  • Sunburst

9th Level

  • Gate
  • Meteor Swarm
  • Power Word Kill
  • Time Stop
  • Wish

10th Level

Warlock Spells

Cantrips (Level 0)

  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Create Bonfire
  • Eldritch Blast
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Infestation
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mind Sliver
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • Touch of Combustion
  • True Strike

1st Level

  • Anointed Skull's Midnight Whispers
  • Armor of Agathys
  • Arms of Hadar
  • Bare the Slave's Heart
  • Cause Fear
  • Charm Person
  • Comprehend Languages
  • Expeditious Retreat
  • Gift Them Their Misfortune
  • Hellish Rebuke
  • Hex
  • Illusory Script
  • Nail to Them the Nomad's Curse
  • Protection from Evil and Good
  • Tongue That Dream-Speaks
  • Unseen Servant
  • Witch Bolt

2nd Level

  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Enthrall
  • Hold Person
  • Invisibility
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • Shatter
  • Spider Climb
  • Suggestion
  • Ward the Evil Eye

3rd Level

  • Counterspell
  • Dispel Magic
  • Fear
  • Fly
  • Gaseous Form
  • Hunger of Hadar
  • Hypnotic Pattern
  • Magic Circle
  • Major Image
  • Remove Curse
  • Tongues
  • Vampiric Touch

4th Level

  • Banishment
  • Blight
  • Dimension Door
  • Hallucinatory Terrain

5th Level

  • Contact Other Plane
  • Dream
  • Hold Monster
  • Scrying

6th Level

  • Arcane Gate
  • Circle of Death
  • Conjure Fey
  • Create Undead
  • Eyebite
  • Flesh to Stone
  • Mass Suggestion
  • True Seeing

7th Level

  • Etherealness
  • Finger of Death
  • Forcecage
  • Plane Shift

8th Level

  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Glibness
  • Power Word Stun

9th Level

  • Astral Projection
  • Foresight
  • Imprisonment
  • Power Word Kill
  • True Polymorph

10th Level

Wizard Spells

Cantrips (Level 0)

  • Acid Splash
  • Booming Blade
  • Blade Ward
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Encode Thoughts
  • Fire Bolt
  • Friends
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Sapping Sting
  • Shock
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • Toll the Dead
  • Touch of Combustion
  • True Strike

1st Level

  • Alarm
  • Anointed Skull's Midnight Whispers
  • Bare the Slave's Heart
  • Burning Hands
  • Cause Fear
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Gift Them Their Misfortune
  • Grease
  • Identify
  • Illusory Script
  • Jump
  • Lesser Foresight
  • Longstrider
  • Mage Armour
  • Magic Missile
  • Nail to Them the Nomad's Curse
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Tasha’s Hideous Laughter
  • Tenser’s Floating Disk
  • Thunderwave
  • Tongue That Dream-Speaks
  • Unseen Servant
  • Ward the Evil Eye
  • Witch Bolt

2nd Level

  • Alter Self
  • Arcane Lock
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Enlarge/Reduce
  • Flaming Sphere
  • Gentle Repose
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Melf’s Acid Arrow
  • Mirror Image
  • Misty Step
  • Nystul’s Magic Aura
  • Phantasmal Force
  • Ray of Enfeeblement
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Spider Climb
  • Suggestion
  • Web

3rd Level

  • Animate Dead
  • Bestow Curse
  • Blink
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Fear
  • Feign Death
  • Fireball
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Leomund’s Tiny Hut
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Nondetection
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Sending
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Tongues
  • Vampiric Touch
  • Water Breathing

4th Level

  • Arcane Eye
  • Banishment
  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Dimension Door
  • Evard’s Black Tentacles
  • Fabricate
  • Fire Shield
  • Greater Invisibility
  • Hallucinatory Terrain
  • Ice Storm
  • Leomund’s Secret Chest
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Mordenkainen’s Private Sanctum
  • Otiluke’s Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Wall of Fire

5th Level

  • Animate Objects
  • Bigby’s Hand
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Creation
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Legend Lore
  • Mislead
  • Modify Memory
  • Passwall
  • Planar Binding
  • Rary’s Telepathic Bond
  • Scrying
  • Seeming
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
  • Wall of Stone

6th Level

  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Create Undead
  • Disintegrate
  • Drawmij’s Instant Summons
  • Eyebite
  • Flesh to Stone
  • Globe of Invulnerability
  • Guards and Wards
  • Magic Jar
  • Mass Suggestion
  • Move Earth
  • Otiluke’s Freezing Sphere
  • Otto’s Irresistible Dance
  • Programmed Illusion
  • Sunbeam
  • True Seeing
  • Wall of Ice

7th Level

  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mirage Arcane
  • Mordenkainen’s Magnificent Mansion
  • Mordenkainen’s Sword
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport

8th Level

  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Incendiary Cloud
  • Maze
  • Mind Blank
  • Power Word Stun
  • Sunburst
  • Telepathy

9th Level

  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Shapechange
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

10th Level

Spell Descriptions

Cantrips


Abjuration

Blade Ward

Abjuration Cantrip
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

This spell’s duration increases by 1 round when you reach 5th level (2 rounds), 11th level (3 rounds), and 17th level (4 rounds).

Resistance

Abjuration Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A miniature cloak.)
Duration: 1 Minute

You touch one willing creature. The next time before the spell ends that the creature is the target of an attack, roll 1d4 and subtract the number rolled from the attack roll. The spell then ends.

This spell’s die size increases by 1 when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).


Conjuration

Acid Splash

Conjuration Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous

You hurl a bubble of acid. Choose one or two creatures that you can see within range. If you choose two, then they must be within 5 feet of each other. Make a spell attack roll vs the target's Dexterity defence. On a hit, the target takes 1d6 acid damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Create Bonfire

Conjuration Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Make a spell attack roll vs the Dexterity defence of any creature in the bonfire’s space when you cast the spell. On a hit, the creature takes 1d8 fire damage. A creature must also make a Dexterity defence check when it moves into the bonfire’s space for the first time on a turn or ends its turn there. On a failure, the creature takes 1d8 fire damage.

The bonfire ignites flammable objects in its area that aren't being worn or carried.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Infestation

Conjuration Cantrip
Casting Time: 1 Action
Range: 30 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 that you can see within range. Make a spell attack roll vs the target's Constitution defence. On a hit, the target takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks and, if the direction rolled is blocked, the target doesn't move.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mage Hand

Conjuration Cantrip
Casting Time: 1 Action
Range: 30 Feet
Components: V, S
Duration: 1 Minute

A spectral, floating hand appears at a point that you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

This spell's weight limit increases by 10-pounds when you reach 5th level (20-pounds), 11th level (30-pounds), and 17th level (40-pounds).

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. Make a spell attack roll vs the creature's Constitution defence. On a hit, it takes 1d12 poison damage.

This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Produce Flame

Conjuration 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, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 + your spellcasting ability modifier fire damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sword Burst

Conjuration Cantrip
Casting Time: 1 Action
Range: Self (5-Foot Radius)
Components: V
Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. Make spell attack rolls vs all other creatures within 5 feet of you. On a hit, they take 1d6 force damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Divination

Guidance

Divination Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 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 ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

This spell’s dice size increases by 1 when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).

True Strike

Divination Cantrip
Casting Time: 1 Action
Range: 30 Feet
Components: S
Duration: Concentration, up to 1 round

You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

This spell’s duration increases by 1 round when you reach 5th level (2 rounds), 11th level (3 rounds), and 17th level (4 rounds).

Enchantment

Encode Thoughts

Enchantment Cantrip
Casting Time: 1 Action
Range: Self
Components: S
Duration: Up to 8 hours

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

This spell’s duration increases to 1 day when you reach 5th level, 1 week when you reach 11th level, and 1 month when you reach 17th level.

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 1 minute

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 spell ends, the creature realises 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 GM's discretion), depending on the nature of your interaction with it.

This spell’s duration increases to 10 minutes when you reach 5th level, to 1 hours when you reach 11th level, and to 8 hours when you reach 17th level.

Mind Sliver

Enchantment Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: V
Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. Make a spell attack roll vs the target's Wisdom defence. On a hit, the target takes 1d6 psychic damage and the next attack roll made against the target before the end of your next turn has advantage.

This spell's damage increases by 1d6 when you reach certain levels: 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), make a spell attack roll vs its Intelligence defence. On a hit, the target takes 1d4 psychic damage and has disadvantage on the next attack roll that it makes before the end of its next turn.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Evocation

Booming Blade

Evocation Cantrip
Casting Time: 1 Action
Range: Self
Components: S, 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. 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 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 that 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).

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: Concentration, up to 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 number of lights created increases by 4 when you reach 5th level (8 lights), 11th level (12 lights), and 17th level (16 lights).

Eldritch Blast

Evocation Cantrip
Casting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + your spellcasting ability modifier force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Fire Bolt

Evocation Cantrip
Casting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + your spellcasting ability modifier fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Frostbite

Evocation Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. Make a spell attack roll vs the target's Constitution defence. On a hit, the target takes 1d6 cold damage and has disadvantage on the next weapon attack roll that it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Green-Flame Blade

Evocation Cantrip
Casting Time: 1 Action
Range: Self
Components: S, 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. 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).

Light

Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, M (A firefly or phosphorescent moss.)
Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, you must hit with a spell attack roll vs that creature's Dexterity defence. Otherwise the creature avoids the spell.

You can create a permanent light by casting this spell on the same object every day for one year.

This spell's radius increases by 20-feet when you reach 5th level (40-feet), 11th level (60-feet), and 17th level (80-feet).

Lightning Lure

Evocation Cantrip
Casting Time: 1 Action
Range: Self (15-Foot Radius)
Components: V
Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. Make a spell attrack roll vs the target's Strength defence. On a hit, it is pulled up to 10 feet in a straight line towards you and then takes 1d8 lightning damage if it is within 5 feet of you.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Ray of Frost

Evocation Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 + your spellcasting ability modifier cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sacred Flame

Evocation Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous

Flame-like radiance descends on a creature that you can see within range. Make a spell attack roll vs the target's Dexterity defence. On a hit, the target takes 1d8 radiant damage. The target gains no benefit from cover for this attack.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Shock

Evocation Cantrip
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a spark of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 + your spellcasting ability modifier lightning damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Shocking Grasp

Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 + your spellcasting ability modifier lightning damage, and it can’t take reactions until the start of its next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Thunderclap

Evocation Cantrip
Casting Time: 1 Action
Range: 5 Feet
Components: S
Duration: Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Make a spell attack roll vs the Constitution defence of each creature other than you within range. On a hit, the creatures takes 1d6 thunder damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).

Touch of Combustion

Evocation Cantrip
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous

Make a melee spell attack against the target. On a hit, the target ignites in a violent burst of flame, dealing 1d6 + your spellcasting ability modifier points of fire damage and setting the target on fire. On your next turn, make a spell attack roll vs the Dexterity defence of all creatures adjacent to the original target. On a hit, they take 1d4 points of fire damage.

This spell’s damage increases by 1 die when you reach certain 5th level (2d6 and 2d4), 11th level (3d6 and 3d4) and 17th level (4d6 and 4d4).

Word of Radiance

Evocation Cantrip
Casting Time: 1 Action
Range: 5 Feet
Components: V, M (A holy symbol.)
Duration: Instantaneous

You utter a divine word, and burning radiance erupts from you. Make a spell attack roll vs the Dexterity defence of each creature of your choice that you can see within range. On a hit, the creature takes 1d6 radiant damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Illusion

Minor Illusion

Illusion Cantrip
Casting Time: 1 Action
Range: 30 Feet
Components: S, M (A bit of fleece.)
Duration: 1 Minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object (such as a chair, muddy footprints, or a small chest) it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

The maximum size of the illusion increases by 5-feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).

Necromancy

Chill Touch

Necromancy Cantrip
Casting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: 1 round

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 + your spellcasting ability modifier necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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: 30 Feet
Components: V, S
Duration: Instantaneous

You sap the vitality of one creature you can see in range. Make a spell attack roll vs the target's Constitution defence. On a hit, the target takes 1d4 necrotic damage and falls prone.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Spare the Dying

Necromancy Cantrip
Casting Time: 1 Action
Range: 5 feet
Components: V, S
Duration: Instantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

This spell's range increases by 5-feet when you reach 5th level (10-feet), 11th level (15-feet), and 17th level (20-feet).

Toll the Dead

Necromancy Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. Make a spell attack roll vs the target's Wisdom defence. On a hit, the target takes 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Transmutation

Control Flames

Transmutation Cantrip
Casting Time: 1 Action
Range: 60 Feet
Components: S
Duration: Instantaneous or 1 hour (see below)

You choose a non-magical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes (such as the vague form of a creature, an inanimate object, or a location) to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

The cube of flame that can be controlled increases by 5-feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).

Druidcraft

Transmutation Cantrip
Casting Time: 1 Action
Range: 30 Feet
Components: V, S
Duration: Instantaneous

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

The sensory effect that you can manifest increases in size by 5-feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).

Gust

Transmutation Cantrip
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • Make a spell attack roll vs the Strength defence of one Medium or smaller creature within range. On a hit, the creature is either pushed up to 5 feet away from you or knocked prone.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

The distance that a creature can be pushed increases by 5-feet when you reach 5th level (10-feet), 11th level (15-feet), and 17th level (20-feet).

Magic Stone

Transmutation Cantrip
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: 1 Minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Mending

Transmutation Cantrip
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (Two lodestones.)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

This size of object that can be mended increases by 1-foot when you reach 5th level (2-feet), 11th level (3-feet), and 17th level (4-feet).

Message

Transmutation Cantrip
Casting Time: 1 Action
Range: 120 Feet
Components: V, S, M (A short piece of copper wire.)
Duration: 1 Round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

This spell's range increases by 120-feet when you reach 5th level (240-feet), 11th level (360-feet), and 17th level (480-feet).

Mold Earth

Transmutation cantrip
Casting Time: 1 Action
Range: 30 Feet
Components: S
Duration: Instantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

The cube of earth that can be controlled increases by 5-feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).

Prestidigitation

Transmutation Cantrip
Casting Time: 1 Action
Range: 10 Feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

The maximum number of active effects increases by 3 when you reach 5th level (6), 11th level (9), and 17th level (12).

Primal Savagery

Transmutation Cantrip
Casting Time: 1 Action
Range: Self
Components: S
Duration: Instantaneous

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 + your spellcasting ability modifier acid damage. After you make the attack, your teeth or fingernails return to normal.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Shape Water

Transmutation Cantrip
Casting Time: 1 Action
Range: 30 Feet
Components: S
Duration: Instantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

The cube of water that can be controlled increases by 5-feet when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).

Shillelagh

Transmutation Cantrip
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S, M (Mistletoe, a shamrock leaf and a club or quarterstaff.)
Duration: 1 Minute

The wood of a club or quarterstaff 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. 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.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Thaumaturgy

Transmutation Cantrip
Casting Time: 1 Action
Range: 30 Feet
Components: V
Duration: Up to 1 Minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

The maximum number of active effects increases by 3 when you reach 5th level (6), 11th level (9), and 17th level (12).

Thorn Whip

Transmutation Cantrip
Casting Time: 1 Action
Range: 30 Feet
Components: V, S, M (The stem of a plant with thorns.)
Duration: Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 + your spellcasting ability modifier piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1


Abjuration

Absorb Elements

1st Level Abjuration
Casting Time: 1 Free Action
Range: Self
Components: S
Duration: 1 Round

The spell captures some of the incoming energy from acid, cold, fire, lightning, or thunder damage that you took within the last round, lessening its effect on you and storing it for your next melee attack. You recover half of the hit points that you have lost to damage of the chosen damage type since the end of your last turn. Also, the first time that you hit with a melee attack within the next round, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Bedrest

1st Level Abjuration (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch recovers up to two levels of exhaustion on its next long rest, instead of the usual one. Additionally, this rest counts as 24 hours of bedrest for the purposes of healing injuries.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target recovers one additional level of exhaustion for each slot level above 1st.

But I Get Up Again

1st Level Abjuration (Ritual)
Casting Time: 1 Action
Range: Self
Components: V, S, M (A whiskey, a vodka, a lager and a cider worth a total of 2 sp, all of which the spellcaster consumes.)
Duration: 8 hours

Casting this spell reminds you of the good times, preventing anyone or anything from keeping you down. You are immune to the prone condition for the duration, even if you lose consciousness.

Mage Armour

1st Level Abjuration (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A strip of leather.)
Duration: 8 Hours

You touch a willing creature and a magical protective force surrounds it until the spell ends. The target gains DR 4 and coverage 11-16. The effects of mage armour do not stack with worn armour. The spell ends if you dismiss it as an action.

Shield

1st Level Abjuration
Casting Time: 1 Free Action
Range: Self
Components: V, S
Duration: 1 Round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a three-quarters cover and you take no damage from magic missile.

If you go the entire round without being the target of a magic missile or your cover being hit, you reabsorb your magical shield and recover the spell point spent to create it.

Ward the Evil Eye

1st Level Abjuration
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Special

You must cover one eye in its entirety when you cast this spell. While the eye is covered, you have disadvantage on Wisdom (Perception) checks that rely on sight and on melee and ranged attack rolls.

For the spell's duration, any hostile creature that attempts to target you with a spell must make a Charisma defence check. On a failure, the creature may not target you with the spell, but must instead target the creature nearest to you. This spell lasts until your eye is uncovered.

Divination

Detect Evil and Good

1st Level Divination (Ritual)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Hunter's Mark

1st Level Divination
Casting Time: 1 Free Action
Range: 90 feet
Components: None
Duration: Concentration, up to 1 hour

You choose a creature that you have seen within range in the last 6 seconds and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d4 damage to the target whenever you hit it with a weapon attack and you have advantage on any Wisdom (Perception) and Wisdom (Survival) checks that you make to find it. If the target drops to 0 hit points before this spell ends, you can use a free action on a subsequent turn of yours to mark a new creature.

Hunter's Mark also allows the caster to sense the relative direction and distance of their marked target for the duration of the spell.

At Higher Levels: When you cast this spell at 2nd level, you deal 1d6 damage. When you cast this spell at 3rd level, you deal 1d8 damage and can concentrate for up to 8 hours. When you cast this spell at 4th level, you deal 1d10 and can concentrate for up to 8 hours. If you use a slot of 5th level or higher, you deal 1d12 damage and can concentrate for up to 24 hours.

Lesser Foresight

1st Level Divination (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A hummingbird feather.)
Duration: 8 Hours

You touch a willing creature who isn't wearing armour. Until the spell ends, the target can sense melee and ranged attacks a split second before they happen. If the target is not already proficient in Dexterity defence, then it may add its proficiency bonus to its Dexterity defence. The spell ends if the target dons armour or if you dismiss the spell as an action.

Tongue That Dream-Speaks

1st Level Divination (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A bronze dagger worth 1 gp.)
Duration: Instantaneous

Split your tongue with a bronze dagger (suffering 1d4 slashing damage) and read aloud a text before you. You need not understand the text or know the language and you have 1 round in which to read it. When you are done, sleep. In your dreams you will understand all that you read and wake with a tongue healed. This spell allows you to understand even the ciphered text of other spellbooks.

Enchantment

Anointed Skull's Midnight Whispers

1st Level Enchantment (Ritual)
Casting Time: 1 Action
Range: Self (10-Foot Radius)
Components: V, S, M (An undamaged human skull and droplets of holy water worth 2 gp, which the spell consumes.)
Duration: Until Dawn

After anointing an undamaged human skull with droplets of holy water, hide it in a place where neither sun nor moon nor starlight will ever touch it. Upon casting this spell, the skull will begin to utter whispers that ooze from the spell's caster.

Make a spell attack roll vs the Wisdom defence of any hostile creature within 10 feet of you. On a hit, the creature is frightened by the whispers until they leave this 10 foot radius. Any creature that enters the radius on its turn must succeed at a Wisdom defence check or also become frightened of you.

The morning after this spell is cast, the skull is destroyed and the spell ends.

Bare the Slave's Heart

1st Level Enchantment (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M (The preserved heart of a slave, worth 20 gp, which the spell consumes.)
Duration: Special

Take the preserved heart of a slave and wrap it in hempen cord when you cast this spell. The next time that a creature touches this heart barehanded, make a spell attack roll vs the creature's Charisma defence. On a hit, the creature becomes a slave to the spell's caster until the heart is destroyed, or the magic dispelled. A slave will not do anything to harm itself or any friends it has, but will perform any manner of menial task for its master. An undead creature, or any creature immune to the charmed condition, is immune to this enchantment.

Cause Fear

1st Level Enchantment
Casting Time: 1 Action
Range: 60 Feet
Components: V
Duration: Concentration, up to 1 minute

You choose one creature that you can see within range and call upon its dread of its worst nightmare. Make a spell attack roll vs the target's Wisdom defence. On a hit, the target becomes frightened of you until the spell ends. The frightened target can make a Charisma defence check at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Evocation

Cure Wounds

1st Level Evocation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains hit points equal to its hit die + your spellcasting ability modifier. This spell has no effect on undead or constructs. When rolling hit die, use the die size that the creature has the most levels with. When two die sizes are tied, take the larger.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by one die for each slot level above 1st.

Healing Word

1st Level Evocation
Casting Time: 1 Bonus Action
Range: 60 ft
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. If the creature has a d10 or d12 hit die, it regains hit points equal to 1d6 + 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 one die for each slot level above 1st.

Hellish Rebuke

1st Level Evocation
Casting Time: 1 Free Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous

When a creature that you can see damaged you within the last round, you may point your finger and that creature is momentarily surrounded by hellish flames. Make a spell attack roll vs the creature's Dexterity defence. On a hit, it takes 2d10 fire damage. On a miss, it takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

Magic Missile

This spell strikes with perfect precision and thus ignores armour DR.

Necromancy

Gift Them Their Misfortune

1st Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V, S, M (Ointment of your own making.)
Duration: Instantaneous

When you are missing hit points, suffer 1 damage as you smear the wound with bewitched ointments of your own make. Then make a melee attack roll to smear the blood-oil produced on another creature. On a hit, if the attack roll also beat the creature's Constitution defence, then the creature loses twice the hit points that you have lost.








Nail to Them the Nomad's Curse

1st Level Necromancy (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A list of wrongs committed by the target, which the spell consumes, and one nail.)
Duration: Special

Write upon a sheet of parchment the wrongs that a creature has committed, nail them to its home or lair and make a spell attack roll vs the creature's Wisdom defence. On a hit, for every wrong written, the creature will be unable to return to its home and unable to rest anywhere else.

Each day at dawn, one of the wrongs disappears. Creatures who are unable to rest due to this curse suffer one level of exhaustion at the dawn of every day and cannot rest to regain hit points.

Each day at dusk, the creature may attempt a Charisma defence check to throw off the curse.


Transmutation

Feather Fall

1st Level Transmutation
Casting Time: 1 Free Action
Range: 60 Feet
Components: V, M (A small feather or piece of down.)
Duration: 1 Minute

When you or a creature within 60 feet of you fell within the last round, you may choose up to five fallen creatures within range. From the moment that the target fell, its rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Lesser Darkvision

1st Level Transmutation
Casting Time: 1 Minute
Range: Self
Components: S
Duration: Concentration, up to 8 hours

You kneel down and meditate for one minute - adjusting to the darkness. After completing this meditation, your eyes have a slight glow and you are granted the ability to see in the dark. For the duration, you have darkvision out to a range of 60 feet. If exposed to direct sunlight, you must make a DC 10 concentration check in order to maintain the spell.

Level 2

Barkskin

2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A handful of oak bark.)
Duration: 1 Hour (Concentration)

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance and they gain DR 8 and coverage 1-2, 8-16. The effects of barkskin do not stack with worn armour.

Beget the Nest of Crowns

2nd level Conjuration
Casting Time: 1 Action
Range: Self (600-foot radius)
Components: V, S, M
Duration: Instantaneous

Affix upon your brow a crown of twigs and feathers as a part of casting this spell. Birds without number will then cloud the heavens above and descend. All within 600 feet is considered obscured, ranged missiles will not hit their marks, no one can move more than 10 feet per round, and all sound is drowned by their chirping. These birds swarm until somehow killed en masse or dispelled. This spell is useless indoors.

Blind the Readers of These Spells

2nd level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Until dispelled or triggered

Upon your spell book, light incense when you cast this spell. When someone attempts to decipher your spell book, or attempts to cast a spell that lets them do so, they will be blinded for 1d6 days time. Even a creature with no training in magic trying to read your spellbook will fall victim to this spell. After 1 creature is cursed in this manner, the spellbook is no longer protected.

Consecrate/Desecrate

2nd level Evocation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A vial of holy water and 25 gp worth of silver dust, all of which must be sprinkled around the area.)
Duration: 8 Hours

This spell blesses or curses an area. Channel divinity has advantage to hit creatures within this area.

Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, undead creatures within the area suffer disadvantage on attack rolls and other creatures have advantage to hit them.

An undead creature created within or summoned into a desecrated area gains +1 hit point per HD. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, undead creatures within the area gain advantage on attack rolls and other creatures have disadvantage to hit them.

You cannot consecrate/desecrate an area with a similar fixture of a deity other than your own patron. Instead, the spell curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Disfiguring Touch

2nd level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 3 Days

Make a spell attack vs a creature's Wisdom defence. On a hit, the creature becomes cursed for the duration of the spell. The victim of this spell grows hideously disfigured. The physical appearance of the deformity is subject to the caster’s whim (most demon worshipers choose deformities that reflect their Abyssal patron’s shape or form).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 2 days for each slot level above 2nd.

Dusk that Settles On Mud

2nd level Transmutation (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: 1 Round

Sprinkle the dust of a black ore onto clay, mud, soil, brick, limestone, or any other earthen substance. It will turn into constricting, hard, black metal and shrink slowly in size. A 10 foot cube of earth can be enchanted in this way. After 1 round, it will have shrunken down to the size of a pebble.

Enlarge/Reduce

2nd level Transmutation
Casting Time: 1 Action
Range: 30 ft
Components: V, S, M (A pinch of powdered iron.)
Duration: 1 Minute (Concentration)

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, make a spell attack vs its Constitution defence. On a miss, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks, attacks vs its Strength defence suffer disadvantage, and its walking speed increases by 5 feet. The target's weapons also grow to match its new size and deal 1d4 extra damage.

Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category. Until the spell ends, the target also has disadvantage on Strength checks, attacks vs its Strength defence benefit from advantage, and its walking speed decreases by 5 feet. The target's weapons also shrink to match its new size and deal 1d4 less damage (this can't reduce the damage below 1).

Gust of Wind

Just as for Gust, Gust of Wind can be used to knock targets prone instead of pushing them 5 feet, similarly to the shove action.

Keep Dead the Dead

2nd level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous

Gather the blood of a wounded creature and imbibe it when you cast this spell. The creature cannot ever be brought back from the dead, as its body will turn to sour soil upon death, unfit for the hosting of a soul.

Lesser Restoration

Lesser Restoration restores one level of exhaustion.

Moonbeam

2nd level Evocation
Casting Time: 1 Action
Range: 120 feet (5-foot radius)
Components: V, S, M (Several seeds of any moonseed plant and a piece of opalescent feldspar.)
Duration: 1 Minute (Concentration)

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When the spell is first cast and at the end of each of your turns for the spell's duration, any creature within the spell's area is engulfed in ghostly flames that cause searing pain. Make a spell attack vs the creature's Constitution defence. On a hit, it takes 2d10 radiant damage, or half as much damage on a miss. Additionally, any creature that enters the spell's area for the first time on a turn must also make a Constitution defence check. It takes 2d10 radiant damage on a failed check, or half as much damage on a successful one.

The spell has advantage to hit shapechangers and they make their defence check with disadvantage. If one is hit or fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Move the Warlord's Statue

2nd level Conjuration (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Concentration

A statue of animated stone constructs itself. It stands twice your height and is decorated and painted to mimic that of a famed warlord. It will follow in your footsteps indefinitely, or until you command it to take a single action. If that action is to attack, it will deal 5d6 damage to that which it hits. If that action is to defend, it will absorb the damage from the next attack launched upon its ward. If is to lift, it will lift one thing weighing 10,000 gold coins or less. After any of these acts, it will turn into mud and disintegrate.

Paper Wings

2nd Level Transmutation
Casting Time: 1 Action
Range: Touch
Components: V, S, M (A sheet of paper.)
Duration: Concentration, up to 10 minutes

You touch a willing creature while begging them to fly halfway around the world. The target gains a flying speed of 45 feet for the duration. This spell ends early if the target takes fire or radiant damage. When the spell ends, the target comes spiraling down, landing in a random location within a horizontal radius equal to their altitude when the spell ended.

Pass Without Trace

At Higher Levels: When you cast this spell at 3rd level, you can concentrate for up to 8 hours. If you use a slot of 5th level or higher, you can concentrate for up to 24 hours.

To This Point, Bring the East!

2nd level Enchantment (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous

Take a stone stele and affix it into a point of your choosing when you cast this spell. The next creature that attacks you within 100 foot of this stele will be drawn to destroy it instead. The stele can take 1d6 hits before it is ruined.

Wood Shape

2nd level Transmutation (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M*
Duration: Instantaneous

Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn't work.

*-(one piece of wood no larger than 25 cu. ft.)

Level 3

Counterspell

3rd level Abjuration
Casting Time: 1 Free Action
Range: 60 feet
Components: S
Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, it makes a spellcasting attack roll modified by the spell's level vs your spellcasting ability defence modified by counterspell's level. On a failure, the creature's spell fails and has no effect.

For example, if a level 5 wizard with 18 intelligence casts a 3rd level counterspell vs a 5th level cone of cold spell cast by a CR 6 Mage with 17 intelligence, the Mage rolls with an attack bonus of:

+3 Intelligence +3 proficiency +5 cone of cold spell level = +11 attack bonus

vs a DC of:

10 +4 Intelligence +3 proficiency +3 counterspell level = DC 20

Counterspell can only be cast when another creature that you can see casts a spell within 60 feet of you. In order to be ready to cast counterspell, you must on your own turn declare the conditions under which you will cast counterspell. If you wish to upcast counterspell then you must declare this in advance. You may only cast counterspell once per round.

The conditions must be specific. For example:

  • I will counterspell the first spell that the mage casts.
  • I will counterspell at 6th level the first evocation spell that the lich casts.
  • I will counterspell the first spell attempting to heal the hobgoblin warlord.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the targeted spellcaster's defence is reduced as described above.

Create Food and Water

Create Food and Water can be cast as a ritual.

Exorcise the Hated Evil

3rd level Abjuration (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Instantaneous

Grab the throat of a barbarous or possessed creature and press a polished opal to its forehead. Pull the opal back, and all evil from the creature will exit it in the form of black, ichor-filled vomit. Afterwards, if the creature was barbarous or possessed, it is no more. Likewise, if the creature was cursed, it is cursed no more.

Fear

3rd Level Illusion
Casting Time: 1 Action
Range: Self (30-Foot Cone)
Components: V, S, M (A white feather or the heart of a hen.)
Duration: Concentration, up to 1 minute

You project a phantasmal image of a creature’s worst fears. Make a spell attack roll vs the Wisdom defence of each creature in a 30-foot cone. On a hit, the creatures drop whatever they are holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Charisma defence check. On a successful save, the spell ends for that creature.

Gather Forth All the World's Waves

3rd level Evocation
Casting Time: 1 Action
Range: Self (30-foot radius)
Components: V, S
Duration: 1 Round

Lift your hands and sing to all the seas you cannot sea. A 30 foot radius of space around you is filled with churning, crashing waves of white-crested green water. Creatures in the water begin to drown, and thus can not speak or cast spells. On a hit, they are picked up and moved to random locations, taking a number of damage dice equal to your levels at the end of every round. Thus, at 6th level, they will take 6d6 damage, and at 7th, they will take 7d6 damage. After 1 round, the waves dissipate, returning to their distant homes.

Loosen Soul

3rd level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Self
Components: V, S
Duration: 6 Rounds

Work a short ceremony that loosens your soul from your body. It remains so for 6 rounds. While your soul is loosened, it can slip out of your body and move up to 2" away, sliding through walls or doors. You see and hear whatever is within the same area or space as your soul.

Motivational Speech

3rd level Enchantment
Casting Time: 1 Minute
Range: 60 ft
Components: V
Duration: 1 Hour

You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 10 temporary hit points and attacks vs their Wisdom defence suffer disadvantage. If an affected creature takes damage, it has advantage on the next attack roll it makes. One round after an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Psychic Spy

3rd Level Enchantment
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Special, see text.

With this spell, you can try to steal the elation from the mind of one humanoid you can see within 60 feet. Make a spell attack roll vs the target's Charisma defence. On a hit, you can steal one beneficial effect that they currently possess, such as an ongoing spell (as long as its level is equal to or less than the slot level that psychic spy was cast from), temporary hit points, or possession of Bardic Inspiration dice. The effect ends for the target and transfers to you for the remainder of its normal duration. If the effect requires concentration, you must concentrate on it instead of the original caster.

Sending

3rd level Evocation (Ritual)
Casting Time: 1 Action
Range: Unlimited
Components: V, S, M (A short piece of fine copper wire.)
Duration: 1 Round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognises you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Set Loose the Crocodiles

3rd level Conjuration
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Instantaneous

A moat 20 feet deep, 10 feet wide, and with a radius 30 feet away from you is suddenly carved into the earth and filled with water. If these dimensions cannot be met, then the moat tears through any non-magical obstructions to form itself. Inside of the moat, countless crocodiles. Creatures who attempt to swim or leap across must make a Strength (Athletics) check or take 1d6 damage as they are pulled in. Creatures in the moat cannot move, and take 3d6 damage every turn until they succeed at the Strength (Athletics) check and can swim out.

Spreading of the Repelling Minerals

3rd level Evocation
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: 4 Rounds

Scatter minerals strange and esoteric as a part of this spell's casting. A 100 foot cube magical zone is created. Any and all metal objects are thrown out of it with haste, as are weapons made of stone or bone, over the next 4 rounds.

Transfigure Dust into Vermin

3rd level Conjuration
Casting Time: 1 Action
Range: Special
Components: S
Duration: Instantaneous

Motes of dust are turned into lice, rats, and scorpions around you. Point to a creature. The vermin swarm them, biting and gnawing, dealing damage equal to your levels. At 6th level, this will be 6d6 damage, and at 7th, 7d6, and so on. This damage continues until the target brings fire to the vermin, or the spell is dispelled.

Level 4

Block of Slaughter

4th level Enchantment
Casting Time: 1 Action
Range: Special
Components: V, S, M
Duration: 6 Rounds

Slice your hand open with a ceremonial dagger and take 1d6 damage when you cast this spell. Point your hand towards a creature that can see it. Said creature will exert all of its efforts to kill as many creatures as it can other than you during the next 6 rounds.

Flashbang

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 ranged weapon attack during this spell's duration, a dazzling burst of radiant energy erupts on impact, releasing a concussive clap that is audible out to 300 feet. The attack deals an extra 2d6 radiant damage and 2d6 thunder damage to the target and disorients nearby creatures. Compare your attack roll to the Constitution defence of the target of the attack and each creature within 5 feet of it. On a hit, a creature becomes blinded and deafened until the start of your next turn.

From the Heaven's Eye, See Sin

4th level Divination
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, until dusk

Stare into the sun when you cast this spell and do not look away until you wish it to end. While staring into the sun, you shall see anything that the sun could see, in any part of the word. You can see it as close as if you were currently 100 feet above ground. At night, this spell does naught, and it cannot be used in doors.

Invisible Touch

4th Level Necromancy
Casting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: Concentration, up to 1 minute

You create an invisible hand and use it to reach into a creature you can see within 120 feet, taking hold of their heart and slowly tearing them apart. Make a ranged spell attack against the creature. On a hit, the target takes 4d8 necrotic damage and the hand continues to cling to their heart for the spell's duration.

As long as the hand clings to the target's heart, they cannot regain hit points, and they take 2d8 necrotic damage at the start of each of their turns. The target can make a Charisma defence check against your spell skill DC at the end of each of their turns, ending the spell on a success.

Mold the Waxen Sacrifice

4th level Divination (Ritual)
Casting Time: 1 Minute
Range: Self
Components: V, S, M
Duration: Special

Present a waxen figure you have made as a part of casting this spell. Affix to the figure via nail a piece of another living creature. Whatever the figure feels so too will the living creature, though it will suffer no other ill effects from the figure's defacing. 10 times may the figure be manipulated before this spell ends.

Paint a Curse Upon the Tomb

4th level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous

As a part of this spell, drench an object in the same paints used to adorn the tombs of god-kings and god-queens. Any creature that takes the object other than you is cursed. Said creature rolls twice on all die rolls and takes the worse result. If this would result in a failure for any reason, the creature suffers 1d6 damage. This curse persists until somehow dispelled, or if the cursed object is destroyed by fire.

Passage Through the Underworld

4th level Conjuration
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: 1 Round

Cover your ears and close your eyes as a part of this spell's casting. Then, walk forward. Your body will descend underground, to a place no living or undead creature may follow. The following round, appear anywhere within 360 feet of your original location (up or down). You know exactly where you will go. When you emerge, one ghost emerges with you, and will aggressively haunt wherever you appear.

Resuscitate

4th level Necromancy (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S, M*
Duration: Instantaneous

You touch a creature that has died within the last hour. That creature returns to life with 1 hit point.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival (its head, for instance) the spell automatically fails. This spell can't return to life a creature that has died of old age, nor can it return an undead creature to life.

Coming back from the dead is an ordeal. The target takes a −2 penalty to all attack rolls, defences, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
*- (diamonds worth 400 gp, which the spell consumes)

Role Reversal

4th Level Transmutation
Casting Time: 1 Action
Range: 60 Feet
Components: V, S, M (A sugar pill.)
Duration: Concentration, up to 1 hour

When you cast this spell, the universal muse comes over you, inspiring you to break it all down. Choose two willing humanoids with class levels that you can see within range. The targets exchange one class feature (other than spellcasting) with each other, losing their ability but gaining access to the other party's ability for the duration. For example, you could choose a barbarian and a bard, granting the Bardic Inspiration feature to the barbarian and Rage to the bard. A creature cannot gain an ability it already has through this spell, and abilities that have limited uses are not recharged at any point: the creature gaining the ability inherits however many uses were remaining at the time the spell was cast, and the original owner of the ability is left with only as many uses as were unspent at the end of the spell's duration.

Ruin That Which Ruins Me

4th level Necromancy
Casting Time: 1 Free Action, which you take when you die
Range: Self
Components: V, S
Duration: Instantaneous

You can cast this spell only when you die. That which kills you dies for 1 round, resurrecting after that round with hit points equal to its total hit dice.

Shimmering Light

4th Level Evocation
Casting Time: 1 Action
Range: 300 Feet
Components: V, S, M (A miniature replica of a mission bell.)
Duration: Concentration, up to 1 minute

You shine a light towards a creature you can see within range, causing their head to grow heavy and their sight to grow dim, such that they might need to stop for the night. Make a spell attack roll vs the target's Wisdom defence. On a hit, they are blinded for the duration and gain 1 level of exhaustion. The target can make a Wisdom defence check vs your spell skill at the end of each of their turns, ending the blindness effect on a success.

Level 5

Evil Eye

5th level Divination
Casting Time: 1 Action
Range: Special
Components: V, S
Duration: Special

When you cast this spell, one of your eyes goes blind. A creature that you look upon when you cast this spell is cursed by the evil eye. You can see what it sees through one of its eyes, but only see, not hear, feel, or hear thoughts. At the end of every day, the creature must roll 1d20. On a 1, the die size reduces. When the die size reduces below a 1d4, the creature dies, and sight is returned to your blind eye.

Fashion the Chimera

5th level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous

Take the body of a dead man and lay the corpse of an animal upon it. Only then may you cast this spell. The two bodies fuse in a way of your choosing. The new creature is risen as a chimera that will faithfully serve you. It has as many HD as you do, and has one aspect of the animal that it is fused with, such as an eagle's wings, a lion's claws, or a shark's water breath. If the chimera is ever exorcised, it dies instantly.

Favour

5th level Enchantment
Casting Time: 1 Action
Range: Touch
Components: V
Duration: Instantaneous

This is one of the words of power. Utter it, and one creature whose hand you hold will be able to cast any 1 spell you have memorized. Once cast, they will be compelled by fate to do you a single favor.

Greater Restoration

Greater Restoration restores all exhaustion.

Hot Ashes To Trees

5th Level Transmutation
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (An unburned match.)
Duration: Instantaneous

This spell doesn't enable you to tell Heaven from Hell, but it does reverse the combustion process of one object that filled a space no larger than a 10-foot cube before it was burned. You must touch the ashes or other remains of the object when you cast this spell, and all of the object's remains must be present; the spell fails if some of the ashes have been lost for example. After you have finished casting this spell, the target object is restored to whatever condition it was in immediately before it was burned. The spell does not repair damage not caused by fire. This spell can restore life to mundane plants that have been destroyed by fire, but it cannot restore life to any other type of creature.

Legend Lore

5th level Divination (Ritual)
Casting Time: See Text
Range: Self
Components: V, S, M (Incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each.)
Duration: Instantaneous

Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1 week, cannot be cast as a ritual, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 1 month, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are "legendary", as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.

Raise Dead

Raise Dead can be cast as a ritual.

Reincarnate

Reincarnate can be cast as a ritual.

Rule

5th level Conjuration
Casting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous

This is one of the words of power. Utter it and a legion of 20 6th level fighting-men (Myrmidons) will gather to you in 1d4 days. They will be loyal to you for one battle, after which they will disperse randomly into the world.

Teleportation Circle

Teleportation Circle can be cast as a ritual.

Temporal Shunt

5th Level Evocation
Casting Time: 1 Free Action
Range: 120 Feet
Components: V, S
Duration: 1 Round

Make a spell attack roll vs the Charisma defence of a creature that you have seen within the last round. On a hit, it vanishes at the start of its last turn, being thrown to another point in time such that its actions on that turn never happened. 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 casting the spell or being affected by it.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

Thunderbolt and Lightning

5th Level Evocation
Casting Time: 1 Action
Range: 120 Feet
Components: S
Duration: Concentration, up to 1 minute

You do the fandango and call down a very, very frightening blast of energy, which explodes in a 20-foot radius sphere centered on a point you choose within range. Make a spell attack roll vs the Dexterity defence of each creature in the area. On a hit, a target takes 4d6 thunder and 4d6 lightning damage and becomes frightened of you for the duration; on a miss, it takes half as much damage and is not frightened. A frightened creature can make a Wisdom defence check vs your spell skill at the end of each of their turns, ending the effect for themselves on a success.

Upon Me I Bestow the Strength of the Dead

5th level Necromancy
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: 6 Rounds

You may only cast this spell while having the skull of a 4th level or higher fighting-man in your inventory. You gain their Strength score and proficiency bonus, as well as the ability to use all armour, shields and weapons for 6 rounds.

Walk Again, Those Countless Dead

5th level Necromancy (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous

To cast this spell, you must have a scrap of flesh from a dead man's face. Once cast, you call forth the dead to serve you. For the number of dead animated simply roll one hit die for every level above the 8th the caster is, thus a level 9 caster gets 1d6 animated dead. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with.

Weather With You

5th Level Transmutation
Casting Time: 1 Minute
Range: Self (5-mile radius)
Components: V, S, M (A small boat made of china.)
Duration: Concentration, up to 30 days

You sing like a bird released, allowing you to take the weather with you everywhere you go. When you cast this spell, the current weather conditions (which are determined by the GM based on the climate and season) are fixed in a 5-mile radius around you. These conditions remain constant for the duration of the spell, and stay with you when you move. The weather conditions in the spell's area cannot be changed by any means short of a control weather spell.

When the spell ends, the weather gradually returns to its normal variability.

Level 6

Chain One's Fate to a Demon's Own

6th level Conjuration (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Until dispelled or triggered

You must know the true name of a demon to cast this spell. You must also anoint a creature in strange oil as a part of this spell's casting. The anointed creature is possessed with a demon whose true name you announce. The demon will lie sleeping within the anointed creature. Should the creature ever die, the demon shall be released to do battle with all that is hostile towards you until it is slain or banished.

Destiny, Rewritten

6th level Divination
Casting Time: 1 Action
Range: 100 feet
Components: V, S, M
Duration: Instantaneous

As a part of this spell's casting you must know the birth place of a creature within 100 feet. The creature's birth place is changed, and thus its entire life path is changed. The creature's memories are rewritten, as is their personality and alignment, and they disappear, reappearing somewhere else in the world.

Idols of Bestial Gods

6th level Conjuration (Ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M
Duration: Instantaneous

You must have fashioned from clay an animal the size of a small hut before casting this spell. This spell is cast on this the idol. The idol turns into a flesh-and-blood version of itself, intelligent, sentient, and speaking all languages. It has HD equal to your total levels + 5. It will serve you loyally as a sage or as a warrior. It has +9 to hit and deals 3d6 damage with its attacks. The animal has all the traits of whatever animal you sculpted it after. When it dies, is dispelled, or is exorcised, it turns into clay and shatters.

In the Clay Container, Life Reborn

6th level Necromancy (Ritual)
Casting Time: 1 Hour
Range: Touch
Components: V, S, M
Duration: Instantaneous

You must have access to the corpse of a creature with its head attached before you can cast this spell. As a part of the casting, cover the corpse in clay. The next round, the creature will be reborn, healed of all ailments and wounds.

Investment of Translucent Alabaster

6th Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

Until the spell ends, your body is encased in flakes of white stone, and you gain the following benefits:

  • You have resistance to necrotic damage, immunity to all disease and, as long as you have at least 1 hit point, you regain 1d8 hit points at the start of each of your turns.
  • You can understand all languages and speak them with perfect diction.
  • You act with more conviction, gaining advantage on all Charisma checks.
  • You gain mastery over all swarms of creatures. They will do your bidding when ordered as if magically charmed.

Ironwood

6th level Transmutation (Ritual)
Casting Time: 1 minute/lb created
Range: Touch
Components: V, S, M (wood to be transformed)
Duration: 2 Weeks

This spell creates an ironwood object weighing up to 70 lbs. Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with the wood shape spell or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.

Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.

Serve

6th level Transmutation
Casting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous

You utter a word of power. This utterance forces the world to serve you. You can use this spell to part water up to 10" deep, or lower the water level of a body of water by 50%. You can create weather of any kind, or raise up great walls 100 feet tall and 500 feet wide. Casting this spell allows only one of these feats to be achieved.

Soul Cage

6th level Necromancy
Casting Time: 1 Free Action
Range: 60 Feet
Components: V, S, M (A tiny silver cage worth 100 gp.)
Duration: 8 Hours

When a humanoid that you can see died within 60 feet of you in the last round, you can snatch its soul as it dies and traps it inside the tiny cage that you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid that it came from can’t be revived.

Steal Life. You can use a bonus action to drain vigour from the soul and regain 2d8 hit points.

Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll or ability check with advantage. If you don't use this benefit before the start of your next turn, it is lost.

Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence that you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

Unluck of the Doomsday

6th level Necromancy
Casting Time: 1 Action
Range: Special
Components: V, S
Duration: Instantaneous

Roll 1d20 when you cast this spell, and stare at the creature whom you are cursing. On that day, the creature must succeed at a Wisdom defence check or die. If it has less then 20 hit points, it will die no matter what.

Level 7

Resurrection

Resurrection can be cast as a ritual.

Safeguard

6th level Abjuration (Cleric, Sorcerer, Wizard)
Casting Time: 1 Bonus Action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute

In the face of danger, you create a barrier that protects you and those around you. A faintly glowing sphere of protection with a radius of 10 feet appears. The sphere lasts for as long as maintain concentration, or up to 1 minute.

Any spell of a lower level than the Safeguard cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

Furthermore, hazards of the followings type cannot physically pass through the barrier or affect anything within it.

  • Physical projectiles
  • A specific effect, such as a dragon's breath attack.
  • An environmental danger, such as falling rocks or a lava flow.

At Higher Levels. When you cast Safeguard using a spell slot of 8th level or higher, the maximum radius increases by 10 feet for each slot level above 7th.

The Wall

7th Level Conjuration
Casting Time: 1 Action
Range: 120 Feet
Components: V, S, M (Another brick.)
Duration: Until dispelled or torn down

A nonmagical wall of bricks and mortar springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of twenty 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-5-foot panels that are 16 inches thick, incorporating a 4-inch cavity. If a space would be surrounded below and on all four sides by the wall (or the wall and another solid surface), the spell can create a pitched roof of tile and timber to create a fully enclosed volume. Roof sections do not count towards the total number of panels conjured by the spell.

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), make a spell attack roll vs their Dexterity defence. On a miss, it moves up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing structures or landforms. Thus, you can use this spell to bridge a chasm, create a ramp, or build a cantilevered annex onto an existing building.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can shape the wall to create battlements, windows, doorways and so on, though you cannot create details finer than the width of a brick (i.e. 3 inches).

The wall is an object made of brick that can be damaged and thus breached. Each panel has a Strength defence of 14 and 30 hit points per inch of thickness (not including cavities). Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.

Any creature that is surrounded on at least 4 sides by the wall is immune to being charmed or frightened and has resistance to psychic damage.

Level 8

Level 9

Time Stop

9th-level transmutation
Casting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures.

Action: You take 3 turns in a row, during which you can use actions and move as normal.

When you take this extra turn attack rolls are made with advantage and any attack that hits counts as a critical hit.

True Resurrection

True Resurrection can be cast as a ritual.

Level 10

Resurrection Rules

A Taxing Return

Every time a character is restored to life, the process corrodes a fraction of their vitality, slowly consuming the body until it can no longer sustain life.

Each time a character is brought back to life via a spell or ritual, that character suffers a permanent loss of 1 point of their Constitution ability score. This loss cannot be restored by normal means, such as a greater restoration spell. Only powerful magic, such as a wish spell or divine intervention, can restore a resurrected character's Constitution ability score. Use of the spell true resurrection to restore a character does not impose this loss of Constitution. Characters that reach a Constitution ability score of 0 are permanently dead and cannot be resurrected.

Didn't Come Back Right

The process of dying and being pulled back into your body is a harrowing experience. The magic itself pulls you from beyond the dark veil of death, taking its toll on your body and psyche each time, leaving you less and less the person you were.

When a character is brought back to life via magic, that character must make a Wisdom defence check, DC (22 - level of the magic used to return the character to life). A failure on this check inflicts long term madness (see Appendix), except that the duration is measured in days rather than hours. A lesser restoration or remove curse will alleviate the madness itself, though it returns any time that character drops to 0 hit points or awakens from sleep, until its full duration has expired.

If a character has died a number of times equal to their Constitution modifier, and they fail their Wisdom defence check upon being brought back to life, they instead suffer an indefinite madness (see Appendix). Any subsequent deaths inflict an additional indefinite madness with each resurrection. A greater restoration spell can temporarily suppress a type of indefinite madness, with it returning anytime that character drops to 0 hit points.

The Fading Spirit

Resurrection Challenge

If a character is dead, and a return from death is attempted by a spell or spell effect with longer than a one action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via skill checks. The GM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the GM feels the contribution would be.

For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is.

Resurrection Check

After all contributions are completed, the GM then rolls a single, final Resurrection success check with no modifier. Te base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1. Upon a successful resurrection check, the character's soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost.

Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the true resurrection or wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual, should the GM and player allow it.

Quick Resurrections

If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted.

Welcome to D20 with Stormchaser

If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.

I hope you have fun, and if you have any questions at all, don't hesitate to ask.

Enjoy!

Thanks

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".