Pryxis's Pages of Pure Magic

by Spartan127

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Pryxis's Pages of Pure Magic

A Forenote

This guide to magic is a conglomeration of various pre-existing sources created by multiple other homebrewers and creators - as well as a few particular additions from myself.

The following links provide the original sources of spells included in this Tome:

Additionally, it is important to note that this Tome of Spells is meant (in universe) to include all spells available in the original game of D&D - hence, the following site should be visited to overview the spells already available:

This is mostly meant to reflect the sheer enormity of magical studies conducted by the Archmage Eternal: Pryxis.

Many of the spells listed here are meant to add more flair or ability to those who have the capability of spellcasting. This tome of spells can be seen as a means to expand the current spell list - with everything from cantrips to high level magic; indeed, even including access to magic otherwise chained behind Mystra's Ban: True Dweomer (or high magic).

These spells (especially High Magic) may be applied to your D&D world with discretion by your DM - as many of these spells may alter the flow of the game.

Table of Contents

Master Spell List

Base Magic

Cantrips (0 Level)
  • Action Image
  • Bellowing Mantle
  • Concealment
  • Conjure Wealth
  • Daze
  • Dress/Undress
  • Fiery Eyes
  • Flare
  • Hail of Stone
  • Hairstyle
  • Marvelous Letter
  • Poison Needles
  • Razor Tome
  • Renewal
  • Spectral Shield
  • Unbind
1st Level
  • Attraction
  • Bleed
  • Create Spring
  • Create Window
  • Crimson Bolt
  • Copy
  • Eronin's Erasure
  • Fool's Gold
  • Guardian Eye
  • Induce Headache
  • Kiss of the Spider
  • Minor Chronomancy
  • Power Word: Rise
  • Shadow Evocation
  • Smoke Ladder
  • Starsee
  • Violent Reflection
  • Weight
  • Wild Guess
2nd Level
  • Arcane Alacrity
  • Arcane Skill
  • Ancestral Vengeance
  • Blood Curse
  • Cataracts
  • Choke
  • Crimson Flame
  • Earth Bolt
  • Fire Wings
  • Ghost Light
  • Glass Wings
  • Hesitation
  • Impart Thought
  • Impossible Riddle
  • Insatiable Thirst
  • Know the Shadows
  • Lighten Load
  • Opposing Force
  • Pictograph
  • Power Word: Preserve
  • Rot
  • Shadow Conjuration
  • Transcribe Memory
  • Void Hands
  • Zone of Lies
3rd Level
  • Baneful Fate
  • Chameleon
  • Cobra's Breath
  • Conjure Azer
  • Conjure Blights
  • Death Mask
  • Direct Weather
  • Eronin's Mnemonic Enhancer
  • Entomb
  • Eye Ray
  • Greater Mage Armor
  • Ice Blast
  • Inflame Emotions
  • Lay to Rest
  • Minor Telekinesis
  • Power Word: Eviscerate
  • Prehistoric Hail
  • Spirit Lancer
  • Sustain
  • Thorn Skin
  • Transfer Vitality
  • Watery Double
  • Zangle's Chatter
4th Level
  • Alter Momentum
  • Conjure Rust Monsters
  • Dehydrate
  • Duplicate
  • Extraplanar Sense
  • Greater Renewal
  • Magic Ballista
  • Magnetize
  • Portend Luck
  • Power Word: Slumber
  • Rust
  • Wall of Bones
5th Level
  • Artificial Intelligence
  • Bend Time
  • Create Chimera
  • Creeping Darkness
  • Crimson Theft
  • Dream Sight
  • Glitterdust
  • Greater Entomb
  • Inverseify
  • Longevity
  • Power Word: Fall
  • Power Word: Fear
  • Read the Stars
  • Revoke
  • Seal
  • Starfall
  • Superheroism
  • True Absorb Elements
  • True Shield
  • Wall Against Evil and Good
6th Level
  • Annihilation Disk
  • Atlas Rises
  • Blackmantle
  • Blood of Fire
  • Chromatic Wave
  • Eclipse
  • Gambler's Luck
  • Lesser Disjunction
  • One Final Blow
  • Power Word: Mute
  • Redirect Spell
  • Scarlet Frenzy
  • Sphere of Sound
  • Substitution
  • Walk with Spirits
  • Wasting Sickness
7th Level
  • Aura of Invisibility
  • Behold
  • Create Greater Chimera
  • Fatigue
  • Fruit of Legends
  • Traveler’s Ward
  • Maegis
  • Plague
  • Power Word: Hold
  • Power Word: Ignite
  • Power Word: Pacify
  • Power Word: Pulverize
  • Storm Spear
  • Suffocate
  • Wildfire
8th Level
  • Airboat
  • Bolt of Fate
  • Dragonhide
  • Permanency
  • Power Word: Petrify
  • Scarlet Haze
  • Shadowform
  • True Dragon's Breath
9th Level
  • Conjurer's Arsenal
  • Disjunction
  • Draw Potential
  • Form of Stone and Space
  • Fusion
  • Heart Ripper
  • Karma
  • Mass Disintegrate
  • Nimbus
  • Power Word: Birth
  • Rain of Lotuses
  • Reverse Time
  • Sanctification
  • Spellburn
  • Spirit Bomb

High Magic

10th Level
  • Absolute Death
  • Anglin's Nova
  • Archspire
  • Auma's Axiomatic Command
  • Bubble Ward
  • Circle of Incursion
  • Constellate
  • Cosmic Javelin
  • Dalaundo's Fatelessness
  • Denak's Praesidium Mantle
  • Fact or Fiction
  • Gate Guardian
  • Harken to Me
  • Hope
  • Kinetic Control
  • Multiplication of Minds
  • Nail to the Sky
  • Proctiv's Move Mountain
  • Raise Island
  • Reality Cannon
  • Rise from the Ashes
  • Safiya's Metamorphosised Reality
  • Serenity
  • Soul Scry
  • Thalantyr's High Summoning
  • Transport Area
  • Verdigris Tsunami
  • Vengeful Gaze
  • Vitrification
  • Xzar's Soulblight
  • Zahn's Illusion of Choice
11th Level
  • Allmage
  • Black Death
  • Blade of the Heavenly Realms
  • Blade of the Hellish Reaches
  • Bloodmoon
  • Create Mythallar
  • Destiny
  • Eternal Freedom
  • Instant Kingdom
  • Living Bomb
  • Nightmare Lord
  • Reality Slash
  • Singularity
  • Spears of Oblivion
  • Take What is Others
  • Time Travel
  • True Manipulation
  • Zetto's Corroding Burst
  • Zetto's Earthen Gout
  • Zetto's Fiery Pillar
  • Zetto's Icy Deluge
  • Zetto's Shocking Blast
12th Level
  • Arcane Burst of Destruction
  • Big Bang
  • Crown of Vermin
  • Genesis
  • Heat Death
  • Inevitable Entropy
  • Illusionary World
  • Power Word: Deify
  • Rewrite History
  • True Binding

Class Spell List

Artificer

Cantrips
  • Action Image
  • Billowing Mantle
  • Concealment
  • Conjure Wealth
  • Daze
  • Dress/Undress
  • Flare
  • Hairstyle
  • Marvelous Letter
  • Razor Tome
  • Renewal
  • Spectral Shield
  • Unbind
1st Level
  • Attraction
  • Copy
  • Create Window
  • Eronin's Erasure
  • Fool's Gold
  • Guardian Eye
  • Smoke Ladder
  • Starsee
  • Violent Reflection
  • Weight
  • Wild Guess
2nd Level
  • Arcane Alacrity
  • Arcane Skill
  • Cataracts
  • Glass Wings
  • Impart Thought
  • Lighten Load
  • Opposing Force
  • Pictograph
  • Transcribe Memory
3rd Level
  • Death Mask
  • Direct Weather
  • Eye Ray
  • Sustain
  • Zangle's Chatter
4th Level
  • Alter Momentum
  • Dehydrate
  • Duplicate
  • Greater Renewal
  • Magnetize
  • Rust
5th Level
  • Artificial Intelligence
  • Glitterdust
  • Seal
  • True Absorb Elements

Bard

Cantrips
  • Action Image
  • Billowing Mantle
  • Concealment
  • Conjure Wealth
  • Daze
  • Dress/Undress
  • Flare
  • Hairstyle
  • Marvelous Letter
  • Razor Tome
  • Renewal
  • Spectral Shield
  • Unbind
1st Level
  • Attraction
  • Copy
  • Create Window
  • Eronin's Erasure
  • Fool's Gold
  • Guardian Eye
  • Induce Headache
  • Minor Chronomancy
  • Power Word: Rise
  • Smoke Ladder
  • Starsee
  • Violent Reflection
  • Wild Guess
2nd Level
  • Arcane Alacrity
  • Arcane Skill
  • Cataracts
  • Choke
  • Fire Wings
  • Glass Wings
  • Hesitation
  • Impart Thought
  • Impossible Riddle
  • Insatiable Thirst
  • Know the Shadows
  • Lighten Load
  • Pictograph
  • Power Word: Preserve
  • Shadow Conjuration
  • Transcribe Memory
  • Zone of Lies
3rd Level
  • Chameleon
  • Death Mask
  • Direct Weather
  • Inflame Emotions
  • Watery Double
  • Zangle's Chatter
4th Level
  • Alter Momentum
  • Dehydrate
  • Duplicate
  • Extraplanar Sense
  • Greater Renewal
  • Magnetize
  • Portend Luck
  • Power Word: Slumber
5th Level
  • Bend Time
  • Glitterdust
  • Inversify
  • Power Word: Fall
  • Power Word: Fear
  • Revoke
  • Seal
  • Superheroism
6th Level
  • Atlas Rises
  • Eclipse
  • Gambler's Luck
  • Lesser Disjunction
  • One Final Blow
  • Power Word: Mute
  • Redirect Spell
7th Level
  • Aura of Invisibility
  • Power Word: Hold
  • Power Word: Pacify
  • Power Word: Pulverize
  • Suffocate
  • Traveler's Ward
8th Level
  • Airboat
  • Bolt of Fate
  • Permanency
  • Power Word: Petrify
9th Level
  • Disjunction
  • Karma
  • Power Word: Birth
  • Reverse Time

Cleric

Cantrips
  • Concealment
  • Daze
  • Flare
  • Hairstyle
  • Marvelous Letter
  • Renewal
  • Spectral Shield
1st Level
  • Bleed
  • Copy
  • Create Spring
  • Crimson Bolt
  • Guardian Eye
  • Power Word: Rise
  • Starsee
  • Violent Reflection
  • Weight
  • Wild Guess
2nd Level
  • Ancestral Vengeance
  • Blood Curse
  • Choke
  • Crimson Flame
  • Ghost Light
  • Glass WIngs
  • Hesitation
  • Lighten Load
  • Power Word: Preserve
  • Rot
  • Transcribe Memory
3rd Level
  • Baneful Fate
  • Direct Weather
  • Entomb
  • Eronin's Mnemonic Enhancer
  • Inflame Emotions
  • Lay to Rest
  • Spirit Lancer
  • Transfer Vitality
  • Watery Double
4th Level
  • Extraplanar Sense
  • Greater Renewal
  • Portend Luck
  • Rust
  • Wall of Bones
5th Level
  • Crimson Theft
  • Dream Sight
  • Greater Entomb
  • Longevity
  • Power Word: Fall
  • Power Word: Fear
  • Read the Stars
  • Revoke
  • Starfall
  • Wall Against Evil and Good
6th Level
  • Blackmantle
  • Blood of Fire
  • Eclipse
  • Power Word: Mute
  • Redirect Spell
  • Scarlet Frenzy
  • Substitution
  • Walk with Spirits
  • Wasting Sickness
7th Level
  • Fatigue
  • Fruit of Legends
  • Plague
  • Power Word: Pacify
  • Suffocate
  • Traveler's Ward
8th Level
  • Airboat
  • Bolt of Fate
  • Scarlet Haze
9th Level
  • Draw Potential
  • Fusion
  • Karma
  • Rain of Lotuses
  • Reverse Time
  • Sanctification
  • Spellburn
  • Spirit Bomb

Druid

Cantrips
  • Concealment
  • Daze
  • Flare
  • Hail of Stone
  • Poison Needles
  • Razor Tome
  • Renewal
  • Spectral Shield
1st Level
  • Bleed
  • Create Spring
  • Crimson Bolt
  • Eronin's Erasure
  • Guardian Eye
  • Kiss of the Spider
  • Smoke Ladder
  • Starsee
  • Wild Guess
2nd Level
  • Cataracts
  • Crimson Flame
  • Earth Bolt
  • Hesitation
  • Insatiable Thirst
  • Know the Shadows
  • Lighten Load
  • Power Word: Preserve
  • Rot
  • Void Hands
3rd Level
  • Chameleon
  • Cobra's Breath
  • Conjure Azer
  • Conjure Blights
  • Direct Weather
  • Entomb
  • Eronin's Mnemonic Enhancer
  • Prehistoric Hail
  • Sustain
  • Thorn Skin
  • Watery Double
4th Level
  • Conjure Rust Monsters
  • Dehydrate
  • Extraplanar Sense
  • Greater Renewal
  • Rust
  • Wall of Bones
5th Level
  • Create Chimera
  • Crimson Theft
  • Greater Entomb
  • Longevity
  • Read the Stars
  • Revoke
  • Starfall
  • True Absorb Elements
6th Level
  • Atlas Rises
  • Blood of Fire
  • Eclipse
  • Lesser Disjunction
  • Redirect Spell
  • Scarlet Frenzy
  • Walk with Spirits
  • Wasting Sickness
7th Level
  • Create Greater Chimera
  • Fatigue
  • Fruit of Legends
  • Plague
  • Power Word: Ignite
  • Power Word: Pacify
  • Suffocate
  • Traveler's Ward
  • Wildfire
8th Level
  • Airboat
  • Dragonhide
  • Scarlet Haze
9th Level
  • Disjunction
  • Form of Space and Stone
  • Fusion
  • Nimbus
  • Power Word: Birth
  • Rain of Lotuses
  • Sanctification
  • Spirit Bomb

Paladin

1st Level
  • Bleed
  • Guardian Eye
  • Starsee
  • Violent Reflection
  • Weight
2nd Level
  • Ancestral Vengeance
  • Ghost Light
  • Hesitation
  • Lighten Load
  • Power Word: Preserve
3rd Level
  • Baneful Fate
  • Conjure Azer
  • Entomb
  • Lay to Rest
  • Spirit Lancer
  • Transfer Vitality
4th Level
  • Extraplanar Sense
  • Portend Luck
5th Level
  • Greater Entomb
  • Read the Stars
  • Revoke
  • Superheroism
  • Wall Against Evil and Good

Ranger

1st Level
  • Bleed
  • Create Spring
  • Guardian Eye
  • Kiss of the Spider
  • Power Word: Rise
  • Starsee
  • Weight
  • Wild Guess
2nd Level
  • Cataracts
  • Earth Bolt
  • Know the Shadows
  • Lighten Load
  • Opposing Force
3rd Level
  • Chameleon
  • Cobra's Breath
  • Conjure Blights
  • Direct Weather
  • Entomb
  • Power Word: Eviscerate
  • Prehistoric Hail
  • Sustain
  • Thorn Skin
  • Watery Double
4th Level
  • Extraplanar Sense
  • Greater Renewal
  • Rust
5th Level
  • Greater Entomb

Sorcerer

Cantrips
  • Action Image
  • Billowing Mantle
  • Concealment
  • Conjure Wealth
  • Daze
  • Dress/Undress
  • Fiery Eyes
  • Flare
  • Hail of Stone
  • Hairstyle
  • Marvelous Letter
  • Poison Needles
  • Spectral Shield
  • Unbind
1st Level
  • Bleed
  • Create Window
  • Crimson Bolt
  • Eronin's Erasure
  • Fool's Gold
  • Guardian Eye
  • Induce Headache
  • Kiss of the Spider
  • Minor Chronomancy
  • Power Word: Rise
  • Shadow Evocation
  • Starsee
  • Violent Reflection
  • Weight
  • Wild Guess
2nd Level
  • Ancestral Vengeance
  • Arcane Alacrity
  • Arcane Skill
  • Blood Curse
  • Cataracts
  • Choke
  • Crimson Flame
  • Earth Bolt
  • Fire Wings
  • Impart Thought
  • Insatiable Thirst
  • Know the Shadows
  • Opposing Force
  • Pictograph
  • Shadow Conjuration
  • Void Hands
  • Zone of Lies
3rd Level
  • Direct Weather
  • Eye Ray
  • Greater Mage Armor
  • Ice Blast
  • Minor Telekinesis
  • Spirit Lancer
  • Zangle's Chatter
4th Level
  • Alter Momentum
  • Dehydrate
  • Duplicate
  • Extraplanar Sense
  • Magic Ballista
  • Magnetize
  • Power Word: Slumber
5th Level
  • Bend Time
  • Create Chimera
  • Creeping Darkness
  • Crimson Theft
  • Glitterdust
  • Inversify
  • Power Word: Fall
  • Power Word: Fear
  • Read the Stars
  • Seal
  • Starfall
  • True Absorb Elements
  • True Shield
6th Level
  • Annihilation Disk
  • Atlas Rises
  • Blackmantle
  • Blood of Fire
  • Chromatic Wave
  • Eclipse
  • One Final Blow
  • Power Word: Mute
  • Redirect Spell
  • Scarlet Frenzy
  • Wasting Sickness
7th Level
  • Aura of Invisibility
  • Behold
  • Create Greater Chimera
  • Fatigue
  • Maegis
  • Plague
  • Power Word: Hold
  • Power Word: Ignite
  • Power Word: Pacify
  • Power Word: Pulverize
  • Storm Spear
  • Suffocate
  • Wildfire
8th Level
  • Airboat
  • Dragonhide
  • Permanency
  • Power Word: Petrify
  • Scarlet Haze
  • Shadowform
  • True Dragon's Breath
9th Level
  • Conjurer's Arsenal
  • Draw Potential
  • Fusion
  • Heart Ripper
  • Mass Disintegrate
  • Nimbus
  • Reverse Time
  • Spellburn
  • Spirit Bomb

Warlock

Cantrips
  • Concealment
  • Daze
  • Dress/Undress
  • Fiery Eyes
  • Flare
  • Hairstyle
  • Spectral Shield
1st Level
  • Bleed
  • Crimson Bolt
  • Eronin's Erasure
  • Guardian Eye
  • Induce Headache
  • Kiss of the Spider
  • Shadow Evocation
  • Smoke Ladder
  • Starsee
  • Violent Reflection
  • Wild Guess
2nd Level
  • Arcane Alacrity
  • Arcane Skill
  • Blood Curse
  • Cataracts
  • Choke
  • Crimson Flame
  • Ghost light
  • Impossible Riddle
  • Insatiable Thirst
  • Know the Shadows
  • Opposing Force
  • Rot
  • Shadow Conjuration
  • Void Hands
  • Zone of Lies
3rd Level
  • Baneful Fate
  • Chameleon
  • Conjure Blights
  • Death Mask
  • Entomb
  • Eye Ray
  • Power Word: Eviscerate
  • Prehistoric Hail
  • Spirit Lancer
4th Level
  • Dehydrate
  • Duplicate
  • Portend Luck
  • Wall of Bones
5th Level
  • Bend Time
  • Create Chimera
  • Creeping Darkness
  • Crimson Theft
  • Dream Sight
  • Greater Entomb
  • Inversify
  • Power Word: Fall
  • Power Word: Fear
  • Read the Stars
  • Revoke
  • Starfall
6th Level
  • Atlas Rises
  • Blackmantle
  • Blood of Fire
  • Eclipse
  • Redirect Spell
  • Scarlet Frenzy
  • Substitution
  • Walk with Spirits
  • Wasting Sickness
7th Level
  • Aura of Invisibility
  • Behold
  • Create Greater Chimera
  • Fatigue
  • Maegis
  • Plague
  • Power Word: Ignite
  • Suffocate
8th Level
  • Dragonhide
  • Power Word: Petrify
  • Scarlet Haze
  • Shadowform
9th Level
  • Disjunction
  • Form of Space and Stone
  • Fusion
  • Sanctification

Wizard

Cantrips
  • Action Image
  • Billowing Mantle
  • Concealment
  • Conjure Wealth
  • Daze
  • Dress/Undress
  • Fiery Eyes
  • Flare
  • Hail of Stone
  • Hairstyle
  • Marvelous Letter
  • Poison Needles
  • Razor Tome
  • Spectral Shield
  • Unbind
1st Level
  • Attraction
  • Bleed
  • Copy
  • Create Window
  • Crimson Bolt
  • Eronin's Erasure
  • Fool's Gold
  • Guardian Eye
  • Induce Headache
  • Kiss of the Spider
  • Minor Chronomancy
  • Power Word: Rise
  • Shadow Evocation
  • Smoke Ladder
  • Starsee
  • Weight
  • Wild Guess
2nd Level
  • Arcane Alacrity
  • Arcane Skill
  • Blood Curse
  • Cataracts
  • Choke
  • Crimson Flame
  • Earth Bolt
  • Fire Wings
  • Glass Wings
  • Hesitation
  • Impart Thought
  • Impossible Riddle
  • Opposing Force
  • Pictograph
  • Power Word: Preserve
  • Rot
  • Shadow Conjuration
  • Transcribe Memory
  • Void Hands
  • Zone of Lies
3rd Level
  • Baneful Fate
  • Cobra's breath
  • Conjure Azer
  • Death Mask
  • Direct Weather
  • Eronin's Mnemonic Enhancer
  • Eye Ray
  • Greater Mage Armor
  • Ice Blast
  • Inflame Emotions
  • Minor Telekinesis
  • Power Word: Eviscerate
  • Watery Double
  • Zangle's Chatter
4th Level
  • Alter Momentum
  • Conjure Rust Monsters
  • Dehydrate
  • Duplicate
  • Extraplanar Sense
  • Magic Ballista
  • Magnetize
  • Portend Luck
  • Power Word: Slumber
  • Wall of Bones
5th Level
  • Artificial Intelligence
  • Bend Time
  • Create Chimera
  • Creeping Darkness
  • Crimson Theft
  • Dream Sight
  • Glitterdust
  • Inversify
  • Power Word: Fall
  • Power Word: Fear
  • Read the Stars
  • Revoke
  • Seal
  • Starfall
  • True Absorb Elements
  • True Shield
6th Level
  • Annihilation Disk
  • Atlas Rises
  • Blackmantle
  • Blood of Fire
  • Chromatic Wave
  • Eclipse
  • Gambler's Luck
  • Lesser Disjunction
  • One Final Blow
  • Power Word: Mute
  • Redirect Spell
  • Scarlet Frenzy
  • Wasting Sickness
7th Level
  • Aura of Invisibility
  • Behold
  • Create Greater Chimera
  • Fatigue
  • Maegis
  • Plague
  • Power Word: Hold
  • Power Word: Ignite
  • Power Word: Pacify
  • Power Word: Pulverize
  • Storm Spear
  • Suffocate
  • Wildfire
8th Level
  • Airboat
  • Bolt of Fate
  • Dragonhide
  • Permanency
  • Power Word: Petrify
  • Scarlet Haze
  • Shadowform
  • True Dragon's Breath
9th Level
  • Conjurer's Arsenal
  • Disjunction
  • Form of Space and Stone
  • Fusion
  • Heart Ripper
  • Karma
  • Mass Disintegrate
  • Nimbus
  • Power Word: Birth
  • Reverse Time
  • Sanctification
  • Spellburn
  • Spirit Bomb

High Magic Class List

Bard

10th Level
  • Auma's Axiomatic Command
  • Archspire
  • Constellate
  • Dalaundo's Fatelessness
  • Fact or Fiction
  • Hope
  • Multiplication of Minds
  • Nail to the Sky
  • Reality Cannon
  • Safiya's Metamorphosised Reality
  • Soul Scry
  • Thalantyr's High Summoning
  • Transport Area
  • Zahn's Illusion of Choice
11th Level
  • Destiny
  • Eternal Freedom
  • Instant Kingdom
  • Take What is Others
  • Time Travel
  • True Manipulation
12th Level
  • Genesis
  • Illusionary World
  • Power Word: Deify
  • Rewrite History

Cleric

10th Level
  • Absolute Death
  • Anglin's Nova
  • Auma's Axiomatic Command
  • Bubble Ward
  • Constellate
  • Cosmic Javelin
  • Denak's Praesidium Mantle
  • Gate Guardian
  • Kinetic Control
  • Rise from the Ashes
  • Serenity
  • Soul Scry
  • Vengeful Gaze
11th Level
  • Blade of the Heavenly Realms
  • Blade of the Hellish Reaches
  • Create Mythallar
  • Destiny
  • Eternal Freedom
  • True Manipulation
12th Level
  • Big Bang
  • Genesis
  • Power Word: Deify
  • True Binding

Druid

10th Level
  • Absolute Death
  • Archspire
  • Constellate
  • Gate Guardian
  • Kinetic Control
  • Nail to the Sky
  • Proctiv's Move Mountain
  • Raise Island
  • Serenity
  • Soul Scry
  • Thalantyr's High Summoning
  • Verdigris Tsunami
11th Level
  • Black Death
  • Bloodmoon
  • Create Mythallar
  • Eternal Freedom
  • Time Travel
  • Zetto's Corroding Burst
  • Zetto's Earthen Gout
  • Zetto's Fiery Pillar
  • Zetto's Icy Deluge
  • Zetto's Shocking Blast
12th Level
  • Arcane Burst of Destruction
  • Crown of Vermin
  • Genesis
  • Power Word: Deify
  • True Binding

Sorcerer

10th Level
  • Absolute Death
  • Anglin's Nova
  • Archspire
  • Auma's Axiomatic Command
  • Bubble Ward
  • Circle of Incursion
  • Denak's Praesidium Mantle
  • Fact or Fiction
  • Harken to Me
  • Hope
  • Kinetic Control
  • Multiplication of Minds
  • Nail to the Sky
  • Proctiv's Move Mountain
  • Raise Island
  • Reality cannon
  • Safiya's Metamorphosised Reality
  • Thalantyr's High Summoning
  • Transport Area
  • Vengeful Gaze
  • Vitrification
  • Zhan's Illusion of Choice
11th Level
  • Allmage
  • Black Death
  • Bloodmoon
  • Create Mythallar
  • Destiny
  • Eternal Freedom
  • Instant Kingdom
  • Living Bomb
  • Singularity
  • Spears of Oblivion
  • Time Travel
  • True Manipulation
  • Zetto's Corroding Burst
  • Zetto's Earthen Gout
  • Zetto's Fiery Pillar
  • Zetto's Icy Deluge
  • Zetto's Shocking Blast
12th Level
  • Arcane Burst of Destruction
  • Big Bang
  • Illusionary World
  • Genesis
  • Power Word: Deify
  • True Binding

Warlock

10th Level
  • Absolute Death
  • Anglin's Nova
  • Auma's Axiomatic Command
  • Circle of Incursion
  • Dalaundo's Fatelessness
  • Fact or Fiction
  • Harken to Me
  • Nail to the Sky
  • Rise from the Ashes
  • Transport Area
  • Xzar's Soulblight
  • Zhan's Illusion of Choice
11th Level
  • Black Death
  • Blade of the Heavenly Realms
  • Blade of the Hellish Reaches
  • Bloodmoon
  • Living Bomb
  • Nightmare Lord
  • Singularity
  • Spears of Oblivion
  • True Manipulation
12th Level
  • Arcane Burst of Desturction
  • Crown of Vermin
  • Genesis
  • Inevitable Entropy

Wizard

10th Level
  • Absolute Death
  • Anglin's Nova
  • Archspire
  • Auma's Aximomatic Command
  • Bubble Ward
  • Circle of Incursion
  • Constellate
  • Cosmic Javelin
  • Dalaundo's Fatelessness
  • Denak's Praesidium Mantle
  • Fact or Fiction
  • Harken to me
  • Hope
  • Kinetic Control
  • Multiplication of Minds
  • Nail to the Sky
  • Proctiv's Move Mountain
  • Raise Island
  • Reality Cannon
  • Safiya's Metamorphosised Reality
  • Soul Scry
  • Thalantyr's High Summoning
  • Transport Area
  • Vitrification
  • Xzar's Soulblight
  • Zahn's Illusion of Choice
11th Level
  • Allmage
  • Black Death
  • Blade of the Heavenly Realms
  • Blade of the Hellish Reaches
  • Bloodmoon
  • Create Mythallar
  • Instant Kingdom
  • Living Bomb
  • Reality Slash
  • Singularity
  • Spears of Oblivion
  • Take What is Others
  • Time Travel
  • True Manipulation
  • Zetto's Corroding Burst
  • Zetto's Earthen Gout
  • Zetto's Fiery Pillar
  • Zetto's Icy Deluge
  • Zetto's Shocking Blast
12th Level
  • Arcane Burst of Destruction
  • Big Bang
  • Genesis
  • Heat Death
  • Inevitable Entropy
  • Power Word: Deify
  • Rewrite History
  • True Binding

Group Spellcasting

An individual mage has the power to conjure a fiery inferno, a deafening storm, or a frigid blizzard with little more than the wave of a wand, but many know that the true path to shaping the universe is through cooperation with others - such examples can be seen in the Elven High Magics performed by ancient elves in times long past.

When a group of spellcasters work together to channel energy into a spell, they can bolster its power beyond original limits, or even gain additional effects. To qualify for group spellcasting, every spellcaster in the group must know the spell in question or have it prepared - this can be done through naturally knowing the spell through class features, items, or scrolls, so long as it can be cast.

Each member of the group expends a spell slot (or utilizes the scroll or item). The spell always gains three benefits:

  • If the spell requires concentration, it continues as long as at least one member maintains that concentration, as long as no other members are concentrating on other spells, and all members remain within 60 feet of each other. Additionally, if a member loses concentration on the spell during its duration but the spell does not end, that member can regain concentration on the spell as a bonus action.
  • The Spell's casting time is divided evenly between each member of the group. As an example - three clerics casting prayer of healing would result in the spell only taking 3 minutes and 20 seconds, instead of 10 minutes.
  • The Spell's save DC or spell attack modifier (if it has any) used for the spell is increased by 2 for each additional member of the group past one spellcaster. The base spell save DC or spell attack modifier is based on the spellcaster in the group with the highest of either.

Additionally, the group can then decide to gain one of the following benefits:

  • The Spell is cast one level higher than its base level for each member of the group beyond the first. For example, if three clerics each use a 2nd-level spell slot to cast prayer of healing, the spell is cast at 4th level (two levels higher) when the spell is completed.
  • If the spell works over a certain range or creates an area of effect, one of these distances can be doubled for each member of the group beyond the first. For example, if seven wizards are casting locate object, the object can be sensed if it is within 64,000 feet (roughly 12 miles), instead of the normal 1,000-foot range.
  • If the spell can affect a specific number of targets when cast, for each additional spellcaster the number of targets is doubled. Therefore, if 3 wizards cast finger of death together, not only is the spell cast at 10th level, but it also targets 4 creatures, instead of 1.
  • If the spell can be made permanent after being cast a certain number of times, as with the teleportation circle spell, each member of the group contributes one casting of the spell to the total. Thus, a group of five wizards could create a permanent teleportation circle in 73 days, instead of 365.
  • The spell's duration is doubled for each member of the group beyond the first. For example, a group of four druids could increase the duration of a polymorph spell to 8 hours, instead of one.
  • The spell's damage is doubled for each number of the group beyond the first. For example, a group of 3 sorcerers casting the spell firestorm has it's damage increased to 21d10 fire damage, instead of 7d10.
  • If the spell has a value cost in gold pieces (gp), as with the wish spell, for each additional spellcaster the value is doubled. Thus, if 5 wizards cast wish simultaneously, the gold value of the spell is increased to 400,000gp, instead of 25,000gp.

Members of a group can also focus their energies on multiple of these benefits, allowing for even more versatility. For example, a group of 10 wizards who all know and have prepared the conjure elementals spell could have 5 members focus on increasing the spell's level (to 8th), while the other 5 focus on increasing its duration (to 16 hours). The spell would be cast in 6 seconds (1 round), and concentration would be maintained as long as at least one member always held concentration, and no members concentrated on other spells.

Spells

Cantrips

Action Image

Illusion cantrip


  • Casting Time: Varies (see below)
  • Range: 60 feet
  • Components: V, S
  • Duration: Up to 1 round

When you cast this spell, you can either capture an image as a reaction to seeing something in range, or display an image as an action. If you capture one, the magic mentally saves a snippet of what you see, such as a building, a street lamp, or a face. You can have up to 2 images captured at one time, losing the oldest if you capture another.

If you wish, you can record the capture for up to 6 seconds. The capture lacks audio when played back, but words appear to detail any sounds that take place.

If you display an image, you choose to show one of your captured images within 5 feet of you, which can be seen by any creature looking. It lasts until the end of your next turn or when you dismiss it as a free action.

You can capture up to 4 images when you reach 5th level, 6 when you reach 11th, and 8 when you reach 17th.

Billowing Mantle

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (see description)
  • Duration: Instantaneous

A cape, cloak, mantle, scarf or similar apparel begins to billow, seeming to expand in size and roll with wind dramatically - if there is no wind, the article of clothing seems to blow on its own.

While your clothing billows in the wind, you gain an additional bonus to persuasion and intimidation checks equal to your Charisma Modifier until the end of your turn.

Concealment

Illusion cantrip


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S
  • Duration: 1 hour

An object you touch, smaller than 1 cubic foot, blurs into insignificance. For the duration of this spell, any creature that searches someone concealing that item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it. On a success, the creature is immune to the effect of this cantrip on that item for 1 hour, and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on the saving throw.

You can only effect one target using this spell.

Conjure Wealth

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V
  • Duration: Instantaneous

You speak an arcane phrase, causing coins worth a combined total of 2d6 gp to appear in an unoccupied space you can see within range. The coins can take the form of any combination of copper, silver, gold, or platinum pieces.

Once you conjure coins in this way, you cannot do so again for 7 days (168 hours)

The value of the coins created increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6)

Daze

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of wool)
  • Duration: Instantaneous

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be incapacitated until the start of your next turn. An incapacitated creature's speed is 0. If a target has 50 or more hit points, they are unaffected.

Dress/Undress

Transmutation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a safety pin)
  • Duration: Instantaneous

A willing creature you touch instantly dons up to 10 unworn and uncarried articles of clothing you can see within 30 feet of you, or doffs as many articles it is wearing. If you doff clothing from it, it appears folded at your feet. Any donned clothing is worn in the order you wish, with any twists, ties, bows or specific spacing and detail you desire. The clothing can't be behind glass or any other obstruction.

When you reach 5th level, you can don or doff light armor when you cast this spell. At 11th, you can don or doff medium armor, and heavy armor at 17th.

Fiery Eyes

Evocation cantrip


  • Casting Time: 1 action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your eyes begin to glow with an unnatural fire. You can determine the color of the light, from a reddish glow, brilliant yellow, or eerie bright blue. For the duration, your eyes project a 10-feet line of bright light clearly illuminating the area.

While the light shines, you use your action to make a ranged spell attack against a creature or an object, increasing the light’s intensity to fiery levels. On a hit, the target takes 1d12 fire damage. A flammable object hit by your beam ignites if it isn’t being worn or carried.

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

Flare

Evocation cantrip


  • Casting Time: 1 reaction
  • Range: 5 feet
  • Components: V, S, M (a piece of coal)
  • Duration: Instantaneous

When a creature targets you with a melee weapon attack, you throw up your hand in a distracting manner and create a small flash of light to briefly blind the creature. The attacking creature must make a Constitution saving throw or have disadvantage on the triggering attack. An attacker is immune to this effect if it does not rely on sight, as with blindsight, or can see through illusions, as with truesight.

Hail of Stone

Conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You create a rain of stones, causing damage to creatures and objects within a 10-foot-radius of a point within range must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.

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

Hairstyle

Transmutation cantrip


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a comb)
  • Duration: Up to 7 days

You run your hands along a willing creature's hair that you touch and change its color, shape, form, and even length, up to 2 feet shorter or longer.

If you cast this spell multiple times, you can have up to three creatures styled at a time, and you can dismiss its effects on the creature as an action.

Marvelous Letter

Conjuration cantrip


  • Casting Time: 1 minute
  • Range: touch
  • Components: S, M (a wax seal)
  • Duration: 24 hours

You conjure a letter containing a message of up to 100 words in front of you. It flies to a target that you designate at a speed of 6 mph. If it does not reach the target in 24 hours, it disappears. This letter cannot be dampened or torn, but when a creature presses the seal it opens. If the designated target touches it in any way, it opens. When the letter opens, the spell ends.

Poison Needles

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a needle and a drop of poison)
  • Duration: Instantaneous

You extend your hand toward a creature you can see within range and poisoned needles burst forth. Make a ranged spell attack. On a hit, the target takes 1 piercing damage and 1d4 poison damage.

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

Razor Tome

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a book or several sheets or parchment)
  • Duration: Instantaneous

You momentarily transmute several pieces of parchment to have razor sharp edges as they fly out to slice a creature in range, before safely returning to your book or hand. Choose one creature within range, or two creatures within range that are within 5 feet of each other. A single target must succeed on a Dexterity saving throw or take 2d4 slashing damage. If you selected two targets, each one must succeed on a Dexterity saving throw or take 1d4 slashing damage.

This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4). You can target a number of creatures in range up to the number of damage dice you roll for this spell, and can split up the damage dice however you like.

Renewal

Transmutation cantrip


  • Casting Time: 1 minute
  • Range: touch
  • Components: V, S, M (clean water and dressings)
  • Duration: Instantaneous

You gently apply vital magic onto an injured creature you can touch, expediting it's natural healing processes. The target can expend a hit die and regains hit points as if it had done so during a short rest. The minimum number of hit points the target regains from the hit die expended this way is 2.

This spell's limit of hit dice expended per long rest increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level.

Additionally, The minimum number of hit points regained increases to 4 at 5th level, 6 at 11th level, and 8 at 17th level.

Spectral Shield

Abjuration cantrip


  • Casting Time: 1 action
  • Range: self
  • Components: V, S, M (a piece of glass)
  • Duration: 1 minute

You invoke a minor protective force to ward away harm. You gain a +1 bonus to AC for the duration, and reduce damage dealt to you by your proficiency bonus. You can only have one variation of this spell active at any time.

Unbind

Evocation cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (one object)
  • Duration: Instantaneous

A singular, nonmagical object you touch is unbound, magically torn apart into thousands of microscopic pieces. You can unbind a tiny sized object. If the object is being held, carried, occupied, or otherwise touched by an unwilling creature, they must succeed on a Dexterity saving throw with advantage to negate the effect.

This spell can unbind a small sized object at 5th level, a medium sized object at 11th level, and a large sized object at 17th level.

1st Level Spells

Attraction

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a sharp piece of metallic shrapnel)
  • Duration: Concentration, up to 1 minute

A mystical aura surrounds the target creature, weakening its resolve. The target creature must succeed a Wisdom saving throw, or take 2 extra damage whenever it suffers bludgeoning, slashing, and piercing damage for the duration.

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

Bleed

1st-level necromancy


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a crimson gem worth at least 10gp)
  • Duration: Instantaneous

You make a melee weapon attack as part of casting this spell. On a hit, the strike deals an additional 2d8 necrotic damage. Additionally, the target begins to bleed profusely. If you choose to maintain concentration, the target takes 1d4 necrotic damage, and their speed is halved for the rest of that turn.

This effect ends if you lose concentration, or if the creature is healed in any way.

Create Spring

1st-level transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S
  • Duration: Up to 8 hours

A spring of water bubbles forth from the natural rock or earth you touch. The spring cannot arise from creatures, plants, or artificial constructions such as buildings. The spring puts forth six gallons of water per hour. The water is fresh, clear, and cool.

Create Window

1st-level illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of glass)
  • Duration: 1 hour

You cause a relatively flat surface you can see within range to become ghostly and transparent to yourself and any creatures you choose, allowing them to see through it. This can affect an area of up to 5 square feet. The surface still appears opaque to other creatures, but those with truesight can see through it as you can. You can end the spell early as an action.

This spell can make most barriers transparent, but it only penetrates up to 3 feet deep if the surface is wood or dirt, 1 foot if the surface is stone, 1 inch if it is a common metal, and is unable to see through lead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the area of a surface you can effect increases by 5 feet for every spell slot level above 1st.

Crimson Bolt

1st-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (blood from the caster)
  • Duration: Instantaneous

You transform your blood into vile, necrotic energy to strike at your enemies. Roll 2d6 and take that much necrotic damage, then lower your maximum hit points by half of that amount. This reduction lasts until you finish a short rest. You then make a ranged spell attack roll against a target you can see within range. On a hit, the target takes 2d6 necrotic damage, and you regain hit points equal to half the damage dealt.

If you would heal from this spell above your hit point maximum, you instead gain that excess healing as temporary hit points. These temporary hit points replace any temporary hit points you may have, unless your existing temporary hit points are higher.

Copy

1st-level transmutation (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, M (blank sheet of paper or blank book)
  • Duration: Instantaneous

When cast, this spell copies down writing and markings from one location onto a blank sheet. These markings can be on paper, leather, rock, metal, or any other form of discernible material. The copy will be just as legible, or not, as the original. This spell copies up to 20 pages of nonmagical text, or a single spell. If used to copy a spell, that spell can be copied into your wizard's spellbook, but only if you have the rare inks required to copy that spell normally.

At Higher Levels. For each level above 1st, a single casting of this spell copies 20 more pages or one additional spell.

Eronin's Erasure

1st-level transmutation


  • Casting Time: 1 minute
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You remove writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces less than 2 feet in any dimension.

If you target a piece of nonmagical writing you can see within range, the writing is automatically erased if no one else is holding it. If the writing is being held by a creature, there's a 10 percent chance for the writing to remain. If you try to erase magical writing with this spell, you must make a spellcasting ability check with a DC equal to 10 + the spell's level.

Fool's Gold

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S, M (a pouch bound with copper, worth 5 gp)
  • Duration: 10 minutes

You smoothly snap your fingers, and cause 6d4 gold pieces to appear in the purse you use to cast this spell. The pieces take the form of the most common type of gold piece found within 1 mile of you. The coins vanish when the spell ends, or when you choose to end the spell as an action.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of gold pieces created increases by 4d4 for every spell slot level above 1st.

Guardian Eye

1st-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

This spell immediately alerts the caster with a mental image when the target is in danger. If the caster targets themselves, they cannot be surprised while conscious. Otherwise, the caster automatically knows whenever the target is in danger, and is woken if the caster is sleeping.

This spell continues to function as long as the caster and target are on the same plane of existence. The spell ends after the full time has elapsed, or after you dismiss the ward as an action.

Induce Headache

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

Targeting a creature with 6 or more intelligence, you inflict an instant headache on them. The target takes 1 psychic damage at the start of their turns, and has disadvantage on Constitution saving throws to maintain Concentration or Intelligence ability checks

Kiss of the Spider

1st-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a poisonous spider - alive or dead)
  • Duration: 1 minute

You touch a willing creature, whos unarmed strikes become poisonous. For the duration, the target deals an additional 1d4 poison damage with all unarmed strikes. If the target scores a critical hit on a creature, the creature becomes poisoned until the end of its next turn

Minor Chronomancy

1st-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S M (fine sand)
  • Duration: Instantaneous

You warp time in a basic fashion to double one of your weakest magical effects. As a part of casting this spell, choose one cantrip that you know with a casting time of 1 action which does not allow you to make a weapon attack as part of the spell. You cast that cantrip twice during the casting of this spell. You may choose to target different creatures within range, or the same one. If the cantrip instead causes effects, you may choose to manifest two effects instead of one, or you may cause the same effect in different areas

Power Word: Rise

1st-level transmutation


  • Casting Time: 1 reaction, which you take when you or a creature you can see within 60 feet of you is knocked prone
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You speak a word of power that instantaneously lifts a prone creature back to its feet. In addition, until the start of the target's next turn, it can't be knocked prone by any source.

Shadow Evocation

1st-level illusion


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S
  • Duration: Special

You twist shadow magic to mimic more destructive magics. When you cast this spell, choose an evocation spell of 3rd level or lower. This spell must deal damage, cannot have a duration longer than 1 minute, and must require the target to make a Dexterity saving throw.

When you cast this spell, the range and duration mimics the evocation spell you chose. However, the spell deals only 1d6 psychic damage, rather than the normal damage dealt by the evocation spell. If the spell you chose deals damage to targets in an area, you split the number rolled equally among all targets.

If a target succeeds on their Dexterity saving throw, they take no damage from this spell. Furthermore, if the damage from this spell must be split among too many targets, then any leftover targets take no damage even if they failed the Dexterity save. Any creature that takes no damage from this spell may immediately make an Investigation or Perception check contested by your spell save DC. On a success, the creature perceives the spell as having been illusory, and is immune to any shadow evocation spell you cast for the next 24 hours. If you cast another shadow evocation spell, that creature sees it as a shadowy copy of the intended spell.

Smoke Ladder

1st-level transmutation


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 hour

You mold and shape ordinary smoke into a misty ladder. Reaching into the smoke given off by a fire or other smoke source, you cast the spell while shaping the ladder. The ladder weighs nothing, and you can easily handle a smoke ladder of any length. The ladder is always steady and rigid; it need not be supported or leaned against an object. The ladder can be up to 40 feet long.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the ladder exists for up to 8 hours and can be up to 80 feet long. When you use a spell slot of 5th level or higher, the ladder exists for up to 24 hours and can be up to 160 feet long.

Starsee

1st-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You can only cast this spell at dusk, night, or dawn. A stellar map appears above your head, revealing stars and constellations, named as they are in this land (or else unnamed). Until the spell ends, you add +5 to your passive perception and any ability check made with the Search action.

Additionally, you and creatures within 5 feet of you can see in dim light and darkness as if it were bright light.

Violent Reflection

1st-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 round

You cause an opponent's attacks to turn against them. One target you can see within range makes a Wisdom saving throw. On a success, the spell ends. On a failure, the target's next strikes turn against them. Until the end of their next turn, any melee or ranged attack the creature makes, save with a spell, has its damage reflected back on them.

The creature makes attack rolls as normal, and if the creature misses, then nothing further occurs. If the attack hits, the attacking creature rolls damage as normal, then takes that damage themselves, rather than dealing it to their intended target. Once this occurs, the target must make another Wisdom saving throw or lose any further attacks they may have gotten that turn

At Higher Levels. When you cast this spell with a 3rd level or higher spell slot, the effect lasts for 2 rounds, rather than one. Cast as a 5th level or higher spell, the effect lasts 3 rounds, and no longer requires concentration.

Weight

1st-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small ball of lead)
  • Duration: 8 hours

This spell guards against theft by increasing the weight of a container when any creature besides the caster attempts to pick it up. This spell affects a single container, such as a chest or pouch, that is no larger than a 5ft cube. When any creature besides the caster attempts to pick up the container, the weight increases to 1d4+1 times the creature's own weight. The caster may also specify a number of creatures equal to their spellcasting ability modifier, who may also pick up the container. Picking up a creature who has picked up the pouch does not cause this effect.

Wild Guess

1st-level divination (ritual)


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: S, M (a flower with all its petals)
  • Duration: Instantaneous

When this spell is cast, the caster makes an approximate guess at the number of individuals in a certain group. This can be a group of creatures or a pile of items, but the entire group must be within the range of the spell, and the caster must be able to see individual members of the group for them to be counted. This spell rounds to the largest factor of ten when estimating; thus a pile of 1,780 gold coins would result in a count of 2,000, while a group of 63 swordsmen would result in a count of 60.

At Higher Levels. When you cast this spell at higher levels, you may count with greater accuracy. Casting the spell with a 3rd level slot counts accurate to the second largest factor of ten, casting it with a 5th level slot counts to the third largest factor of ten, casting with a 7th level slot counts to the fourth largest factor of ten, and casting the spell with a 9th level slot counts to the fifth largest factor of ten

2nd Level Spells

Arcane Alacrity

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an amount of silver or gold worth 5 gp, which the spell consumes)
  • Duration: Instantaneous

You imbue yourself with incredible speed for a brief moment, enabling you to cast a spell with a longer casting time as part of the same action of casting Arcane Alacrity. When you cast Arcane Alacrity, choose one other spell that you are currently able to cast (normally or as a ritual) and that has a casting time of 1 minute or longer. That spell is cast instantly, taking effect immediately after you cast this one. You must still expend a spell slot of the appropriate level for that spell, if applicable. You must still follow all components and rules of that spell.

After doing so, you are paralyzed until the end of your next turn as the surge of magical power leaves you reeling.

Arcane Skill

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour

For the next hour, you become proficient in one skill, tool, or vehicle type of your choice, if you were not already proficient in it. Your proficiency in this skill is suppressed while within an antimagic field, and you do not gain the actual knowledge involved in the skill. The spell ends after you make a number of skill checks equal to the level of the slot used to cast the spell, or one hour has elapsed.

For instance, gaining proficiency with blacksmith's tools does not teach you how blacksmithing works, you can simply perform the appropriate actions as they are needed. In the case of knowledge-based skills, such as Arcana, Religion, or History, you only gain what knowledge you learn from successful skill check rolls; if the roll fails, you learn nothing.

Ancestral Vengeance

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

You call out to an ancestral spirit, listing the crimes of your target and urging your ancestor to punish the miscreant. The ancestral spirit imposes this punishment in the form of a sharp blow to the target. The target creature must make a Constitution saving throw. A target takes 2d8 aetherion damage on a failed save, or half as much damage on a successful one

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell level above 2nd.

Blood Curse

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (blood from the caster)
  • Duration: Concentration, up to 1 minute

As an action, you cut yourself and smear the blood on a target you can see within range. Roll 2d8 and take that much necrotic damage, reducing your maximum hit points by half of that amount. This reduction lasts until you finish a short rest. The creature you touch must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls made against you.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell or similar magic ends this effect. The effect also ends if you lose concentration

At Higher Levels. If you cast this spell as a 3rd level or higher, the blood cost increases to 3d8 and the duration becomes concentration, 10 minutes. If you use a spell slot of 4th level or higher, the blood cost increases to 4d8 and the duration becomes 8 hours. If you use a spell slot of 6th level or higher, the blood cost increases to 6d8 and the duration becomes 24 hours. Casting this spell with a 4th level or higher spell slot grants a duration that does not require concentration.

Cataracts

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (course sand)
  • Duration: Instantaneous

You raise your arms, hurling grains of sand into the air. You target a creature within range. The target creature must succeed a Constitution saving throw or have its vision reduced to 10 feet for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save. Creatures with blindsight, tremorsense, or truesight are unaffected by the spell

Choke

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

Using magical energy, you attempt to choke the life out of a creature. As an action, you choose a single target you can see within range. That creature makes a Constitution saving throw. On a failure, the creature begins to choke, taking 4d4 necrotic damage per turn. They may repeat the saving throw at the end of each of their turns, ending the effect on a success.

While choking, all attacks against the creature have advantage, and the creature's own attacks have disadvantage. Furthermore, the creature's speed is halved. If the creature is still affected by the spell after one minute has passed, they fall unconscious. Creatures that do not need to breathe are unaffected by this spell.

Crimson Flame

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (blood from the caster)
  • Duration: Until dispelled

A flame, equivalent in brightness to a torch and stained a blood red, springs from from an object that you touch. Roll 4d6 for you or a willing or restrained creature to take, and reduce the target's maximum hit points by half that amount.

This reduction lasts until the target completes a short rest. The effect looks like a normal flame, save for the deep scarlet color, but it creates no heat and doesn't use oxygen. A crimson flame can be covered or hidden but not smothered or quenched. The flame burns for 8 hours, then fades to a dull, reddish glow. The flame can then be reignited at any time by dripping blood equal to 1d4 necrotic damage onto the flame. At that point, the flame surges back to its former size and luminescence.

Earth Bolt

2nd-level evocation


  • Casting Time: 1 action
  • Range: Self (20-feet line)
  • Components: V, S
  • Duration: Instantaneous

With a shout, you touch the ground at your feet and create a bolt of geomantic force that travels 20 feet long and 5 feet wide through the earth, causing the earth, rock, or sand to fly into the air, striking creatures along its path. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is thrown 10 feet backward. If the creature is Large or smaller it lands prone when thrown. On a successful save it takes half as much damage and isn’t thrown.

Fire Wings

2nd-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a feather from an exotic bird worth at least 1gp, which the spell consumes in flames)
  • Duration: Concentration, up to 20 minutes

You transform your arms into wings of brilliant fire, resembling those of a phoenix. The flame does not damage you or any items you carry. Since your arms are transformed, you cannot hold items in your hands or cast spells that require somatic components while using the fire wings, but any items you wear on your arms functions normally - and items in your hands are absorbed into the wings.

The wings allow you to fly at a speed of 90 feet, with perfect maneuverability. You can make attack actions with the wings, which deal 2d8 fire damage on hit. When the spell ends, you fall if it you are still aloft.

Ghost Light

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a bit of phosphorus)
  • Duration: Concentration, up to 1 minute

You create a green, torch-sized pulsing radiance within range. The radiance sheds dim light in a 30-foot radius. As a bonus action on your turn, you can move the light up to 60 feet to a new spot within range. The light winks out if it exceeds the spell’s range. Creatures that start their turn within the light must succeed a Wisdom saving throw or become frightened until the end of their next turn.

Glass Wings

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Instantaneous

Wings of stained glass swiftly cut through the air as they unfold from your back. You gain a flying speed of 30 feet. Additionally, if a creature is within 10 feet of you as these wings manifest, you may sacrifice some or all of your flying speed to strike them with your glass cut wings.

Make a melee spell attack against the creature. On a hit, it takes 1d6 slashing or piercing damage (your choice) for every 5 feet of movement you sacrifice to a maximum of your fly speed. Additionally an attacked creature's speed is reduced by 15 until the end of its next turn.

The spell ends at the end of your next turn, with the wings shattering in a brilliant display of stained glass fragments and dust - which fade away.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you gain an additional 10 feet of flying speed for each spell slot above 2nd, Additionally, the duration increases by 1 round for each spell slot above 2nd.

Hesitation

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (a small brass bell and ball bearings)
  • Duration: Instantaneous

This spell causes creatures to hesitate when acting in combat. Roll 10d8; the total is how many hit points of creature this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell has their initiative reduced by 4. This does not affect the current round of combat, and takes effect at the highest initiative of the next round. A creature whose initiative drops to zero due to this spell instead has an initiative of 1, but is stunned until the end of their next turn. This effect lasts until a creature rolls initiative again.

Undead are affected normally by this spell. Constructs and creatures who are immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, roll an additional 2d8 for each slot above 2nd level.

Impart Thought

2nd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

You quickly and silent impart an idea of your choice to a willing creature you touch. This spell allows you to communicate one thought, which can be as complex as you like, (such as maps, diagrams, explanatory images – which may move in a sequence to show a procedure – and the like) silently to the recipient. Uses for this spell include showing the target a creature's likeness to aid in recognition or a clear route to an unfamiliar place.

Impossible Riddles

2nd-level enchantment (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: S, M (ink, and a thin silver wire worth 15gp which the spell consumes)
  • Duration: 24 hours

This spell mimics the illusory script spell, but hides an insidious secret. Any creature reading the text must make a Wisdom saving throw, or be caught in the confusing riddle. A creature who is immune to being charmed is not affected by this spell, as is one actively engaged in combat or another hostile situation

While caught in the riddle, the creature desires to solve the question posed by the text. Most creatures will stand and look at the text, perhaps moving about slightly, pacing, or otherwise fidgeting while considering the query. The creature has disadvantage on any Wisdom (Perception) checks to perceive anything besides the words of the riddle. This enchantment breaks if the creature is in any way put in danger, or if another creature who has passed their save against the spell takes an action to explain the answer to them. The spell is also broken if the creature is forced to move further than 15 feet from the text. A creature will not become hostile to others who force it from its study.

Insatiable Thirst

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a vial of glassed sand)
  • Duration: 1 minute

A creature affected by this spell is afflicted with a terrible, unquenchable thirst. A target you can see within range makes a Constitution saving throw. On a failure, the target feels as though it is dying of thirst. It immediately consumes any liquids on its person, and spends the next minute seeking out liquid. This includes potions, but does not include any fluid the creature knows to be poisonous, acidic, or otherwise harmful.

Liquids which dehydrate, such as alcohol, will be drunk by the creature, but only up to the point at which they realize that the drink is not sating their thirst. Any normally hydrating drink will seem to be helping, even though the creature remains horribly thirsty. A creature may or may not become hostile to those who withhold liquid from them, depending on their temperament.

Know the Shadows

2nd-level illusion


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You bend surrounding shadows and blend them to yourself and those near you, making you all one with the darkness. As long as you remain within 10 feet of dim light or darkness, your ability to hide is greatly enhanced. Creatures of your choice within 10 feet who are also within 10 feet of dim light or darkness become invisible and gain advantage on Dexterity (stealth) checks. A creature becomes visible if it moves more than 10 feet away from you, more than 10 feet away from dim light or darkness, or if it uses the Dash action

Lighten Load

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a down feather)
  • Duration: 8 hours

Heavy objects are rendered lighter by this spell, for easier transportation. When cast, the caster touches a collection of objects not exceeding a 5ft cube. The weight of each of these items decreases by 50%. At the time when the spell ends, if a creature would be carrying more weight than they are normally able to, they must make a Strength saving throw, or fall prone from the sudden weight.

Opposing Force

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you take bludgeoning, piercing, or slashing damage from a melee attack.
  • Range: Self
  • Components: S
  • Duration: Instantaneous

You revert some or all of the force of an attack against you back against the foe. Roll 1d10 + your spellcasting ability modifier (minimum of 1). You reduce the oncoming damage by the result, and the attacker takes the amount reduced in damage of the same type it dealt.

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

Pictograph

2nd-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a sheet of parchment and 5gp worth of cut gems, which the spell consumes)
  • Duration: Until dispelled

You transmute a sheet of parchment you hold to flawlessly portray a flat depiction of what you see when you cast the spell. Even if the sheet is larger, the depiction you produce can be no more than 1 foot by 1 foot, and captures only what you see. The sheet is not dyed or an illusion. Rather, the sheet is physically transmuted, and remains that way until dispelled. The transmuted sheet appears indistinguishable from a very true-to-life painting

Power Word: Preserve

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of you is reduced to 0 hit points
  • Range: 60 feet
  • Components: V
  • Duration: 1 round

You speak a word of power that protects one creature you can see within range, warding it against death.

The target immediately becomes stable. Until the end of the target's next turn, it does not stop being stable if it takes damage. A target under the effects of this spell can still be killed if it takes an amount of damage that exceeds its hit point maximum. The effects of this spell end early if the target regains any hit points.

Rot

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

When you cast this spell, all food and other organic material within 30ft of a point you can see within range begins to rot away. This spell affects only non-living organic material, such as food, timber, and cloth. This spell has no effect on living plants, creatures, or the organic materials found on either. This spell automatically causes all food within the area of effect to spoil, and become inedible. Water is unaffected. The cloth of clothing and other fabrics also begins to rot, unless the cloth is inorganic. Timber, wood used for building, does not rot unless the entire wooden object can fit within a 10ft cube.

At Higher Levels. When cast as a 4th level spell, organic materials worn by creatures are also damaged by this spell. Clothing will become worn and gain holes in the cloth, and leather armor will be destroyed as with metal armor in the rust spell. If cast as a 6th level spell, the area of wood this spell can rot away increases to a 30ft cube, rather than a 10ft cube, as long as at least half of that structure is within the area of effect of the spell.

Shadow Conjuration

2st-level illusion


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

As an action, you pull material from the Shadowfell and shape it into the form of a summoned creature to mimic a conjuration spell. When you cast this spell, choose a 4th level or lower conjuration spell that summons at least one creature. This spell then summons a creature as though you had cast that spell.

However, the creature you summon is a quasi-real illusion composed of shadow magic, not a true conjured creature. You may use your bonus action each turn to control this illusory creature, making it attack nearby creatures, though these attacks do only 1d4 psychic damage.

Any time another creature attacks this illusory creature and would hit it, the illusion takes no damage, and the attacking creature may make an Investigation or Perception check versus your spell save DC to realize the illusion. Once a creature succeeds on such a check, they then perceive the illusory creature as a thin profile of shadows. If the attacking creature rolls a 20 on their attack roll, they have advantage on the following skill check.

At Higher Levels. If you cast this spell as a 3rd level spell, you may mimic a conjuration spell of up to 5th level, and the damage dealt by the illusory creature increases to 1d6.

Transcribe Memory

2nd-level divination (ritual)


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, M (30gp of rare inks, which is consumed by the spell)
  • Duration: Instantaneous

For those wishing to create unerring accounts of events, no spell is better. By spending 1 hour meditating over a blank piece of paper or a blank notebook, you can record accurately your memories of a single event. This event must last no longer than 24 hours, and must have happened within the past week. This record must be written in a language you know. Any creature who reads your account will automatically understand exactly what you saw, though they are free to believe that you were mistaken in your perception, just not in your transcription. The writing created by this spell is nonmagical, and is written in a language you choose when casting the spell.

At Higher Levels. When you cast this spell with a 3rd level spell slot, the event may come from any time in the past month. If cast with a 4th level slot, the event may be from any time in the past year. And if cast with a 5th level spell slot, this event may be from any time in your life

Void Hands

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch the hands of a creature and infuse them with the power of the void. Unarmed attacks the target makes deal an additional 2d4 force damage for the duration of the spell, count as magical, and deal double damage to objects, structures, and creations of magical force.

At Higher levels. When you cast this spell using a spell slot of 4th level or higher, the additional force damage increases by 2d4 for every two slots above 2nd.

Zone of Lies

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: M (a silvered tongue)
  • Duration: 10 minutes

You create a magical zone that fosters deceit in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for first time or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't discern lies from truth while in the radius, as with making a Wisdom (Insight) check or another way. A creature that fails the save and that can automatically discern lies, such as one with the Divine Awareness trait, can't automatically discern them, but can still make Wisdom (Insight) checks to determine truth as normal.

You know whether each creature succeeds or fails on its saving throw. However, creatures affected by this spell don't know if they are or not. Any Wisdom (Insight) checks they make to determine truth are inconclusive. If this spell affects another player character, the DM makes their saving throws in secret.

3rd-Level Spells

Baneful Fate

3rd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (frozen ashes)
  • Duration: 1 week

You pronounce a fell portent, foretelling doom on a target you touch. The creature makes a Wisdom saving throw, and is unaffected by the spell on a success.

On a failure, the target is placed under an impending cosmic fate. As a bonus action or reaction, you may call down the foretold fury, causing a single blazing star to descend and strike the target, dealing 2d6 radiant damage and 2d6 cold or fire damage, your choice each time you cast this spell. The target is also blinded until the end of your next turn. After you have called down this star, the spell immediately ends. The spell also ends if the duration elapses before the star is called down, and you may also end the spell as an action on your turn.

At Higher Levels. When cast as a 5th level, the duration increases to one month, and you may call down the star twice before the spell ends. When cast as a 7th level, the duration is extended to one year, and you can call down the star three times. If cast as a 9th level spell, the spell lasts until dispelled, or until you have called down the star three times.

Chameleon

3rd-level illusion


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the shed skin of a small lizard)
  • Duration: Up to 10 minutes

You touch a willing target and alter the coloration and texture of its armor, clothing, and skin to continuously match its surroundings. The target gains advantage on Dexterity (stealth) checks and can hide even when not obscured, as long as it stands next to a surface of at least the same height as the creature. If the creature spends a whole turn standing still, they become invisible as they blend into the surface.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each spell level above 3rd.

Cobra's Breath

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (the fang of a snake)
  • Duration: Instantaneous

As you stretch your arms behind your back and arch your torso forward, you open your mouth and a venomous liquid sprays forth. Each creature in a 10-feet cone must make a Constitution saving throw. On a failed save a creature takes 6d6 poison damage and becomes poisoned until the end of its next turn. On a successful save it takes half as much damage and doesn’t become poisoned.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell level above 3rd

Conjure Azer

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a finely crafted iron puzzle box worth 50 gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

An azer from the Plane of Fire appears in a space you designate within 30 feet. This azer is friendly towards you, and will perform a single service before disappearing, in exchange for the iron puzzle box spell component. The azer can do one of the following things.

As a master-smith, the azer can repair up to 10 weapons or sets of armor, or one third (rounded down) as many if the items are magical. If the weapons or armor are magical, and had lost their magical effects due to being broken, those magical effects can be restored by spending a long rest re-attuning to the item. To work, the azer requires an open space at least 20ft by 20ft, into which it summons a planar forge and anvil to work with. The azer completes its work in one hour, unless interrupted, in which case it disappears before finishing. If this occurs, the azer fails to complete one weapon or set of armor per minute of interruption.

Alternatively, you may have the azer hone or strengthen up to 10 weapons or sets of armor, which may not be magical. After the azer completes its work, the items are considered +1 magic items for 24 hours. The azer completes its work in one hour, unless interrupted, in which case it may disappear before finishing. If this occurs, the azer fails to complete one weapon or set of armor per five minutes of interruption.

The azer will not participate in combat except to save itself. If it drops to less than half its health, it immediately takes a reaction and teleports back to the Plane of Fire.

At Higher Levels. When cast as a 6th level spell, you may choose to summon either more azers, or a more skilled one. If you summon more, you summon three azers, who can do triple the work in one hour, or complete the normal amount of work in one third the time. If you summon a masterwork blacksmith azer, it may complete the same amount of repairs in half the time, or it may give weapons and armor a +2 magical enchantment, rather than a +1. The duration of this enchantment remains the same.

Conjure Blights

3rd-level conjuration


  • Casting Time: 1 minute
  • Range: 90 feet
  • Components: V, S, M (fresh blood from a sentient creature)
  • Duration: Concentration, up to 1 hour

You deal 2d4 necrotic damage to yourself or a willing or restrained creature, then summon blights that appear in an unoccupied space that you can see within range. You choose one of the following options for what appears:

  • Two tree blights (found in the Curse of Strahd module)
  • Four vine blights
  • Eight needle blights
  • Ten twig blights

A blight summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are hostile to all creatures, save for undead or other blights. If you used your own blood in the spell, the blights will be friendly towards you, but not your companions. Roll initiative for the summoned creatures as a group, which has its own turns. You may order the blights to undertake certain courses of action, but cannot prevent them from attacking a certain creature; you can, however, order them to prioritize a certain target over others.

If you don't issue them any commands, the blights will attack the nearest creatures to them, prioritizing the weakest target available.

Death Mask

3rd-level illusion


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

This spell disguises the appearance of a corpse, as if the disguise self spell had been cast on it. The corpse can be made to look like any dead creature of the same size and body format as the original corpse. This illusion does not withstand physical inspection. This corpse may also be animated using an animate dead spell, though it still acts mindless and directionless.

At Higher Levels. When cast as a 5th level or higher, this spell may disguise a corpse as a living creature, as well as a dead one. The illusion breathes shallowly and blinks, but not as much as an average living creature of its type; as though the creature was sleeping. A creature may discern this illusion with an Insight check against the caster's spell save DC.

Direct Weather

3rd-level transmutation


  • Casting Time: 1 minute
  • Range: Self (30-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You gain the ability to change the course of weather in a 30- foot radius around you. When you cast this spell and as an action on each of your turns before the spell ends, you can choose one of the following effects, which last until the end of your next turn. This spell has no effect on magical weather.

Direct Rain. If it is raining, you can cause it to cease or to increase in intensity. If you choose to increase the rain's intensity, the area becomes lightly obscured.

Direct Wind. If it is windy or calm, you can change the wind's direction or cause wind to blow in a direction you choose, increase the wind's intensity, or cause it to become calm. If you increase the wind's intensity, it increases its speed by 10 mph.

Eronin's Mnemonic Enhancer

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Casting this spell strengthens your mind and memory, allowing you to prepare additional spells. When you cast this spell just before you begin to prepare spells following a long rest, you can prepare up to 3 additional levels of spells in any combination. For instance, you could prepare an additional 2nd level spell and a 1st level spell, or three 1st level spells.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can prepare 1 additional level of spell for every spell slot level above 3rd.

Entomb

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a handful of nails)
  • Duration: Instantaneous

You choose a creature within range to magically construct a coffin around, shutting them within with overlaying chains. The target must make a Constitution saving throw. On a failure, it is locked inside, stabbed with a hundred blades, and magically dealt 5d12 piercing damage. The coffin turns to ash at the start of the creature's next turn. The creature has total cover while it lasts and can't move or escape by any means other than teleporting. On a success, the creature takes half as much damage and the coffin immediately fades.

An undead that has advantage on saving throws against or is immune to effects that turn undead has disadvantage on its saving throw against this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Eye Ray

3rd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, M (a burnt monocle)
  • Duration: Instantaneous

As an action, you release energy in a wide ray from your eyes. You must have a clear line of sight to use this spell. You target a single creature within range that you can see, or two creatures if they are within 5ft of each other. Each creature must make a Dexterity saving throw. On a failure, the creatures take 6d8 force damage, and are blinded until the end of their next turn. On a success, the creatures take half damage and are not blinded. You are also blinded until the end of your next turn.

At Higher Levels. When cast at higher levels, the damage increases by 1d8 per level above 3rd. If cast with a 5th level slot or higher, you may target three creatures within 5 feet with one casting of this spell. If cast with a 7th level or higher spell slot, you are not blinded after casting.

Greater Mage Armor

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a fragment of plate armor)
  • Duration: 8 hours

A protective magical force surrounds you until the spell ends. Your base AC becomes 15 + your Dexterity modifier. The spell fails if you are wearing armor when you cast it and the slot is wasted. The spell also ends if you don armor or if you dismiss the spell as an action

Ice Blast

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous

The air around you begins to shimmer and ice spikes spray from you at extreme velocity. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 3d6 cold damage and 3d6 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell’s damage increases by 1d6 cold damage and 1d6 piercing damage for each spell level above 3rd.

Inflame Emotions

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to strengthen strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails its saving throw, choose one of the two following effects.

You can strengthen an existing worry, anxiety, or concern into actual fear. The creature becomes frightened of whatever it was originally anxious about; for instance, a merchant worried about his goods being damaged might become panicked, while a guard being intimidated by a warrior might flee in fear. When this spell ends, the creature returns to its previous emotion, remembering that it had briefly panicked, but not remembering why.

Alternatively, you can make a target become hostile about creatures of your choice that it was previously indifferent or conflicted about. You may not make friends or companions hostile towards one another, unless they were already engaged in a dispute or disagreement. While this spell lasts, the target quarrels loudly with the creatures you specify, arguing with them over petty and trivial matters. A normally non-violent creature will not resort to violence unless responding to violence done against it. However, a normally easily angered or aggressive creature might attack the creatures you mentioned. Each creature's reaction is determined by your DM. Once this spell ends, the target's inflamed anger calms, but it may remain hostile if actions taken by the other creature would be sufficient to anger it.

Lay to Rest

3rd-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a few drops of holy water)
  • Duration: Instantaneous

You touch a corpse or other remains and drip holy water on them. If the remains belong to a creature that is bound to undeath as a spirit, the spirit is forcefully propelled to the afterlife, destroying the undead creature.

Minor Telekinesis

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, uo to 1 minute

You gain the ability to wield a portion of your mental power in the physical world. When you cast this spell, and as your action each round for the duration, you can exert your will on one creature or object you can see within range, causing the appropriate effect as below. You can affect the same target every round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can attempt to move a Large or smaller creature. Make an ability check with your spellcasting ability contested by the target's Strength check. If you win the contest, you may move the creature 15ft in any direction along the ground, but not outside the range of this spell.

Object. You can try to move an object weighing up to 100 pounds. If the object isn't being worn or carried, you may move it up to 30ft, but not outside the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability, contested by the creature's Strength check. If you succeed, you pull the object away from the creature, and may move it up to 30ft in any direction, but not outside the range of this spell.

You can exert fine control over objects within your telekinetic grip, such as manipulating a simple tool, opening a door or container, stowing or retrieving an object from an open container, or pouring the liquid from a vial.

Power Word: Eviscerate

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that causes a flurry of deep lacerations to cover the body of one creature you can see within range, as if slashed by invisible blades. The target immediately takes 3d8 slashing damage.

In addition, the target must make a Constitution saving throw at the start of each of its turns. On a failure, it takes 1d8 slashing damage. The target or a creature within 5 feet of it can take an action to attempt to staunch the wounds by making a DC 13 Wisdom (Medicine) check. On a success, the effects of this spell end. These effects also end if the target receives magical healing.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d8 for each slot level above 3rd.

Prehistoric Hail

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (a piece of fossilized bone)
  • Duration: Instantaneous

You call a hail of spears, arrows, and atlatl javelins from a time before civilization. Each creature other than those of your choice within 60 feet of you must make a Dexterity saving throw or be struck. On a failure, a creature's speed is reduced by half until the end of its next turn and it takes 8d4 piercing damage. On a success, a creature takes half as much damage and its speed isnt affected.

A creature has disadvantage on its saving throw if it is within ancient or prehistoric ruins.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d4 for each slot level above 3rd.

Spirit Lancer

3rd-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Shaping your soul's energy through your hand, you evoke a scintillating spiritual blade in your free hand. This magical blade lasts for the duration and you may choose it's color and makeup as you wish. You are proficient with this weapon and you cannot be disarmed of it. The blade casts dim light in a 5-foot radius.

The spirit lancer deals 2d6 force damage on a hit and has the reach, finesse, and thrown properties (range 30/120). Once thrown, the blade reappears in your hand at the end of your turn. As a reaction, you may also parry an incoming ranged, melee, or spell attack, granting +2 to your AC for the incoming attack.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slots above 3rd.

Sustain

3rd-level transmutation (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (wine and a ration)
  • Duration: 8 hours

You touch a willing creature, uttering mystical incantations. For the duration, the target creature does not need food or drink to sustain itself, and it has advantage on Constitution saving throws against exhaustion. Additionally, the target creature is protected from the effects of extreme cold and extreme hot weather. If a creature is suffering from exhaustion due to hunger, thirst, or cold/hot weather before being affected by this spell, the exhaustion is suppressed for the duration of the spell.

Thorn Skin

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small rose thorn)
  • Duration: Concentration, up to 10 minutes

You stretch your body as you raise your arms above your head, causing thorns to sprout all throughout your skin. For the duration, whenever a creature hits you with a melee attack, thorns shoot out from your skin, dealing 2d8 piercing damage to the attacker. A creature that has you grappled, takes 4d8 damage at the start of each of its turns, and must succeed a Constitution saving throw or be forced to release you.

Transfer Vitality

3rd-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch two creatures and transfer up to 3d10 hit points from one creature to the other. An unwilling creature must succeed a Constitution saving throw to negate this effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell allows you to transfer an additional 1d10 hit points for each spell level above 3rd

Watery Double

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 hours

Any still body of liquid this spell is cast on becomes a trap for the next creature to cast its reflection in the liquid. The first creature to cast its reflection in the liquid during the duration causes a watery double to rise from the surface. This creature's size reflects the size of the body of liquid it comes from, but cannot exceed the size of the triggering creature. This watery double immediately begins attempting to touch the triggering creature, using that creature's Strength bonus to attempt melee attacks. It has the same hit points, ability scores, and AC of the triggering creature at the time the spell is triggered, but it cannot use any class or racial features.

If the watery double successfully touches the creature, it begins to cover it in liquid. The creature must then make a Strength saving throw. On a success, the watery double is destroyed, and the creature is soaked. On a failure, the creature begins taking 3d8 acid damage every turn. The creature also takes damage equal to half of any damage the watery double takes.

Casting a create or destroy water spell or similar magic on the watery double immediately destroys it. Casting shape water allows the caster to make a check using their spellcasting ability modifier against the spell save DC of the caster of watery double. If there is no spell save DC available, the DC is 15.

At Higher Levels. If cast with a 4th level slot, the duration is one week. When cast as a 5th level spell, the duration is one month. When cast as a 6th level spell, the duration is one year. Casting with a 7th level slot makes the spell permanent.

Zangle's Chatter

3rd-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 hour

Choose up to five willing creatures you can see within range. Whenever those creatures speak, this spell alters their words, converting what they say into an illusory conversation about a topic of the caster's choice, in a language the caster knows. Each creature you choose hears what is actually said, while those not effected hear the illusory conversation instead. This spell also masks the mouths of the chosen creatures, so that they appear to pronounce the illusory words correctly. The topic of the illusory conversation and language used is choosen by the caster.

If a creature under the influence of this spell moves out of range, or if they choose to end it as an action, the effect ends for them, and they can no longer hear what is truly being said.

A creature can use their action to make an Intelligence (Investigation) check to against your spell save DC. On a success, the illusory conversation becomes faint and hollow sounding to them, and they can hear the actual conversation and see the actual words being said.

4th Level Spells

Alter Momentum

4th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

You briefly gain insight into the powers of inertia, allowing you to speed up an object or creature against its will. When you cast this spell, one creature of your choice that you can see within 60 feet has disadvantage or advantage (your choice when you target the creature) on the next attack roll it makes as its movements accelerate or decelerate according to your will. You can also increase or decrease their speed by 10 feet, which lasts until the end of their next turn. You can invoke a similar power again using your bonus action as long as this spell is active.

Instead of altering the momentum of a creature, you can do it to an object weighing less than 500 pounds that isn't being worn or carried. When you do so, ability checks made to move the object or alter its trajectory have advantage or disadvantage (your choice when you target the object) until the end of your next turn.

Conjure Rust Monsters

4th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You summon rust monsters that appear in an unoccupied space that you can see within range. When you cast this spell, you may choose to summon up to four rust monsters. A rust monster summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which takes its own turns. These summoned creatures will obey any verbal commands you give them (no action required by you). If you give them no commands, they will seek out the nearest sources of metal to eat, only attacking to defend themselves, or if there is no unattended metal nearby.

Dehydrate

4th-level transmutation


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: S, M (a dry sponge)
  • Duration: 1 minute

You choose a point within range, creating a 50-foot-sphere where all moisture is evaporated for the duration of the spell. This affects clouds and fog, and any superficial moisture such as that on the surface of a damp mushroom. It doesn’t, however, affect puddles or larger bodies of water, nor does it prevent rain in the area. If a creature within the area is affected by the gaseous form spell, it can choose to revert to its regular form or be pushed to the nearest space that isn’t affected by this spell.

Duplicate

4th-level illusion (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: S, M (a silver mirror worth at least 50gp)
  • Duration: 1 hour

This spell creates an illusory duplicate of a single item that can fit inside a 5ft cube. This can be any item, save for an artifact. This illusion feels real when handled, and can inflict damage if the original can, though this can deal no more than 1d6 damage of the same type as the duplicated weapon.

Any creature struck with a duplicated weapon, or who has time to investigate another duplicated object, may detect the illusion with a successful Intelligence check against your spell save DC. After one hour, the illusion ends, and the duplicated object vanishes.

At Higher Levels. When cast with a 5th level slot, the duration of this spell increases to 8 hours. This further increases to 12 hours at 6th level, 24 hours at 7th level, one week at 8th level, and one month at 9th level.

Extraplanar Sense

4th-level divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a torn piece of a bag of holding)
  • Duration: Concentration, up to 1 hour

As you cast this spell, your eyes take on a mirrored ethereal nature, seeming to phase into light. While under the effects of this spell, you know the location of any extraplanar entities, gates, or other points within 60 feet. This sense detects items such as bags of holding or portable holes, creatures under the effect of the etherealness spell or similar magic, or the portals created by spells such as gate. The spell also allows you to detect any rips or tears in the fabric of the plane you are currently on. Furthermore, you can use your action each turn for 1 minute to actively search for extraplanar magic nearby.

Once you have finished your meditation, you know the location of any celestials, elementals, fey, fiends, or undead within 120 feet. You may also sense the location at which any of the previously listed creatures was first summoned onto your current plane. If the creature died and returned to its home plane, you sense that point as well.

Furthermore, your meditation allows you to sense a distinct point wherever a spell such as plane shift, dimension door, misty step, or other teleportaion magic has been cast within the past day. You do not know which spell was cast, or when it was cast, only that a teleportation spell was successfully cast at that point. If the teleportation spell creates linked portals, such as with arcane gate, then you may sense that the two points where each portal came into being are linked, as long as both points are within range of your sense.

If cast on a plane other than the Material Plane, then you do not sense natives of that plane as "extraplanar," and may instead sense any creatures from the Material Plane as "extraplanar." If cast on certain Upper or Lower Planes, this spell may allow the ruler of that plane to sense your location so long as the spell remains active - such as Celestial Rulers, Elemental Archons, Fey Lords, Arch Devils, Arch Demons, Liches, Nightwalkers, or even Gods (to name a few). You do not know if the entity has sensed your location.

Greater Renewal

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Your magic forces one willing creature that you can see within range to expend great energy as you kindle it's body's natural healing processes for an instant. You can cure one disease or poison afflicting the target. The target also gains one level of exhaustion and regains hit points equal to 30 + your spellcasting modifier (minimum 1) + a number of d6s equal to the target's Constitution modifier (minimum 1d6).

This spell has no effect on constructs, undead, or creatures that are naturally immune to exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the hit points restored increase by 2d6 for each slot level above 4th. Additionally, when cast with a spell slot of 6th level or higher, the target no longer gains a level of exhaustion.

Magic Ballista

4th-level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Instantaneous

You create two glowing javelins of magical force. Each javelin hits a creature of your choice that you can see within range. A javelin deals 2d8 + 2 force damage to its target. The javelins all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates one additional javelin for every two slots above 4th. Additionally, each javelin deals an extra 1d8 force damage for every two slots above 4th.

Magnetize

4th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (two iron rings, each worth at least 25 gp)
  • Duration: Concentration, up to 1 minute

You magnetize your hands, enabling you to manipulate metal. When you cast this spell and as a bonus action on subsequent turns, you can decide whether you want to push or pull.

Push. You raise your right hand and emit a wave of repelling energy towards a metal object within range. If the object is of the size of Medium or smaller it is pushed 30 feet away from you. If a creature is holding or wearing the object it must succeed on a Strength saving throw or drop the object as it is thrusted away from them. If they cannot drop the object, they are pushed with it. If the object is Large or larger or against a solid surface, you instead are pushed 30 feet away from it.

Pull. You raise your left hand and emit a wave of attracting energy towards a metal object within range. If the object is of the size of Medium or smaller it is pulled 30 feet towards you. If a creature is holding or wearing the object it must succeed on a Strength saving throw or drop the object as it is pulled away from them. If they cannot drop the object, they are pulled with it. If the object is Large or larger or fastened to something solid, you are instead pulled 30 feet towards it.

Portend Luck

4th-level divination (ritual)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V
  • Duration: Concentration, up to 1 minute

You tune into a creature's luck, and gain insight into their future. One creature you can see within range must make a Charisma saving throw. A creature can choose to willingly fail this saving throw. On a failed save, roll 1d20, and record the number rolled.

Until the spell ends, you can replace one attack roll, saving throw, or ability check made by you or the target creature with the recorded d20 roll. You can do so after the die is rolled, but before any of its effects occur. Once you do so, the spell ends.

Power Word: Slumber

4th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 1 hour

You speak a word of power that lulls one creature you can see within range into a deep magical sleep. If the target has 100 hit points or fewer, it fall unconscious for the duration. Otherwise, the spell has no effect. The effects of this spell end early if the unconscious target takes damage or if another creature uses an action to shake it awake.

Rust

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

When you cast this spell, all nonmagical metal you touch begins to rust and corrode away. As an action, you reach out and make a melee spell attack against a creature or object.

If the target is a creature, all nonmagical metal objects currently equipped by the target begin to rust. Magical items are immune to this effect, and do not rust. All other items, however, begin to slowly degrade. At the end of your turn, the target's AC decreases by 1, and all attacks made with the rusting weapons have disadvantage. At the end of your next turn, all metal equipment has completely corroded away.

If the target is an object, such as a metal door or an unattended weapon, then you do not have to make a spell attack roll to touch the target. Once you touch the object, a 10 ft cube of metal around the area you touched begins to rust away. If the object is smaller than that area, it rusts away entirely within 1 minute. If the object is larger, a hole approximately 5 ft by 5ft rusts away. A magically enchanted object is immune to this effect.

At Higher Levels. When you cast this spell with a 6th level spell slot, you may target a creature within 30 feet, making a ranged spell attack to hit it. When you cast this spell with an 8th level spell slot, you may target three creatures rather than one, or you may rust away a 30ft cube of unattended metal rather than a 10ft cube.

Wall of Bones

4th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (ground bone and grave dirt)
  • Duration: Concentration, up to 10 minutes

You create a wall of assorted bones on the ground within range. On a side of your choosing, flailing arms try to grab and claw everything they can, and skulls fill the air with maniacal laughter. You can make the wall up to 60 feet long, 15 feet high, and 5 foot thick, or a ringed wall up to 20 feet in diameter, 15 feet high, and 5 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Strength (athletics) or Dexterity (acrobatics) check against your spell save DC. On a failed check, a creature is grappled by the skeletal arms within the wall.

The side of the wall with arms and wailing skulls protruding, selected by you when you cast this spell, deals 3d8 necrotic damage to each creature that ends its turn within 10 feet of that side. A creature takes the same damage when it enters the wall’s radius for the first time on a turn or ends its turn there. Creatures that come within 5 feet of the wall for the first time on a turn, or end their turn there, must succeed a Strength (athletics) or Dexterity (acrobatics) check against your spell save DC or become grappled. A grappled creature can use its action on its turn to repeat the check, ending the grappled condition on a success.

The other side of the wall deals no damage and does not attempt to grapple.

The wall can be damaged and thus breached. Each part of the wall within a 5-foot square has AC 14 and 20 hit points per inch of thickness. Reducing a square to 0 hit points destroys it and might cause connected squares to collapse at the DM’s discretion.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

5th Level Spells

Artificial Intelligence

5th-level transmutation (ritual)


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (rare metals worth at least 500gp, and a metallic container also worth at least 500gp.)
  • Duration: Duration

You carefully set wires, metals, and magical reagents within a metallic container and close it after spending the time to cast the spell. The container gains a mind with an Intelligence, Wisdom, and Charisma scores equal to your spell save DC, as well as the same AC and number of hitpoints.

On its own, the artificial intelligence can produce speech, hear and see, but can't act or move. You can input the artificial intelligence into a makeshift metallic creation, such as a larger metal container with arms and hands. Your DM chooses statistics appropriate in materials for the construct, such as a modron, a helmed horror, animated armor, or similar construct, though it retains its Intelligence, Wisdom, and Charisma scores from its creation. If the construct is reduced to 0 hitpoints, it falls apart, yet the artificial intelligence remains.

The artificial intelligence is charmed by you for 30 days - looking up to you as its creator and parental figure - or until you or your companions do anything harmful to it. When the condition ends, the artificial intelligence chooses whether to remain friendly to you, based on how you treated it while it was charmed.

Bend Time

5th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a crystal hourglass worth 75gp)
  • Duration: Instantaneous

When you cast this spell, you warp time to bend magical forces to your will. As a part of casting this spell, choose another spell you have prepared of 3rd level or lower with a casting time of one action. You cast that spell at the same moment that you cast this one, expending both slots as normal. This spell also bypasses normal rules concerning casting more than one 1st level or higher spell in one turn.

After casting this spell, you must make a Constitution saving throw as the normal flow of time re-asserts itself. On a failure, you are stunned until the end of your next turn. On a success, you are not stunned, but may only take an action or a bonus action on your next turn, not both.

Create Chimera

5th-level transmutation (ritual)


  • Casting Time: 8 hours
  • Range: 15 feet
  • Components: V, S, M (two beasts and raw gold bars worth at least 999gp, all of which the spell consumes)
  • Duration: Instantaneous (30 days)

You magically analyze the organic makeup of two beasts within range and combine them into a new creature. These creatures can't have a summed CR higher than 4 (a CR 0 creature counts as a CR 1/8th). The beasts need not be willing, but they do need to be within the spell's range for its casting time. Once finished, their physical forms merge into a chimera, a magically combined creature, with the strengths of each.

The new creature is a monstrosity. It has the higher ability score of the two for each of the six ability scores, the higher AC, the higher speed and gaining any other speeds the creatures have had, and gaining proficiencies, senses, features, attacks, actions, and so on. Add the two beasts' current and maximum hit points together to find the chimera's hitpoints. If both creatures were the same size, the chimera's size is one size larger; otherwise, it is the size of the larger beast. In combat, it shares your initiative but takes its turn immediately after yours ends.

The monstrosity has a single bond to you, that "My creator is my master, for who i am in service to and would give my life without hesitation." It understands one language of your choice, but can't speak it. However, the chimera is not natural, and cannot fully live on its own. Unless this spell is cast on it again before 30 days have passed, using the chimera instead of the two beasts for the components, the chimera will die.

At Higher Levels. If you cast this spell using a spell slot of 7th level, you can combine up to three beasts, and the chimera lives for 1 year. If you cast this spell using a spell slot of 9th level, you can combine up to four beasts, and the chimera will live for 10 years.

Creeping Darkness

5th-level illusion


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a whisker from an old black cat)
  • Duration: Concentration, up to 1 minute

You create a 30-feet wide and 20-feet high amorphous cloud of inky blackness. You can shape and move the cloud as you desire within the spell’s range. You can move the cloud up to 20 feet per round. It can seep through the smallest cracks and float through the air, as you desire. A creature with darkvision can’t see through this darkness, nonmagical light can’t illuminate it, and no sound can enter or exit the cloud. A strong wind disperses the cloud.

Crimson Theft

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (blood from the caster)
  • Duration: Instantaneous

Your touch causes the target's veins to burn with searing agony. Roll 5d6 and take that much damage, reducing your hit points by half of that amount. This reduction lasts until you finish a short rest. You then touch one target you can see, who must then make a Constitution saving throw.

On a failure, the target takes 6d8 fire damage and 6d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. Furthermore, the target's blood begins to burn, giving them disadvantage on all attacks for 1 minute, repeating the save at the end of each turn to end the effect. At the end of each turn while the spell lasts, the target takes a further 3d8 fire damage and 3d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.

If you would heal from this spell above your hit point maximum, you instead gain that excess healing as temporary hit points. These temporary hit points replace any temporary hit points you may have, unless your existing temporary hit points are higher.

Dream Sight

5th-level divination (ritual)


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a stick of incense worth at least 10gp which the spell consumes)
  • Duration: 1 minute

You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to distant locations. Your spirit can move 100 feet per round, and can see and hear anything you could if you were in the same location. The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. Your spirit can do nothing but move and observe - it cannot speak, attack, cast spells, or perform any other action.

When the spell ends, your spirit instantaneously returns to your body and you wake up. If your body is disturbed while your spirit is wandering, or when you use your action to dismiss the spell, the spell ends

Glitterdust

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a pinch of powdered flower petals)
  • Duration: 10 minutes

A cloud of golden particles explodes from a point you choose within range, covering creatures and objects within a 10-foot radius of that point with sparkling dust. While covered by the dust, a creature is blinded, has disadvantage on Dexterity (Stealth) checks, and gains no benefit from being invisible. Both objects and creatures covered in the dust shed dim light out to a radius of 10 feet.

A creature can use their action to attempt to remove the dust from their eyes or from another creature's. They must make a Dexterity (Sleight of Hand) check versus your spell save DC. On a success, that creature is no longer blinded. The rest of the dust can only be removed by spending 1 minute to wash it off. The dust disappears when the spell ends.

Greater Entomb

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a lock)
  • Duration: Concentration, up to 1 minute

You choose a creature within range to construct a tomb around, keeping them trapped inside its walls. The target must make a Constitution saving throw. On a failure, it is locked within and pierced with a thousand spikes, and magically dealt 5d12 piercing damage. The target makes the saving throw at the end of each of its turns, taking the same damage on a failure. On any success, the tomb shatters apart and fades away, freeing the target. The creature has total cover while the tomb lasts and can't move or escape by any means other than teleporting.

An undead target has disadvantage on its first saving throw against this spell.

A creature that fails every save against this spell or is reduced to 0 hitpoints while inside is locked within. The duration becomes permanent. A dispel magic spell can end the spell only if it is cast at 5th-level or higher on the tomb. The tomb has 50 hitpoints, 15 AC, immunity to poison and psychic damage, and resistance to all other damage except force.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.

Inversify

5th-level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You play on a creature's deepest insecurities, conjuring a terrible illusion based on their shortcomings to assault them. One creature you can see within range must make an Intelligence saving throw or take psychic damage equal to the sum of all the damage it's taken within the last minute. A creature takes half of this damage on a successful save. In either case, this can deal a maximum of 45 damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum damage this spell can deal increases by 15 for every spell slot level above 5th.

Longevity

5th-level necromancy (ritual)


  • Casting Time: 8 hours
  • Range: Touch
  • Components: V, S, M (a fresh peach and precious stones worth at least 500gp, both of which the spell consumes)
  • Duration: Instantaneous

You target a willing creature within range. The target creature must make a DC 15 Constitution saving throw. On a successful save, the creature’s lifespan is extended by 5d10 years. On a failed save, the creature ages that many years - which may result in dying of old age. The spell can be cast on the same creature several times, but the save DC increases by 1 each time.

Power Word: Fall

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that strikes the balance of a creature you can see within range. If the target has 150 hit points or fewer, it falls prone. Otherwise, the spell has no effect.

The prone target must make a Constitution saving throw at the end of each of its turns. On a successful save, the creature can get up using its movement as normal. On a failed save, a creature cannot get up as a mystical force pins them to the ground.

Power Word: Fear

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that shakes a creature you can see within range to its very core. If the target has 100 hit points or fewer, it is affected by the spell. Otherwise, the spell has no effect. The target must drop whatever it is holding and become frightened of you 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 Wisdom saving throw. On a successful save, the spell ends.

Read the Stars

5th-level divination (ritual)


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (a pair of clear gems worth 50gp each)
  • Duration: Instantaneous

You may only cast this spell at night, outdoors; if it is daytime or you are inside, the spell is cast with no effect, and the slot is wasted. The skies need not be clear, as the spell allows you to see through clouds, leaves, or other natural phenomenon to the endless heavens above.

Over the course of casting this spell, you divine portents from the stars, reading meaning and purpose into the cosmic alignment of heavenly bodies. When you cast this spell, your DM may either choose from or roll a d10 on the following table, to determine what portents you receive from your divinations. If an option refers to "the party," this group includes any friendly creatures within 30ft of you when you complete casting the spell.

1. Luck. The stars portend good fortune. You gain a pool of luck points equal to half your spellcasting ability modifier, rounded up. You may use these luck points as in the Lucky feat, save that you may also use your reaction to allow another creature you can see within 60ft to benefit from the luck point. These points last until you finish a long rest, or until all of them are expended.

2. Misfortune. The stars warn of nebulous danger. Your DM gains a pool of four luck points. Your DM may use these luck points as in the Lucky feat, affecting any NPC or PC. These points last 24 hours from the point at which this spell concludes, or until all of the points have been expended.

3. Chaos. The stars are uncertain and disordered. Any time a member of the party rolls a skill check, they must first roll a d10. On a result of 5 or lower, they have disadvantage on the skill check; on a result of 6 or higher, they have advantage. Furthermore, any time a creature rolls a 1 or a 20 on an ability check, skill check, attack roll, or saving throw, they gain 5 temporary hit points.

 

4. Order. The stars favor the law of the heavens. Whenever you cast a spell which deals damage or restores hit points, you may choose to use the average damage, rather than rolling to determine the amount. Thus if you were to cast burning hands, you would deal 12 fire damage rather than rolling 3d6 and potentially doing more or less. This effect lasts until you finish a long rest.

5. Power. The stars speak of great strength in your quest. Each creature in the party may, when dealing damage with a spell or weapon attack, choose to deal an additional 3d8 radiant damage. Once a creature does so, this effect ends on that creature. This effect also ends whenever a creature finishes a long rest.

6. Weakness. The stars read of increased danger. Each creature in the party has disadvantage on whichever saving throws their class grants proficiency in at 1st level. This effect lasts until the creature finishes a short rest.

7. Sickness. The stars shine with an ill gleaming. Each creature in the party loses 3d6 hit points from their hit point maximum. This may not reduce a creature's maximum health below half of their normal maximum. This effect lasts until the creature finishes a long rest.

8. Health. The stars glow with a comforting light, full of vitality and life. Each creature in the party gains 3d8 temporary hit points. These hit points refresh any time the creature expends hit dice during a short rest. These hit points then fade when the creature finishes a long rest.

9. Doom. The stars burn with hateful malice and impending doom. Your DM chooses two of the following options, as detailed above: Misfortune, Chaos, Weakness, or Sickness. These effects take place as normal.

10. Glory. The stars blaze with power and celestial glory. Choose one of the other options on this table and gain the effect associated with that result.

Revoke

5th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a burnt piece of paper from a dead wizard's spellbook)
  • Duration: Instantaneous

Bane of spellcasters, this spell forcefully expends one of the target's spell slots. When cast, you choose one target you can see within range. That creature makes a saving throw using its spellcasting ability score; if the creature does not have a spellcasting ability score specified, they instead make a Constitution saving throw. Thus a creature with the sorcerer class would make a Charisma saving throw, since Charisma is the spellcasting ability for that class. If the creature targeted has no spell slots, the caster takes 2d6 damage per level of the slot expended on this spell.

On a failed saving throw, the creature loses its highest level spell slot. It also takes 1d8 necrotic damage per level of the highest level slot lost. These slots can be regained as normal.

At Higher Levels. When cast as a 7th level spell, you remove instead the target's two highest spell slots. When cast as a 9th level spell, you remove the target's three highest spell slots.

Seal

5th-level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S
  • Duration: Until dispelled

One door, window, gate, chest, or other entryway or container of your choice that you can see within range closes and becomes locked for the duration. Any creatures in the way of a closing object are shunted to one side of your choice.

You and creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 round. Otherwise, it is impassable and unbreakable until the spell is dispelled or suppressed. Ability checks to dispel it are made with disadvantage.

Starfall

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a shard of meteorite)
  • Duration: Instantaneous

Seven brilliant stars descend from the heavens and strike seven points that you can see within range. Any creature within 5ft of each point must make a Dexterity saving throw or take 4d6 radiant damage and 3d6 cold or fire damage, your choice each time you cast this spell. On a success, the creature takes no damage.

A creature damaged by this spell is affected with the faerie fire spell for 1 minute, as they are outlined in gently blazing silver light.

At Higher Levels. When cast using a 7th level spell slot or higher, this spell deals an extra 2d6 radiant damage and 2d6 cold or fire damage. Additionally, all targets within 5ft of the impact point of a star are blinded until the end of your next turn.

Superheroism

5th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Concentration, up to 10 minutes

Up to five willing creatures that hear you within range are imbued with a super-heroic energy. Until the spell ends, an affected creature is immune to being frightened and charmed and gains 15 + your spell casting ability modifier in temporary hit points at the start of each of its turns. If a creature is under half its hitpoint maximum, it gains an additional 20 hit points as well.

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.

True Absorb Elements

5th-level abjuration


  • Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • Range: Self
  • Components: S
  • Duration: 1 round

This spell completely stops incoming energy from harming you and taking some of its energy for your own. You have immunity to the triggering damage type until the start of your next turn. Additionally, you regain a number of hitpoints equal to this spell's level when you cast this spell.

True Shield

5th-level abjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack or make a saving throw against a spell effect and would take damage.
  • Range: Self
  • Components: V, S
  • Duration: 1 round

A sphere of energy erupts from you, encasing and protecting you. Until the end of your next turn, the shield absorbs up to 50 damage that you would've taken before shattering, including the triggering attack, spell, or effect, leaving you unharmed. Line effects and spells, such as lightning bolt and some dragons' breath, stop completely at the sphere if its damage is entirely absorbed.

Wall Against Evil and Good

5th-level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small reliquary of a minor saint worth at least 300gp)
  • Duration: Concentration, up to 1 minute

Innumerable spirits appear, flying back and forth in an area of your choosing, creating a translucent wall. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 5 feet thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

All outsiders (Aberrations, Celestials, Elementals, Fey, Fiends, and Undead) can’t physically pass through the wall. Additionally, if one of the listed creatres ends its turn within 30 feet of the wall, it must succeed a Wisdom saving throw or take 4d8 aetherion damage and be pushed back 30 feet, landing prone. On a successful save, it takes half the amount of damage, and is pushed back 10 feet.

The wall is immune to all damage and can’t be dispelled by dispel magic. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. It has no effect on non-outsider creatures.

A Note On Aetherion Energy

The above spell mentions a previously unheard of form of damage - known as Aetherion.

  • Aetherion. Thought to be the spiritual twin of Force damage, Aetherion is, in simplisitc terms, soul energy. Where Force damage shreds and tears down matter at the molecular level, Aetherion damage only targets souls and spirits and destroys them, rendering most bodies completely innert and "empty" No form of resistance, immunity, or vulnurability exists for such damage.....that is known.

All constructs of an artificial nature - not including those powered by a soul or similar spiritual power source - are immune to the effects of Aetherion, as they do not possess the "material" that is affected by this damage type.

6th Level Spells

Annihilation Disk

6th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: 1 minute

Choose one creature that you can see within range. Make a ranged spell attack against that creature, as you conjure a swirling, shimmering disk of malevolent destructive force and hurl it at the target. On a hit, the target takes 10d6 force damage. This damage ignores resistance. If a creature is vulnerable to slashing damage, it is also vulnerable to the damage caused by this spell. If you roll a 20 on the attack roll against the target - roll another d20, if you roll another 20, you lop off one of the target’s limbs, with the Effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

If you miss the target with the attack, the disk flies past the target and begins flying through the air on its own, seeking out another target. make note of the space that your initial target was in when you cast the spell. At the start of your next turn, you must repeat the spell attack (no action) against the creature that is now closest to that space, up to a maximum range of 90 feet, possibly even attacking yourself.

If this attack misses or has no target, repeat this process using the space of the last creature attacked by this spell, continuing to make an attack each round until the spell ends.

The disk uses blindsight to find its targets, not vision. Subsequent attacks after the first to not suffer disadvantage if you cannot see the target, as the disk is seeking targets rather than you controlling it. However, if multiple creatures are tied for being the closest to the disk when you repeat the attack, you choose which one the disk attacks.

Once the disk hits a target, the spell ends as the disk shatters into pure energy.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage dealt increases by 2d6 for each slot level above 6th.

Atlas Rises

6th-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (at least one square inch of a piece of paper, which the spell consumes, and a set of cartographerls tools worth 15gp)
  • Duration: 1 hour

A paper you hold rapidly unfolds into a map of the plane you are on. It continues unfolding until it reaches the end of the plane or the end of explored territory, whichever comes first. If a map exists of an area that is at least semi-accurate, and a creature of your type has been there in the last decade, it counts as explored.

The map is somewhat three-dimensional, with mountains rising from the paper, canyons folding downwards, and bodies of water folding downwards to show their true depth. When the spell ends, the map folds back up and continues folding until nothing remains. If you cast this spell with the same set of cartographer's tools every day for a year, the cast that marks a year creates a permanent three-dimensional map.

Black Mantle

6th-level necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot sphere)
  • Components: V, S, M (a shard of broken bone, blackened with soot and ash)
  • Duration: Concentration, up to 1 minute

You surround yourself with necromantic energies, negating all healing and restorative magic within the sphere of influence. When you cast this spell, roll 8d10. Any healing within the field of blackmantle is negated up to the amount rolled, and an equal amount to the healing negated is removed from the spell's pool.

Healing from spells such as cure wounds or mass healing word is negated for any creatures within the blackmantle field, but the spell slot is expended as normal. If healing comes from a magical item, like a potion of healing, the potion is consumed with no effect; similarly, if the healing comes from an item with charges, a charge is expended as per normal. Natural forms of healing, such as regeneration, a fighter's Second Wind feature, or other class or racial abilities also do not function within the field.

If healing would exceed the amount rolled when the spell was cast, then any excess healing is applied as normal, and the spell ends.

Blood of Fire

6th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (blood of the caster)
  • Duration: Instantaneous

You cut a mystic pattern into your palm and enchant your own blood. From the wound shoot five explosive missiles of blood. Roll 2d12 for each missile of blood and take that much damage, reducing your hit points by half that amount. This reduction lasts until you finish a short rest. You then direct the missiles.

You can direct the missiles at the same target or at different ones. Make a separate ranged spell attack roll for each missile. On a hit, the target takes 4d12 necrotic damage and 4d12 fire damage. Each creature within 5 feet of a creature struck by a missile, must make a Constitution saving throw. A target takes 4d12 necrotic damage and 4d12 fire damage on a failed save, or half as much damage on a successful one.

Furthermore, the blood of each hit creature begins to burn, giving them disadvantage on all attacks for 1 minute, repeating the save at the end of each turn to end the effect. At the end of each turn while the spell lasts, the target takes a further 3d12 fire damage and 3d12 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.

If you would heal from this spell above your hit point maximum, you instead gain that excess healing as temporary hit points. These temporary hit points replace any temporary hit points you may have, unless your existing temporary hit points are higher.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you shoot an extra missile for each spell level above 6th.

Chromatic Wave

6th-level evocation


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Instantaneous

You charge up and release a wave of magical energy energized with elemental power.

Choose two damage types from either acid, cold, fire, lightning, poison or thunder. Each creature you choose within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 5d6 damage of the first chosen type, 5d6 damage of the second chosen type, and is stunned until the beginning of your next turn. On a successful save, it takes half as much damage and isn't stunned.

Eclipse

6th-level illusion


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You raise your hands and utter a phrase that invokes the darkness of the cosmos - summoning a shadowy mass that blots out all outside light at a point you choose. Magical darkness spreads from a point you choose within range to fill a 90-foot radius sphere for the duration. A creature with darkvision can't see through this darkness - even if they can normally see through magical darkness, and light cannot illuminate it. All light sources - such as candles, bonfires, torches, lamps and similar mundane or magical light sources (with the exception of artifacts) - are instantly snuffed out and do not shed light in the affected area.

If a spell that deals radiant or fire damage damage would pass through the darkness or affect something within it, the caster must make a spellcasting ability check with disadvantage contested by your own. If you succeed, the other spell fails. If the other caster succeeds, the other spell is cast as normal.

If any of this spell's area overlaps with an area of light created by a spell of 6th level or lower, the spell that created the light is dispelled.

Gambler's Luck

6th-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small statuette of a deity of luck)
  • Duration: Concentration, up to 1 minute

You touch a willing creature, attempting to change their luck. Roll a d20; on a roll of 11 or higher, the target creature gains a +2 bonus to all dice rolls for the duration. On a roll of 10 or lower, the target creature gains the following madness instead: “I must gamble on everything I do and I cannot decline a game of chance if asked. The only bets I can decline, are those that are obviously suicidal to me.” The madness lasts until cured.

Lesser Disjunction

6th-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an emerald worth at least 500gp)
  • Duration: Instantaneous

A weakened version of disjunction, this spell disrupts the magic of a single creature. You choose a single creature within range that you can see, and that creature makes a Dexterity saving throw. On a failure, all magical effects on the creature end, all of the creature's carried magical items are stripped of their magic, and they become unattuned to all magical objects they were previously attuned to. Sentient items and artifacts are only temporarily de-powered, and regain their magic after a short rest.

Attuned magical items affected by this spell can be re-energized by spending a long rest re-attuning to the item. However, non-attuned items (like potions of healing or spell scrolls) are permanently rendered nonmagical.

At Higher Levels. This spell affects one additional creature per level above 6th.

One Final Blow

6th-level evocation


  • Casting Time: 1 attack, which replaces an attack you would make with the attack action
  • Range: Touch
  • Components: S, M (a melee weapon worth at least 1gp, which the spell consumes)
  • Duration: Instantaneous

You invoke the true power of the weapon you wield, drawing out it's innate spirit for one final effort - you make one attack action with your weapon, destroying it in a magical explosion as part of the attack. The weapon begins to vibrate and glow subtly.

The spell fails if used with an artifact. Otherwise, make a melee spell attack against a creature you can reach. On a hit, the target takes max initial damage from the weapon attack and 8d6 force damage, or half as much damage from both sources on a miss. The weapon crumbles and explodes outwards in several thousand pieces and can't be remade.

If you use a magical weapon with this spell, it adds 2d6 additional force damage for each level of rarity, beginning with 2d6 for uncommon, 4d6 for rare, 6d6 for very rare, and 8d6 for legendary.

Power Word: Mute

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that magically silences one creature you can see within range. If the target has 150 hit points or fewer, it becomes unable to speak or perform verbal components of spells.

A target affected by this spell can make a Constitution saving throw at the end of each of its turns. On a successful save, this silencing effect ends.

Redirect Spell

6th-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within range cast a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to redirect the magic of a spell cast by another creature you can see within range. The spell being cast can only target one creature or one point to be eligible for redirection. If it is a spell of 6th level or lower, it's effects are redirected to another target of your choice that you can see within 60 feet of you, as if that target was the spell's original destination. If the redirected spell requires concentration, you can decide to maintain concentration on it, instead of the original caster. The spell still uses the original caster's spell save DC and spellcasting ability modifier.

If the original spell is 7th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell is redirected.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the original spell is redirected if its level is less than or equal to the level of the spell slot you used.

Scarlet Frenzy

6th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the teeth of a dead barbarian)
  • Duration: Concentration, up to 1 minute

You cause a target to rage with unnatural fury, as their blood surges with violence and anger. Choose one creature within 30 feet, who then enters a rage. An unwilling target makes a Wisdom saving throw against this effect; a creature with the Rage feature has advantage on this save. If the target is willing or fails their save, they gain the following effects:

  • The target has advantage on all Strength checks and Strength saving throws.
  • Whenever the target makes an attack roll using Strength, they deal an extra 1d6 damage on a hit.
  • The target has resistance to bludgeoning, piercing, and slashing damage.
  • The target may make an additional attack as a bonus action on each of its turns.
  • The target must move towards or attack a creature on its turn. If physically restrained from doing so, the target may remake their Wisdom saving throw at the end of each turn when they are restrained; they will still spend each turn attempting to break free, and do not get to remake the save if they manage to escape.
  • The target makes any death saving throws at disadvantage.

When this spell ends, whether through the duration elapsing or the caster losing concentration, the target immediately gains one level of exhaustion. Furthermore, they must make a Constitution saving throw. On a success, the target is stunned for 1d4 +1 rounds. On a failure, the target immediately takes 5d8 necrotic damage, bypassing immunity or resistance, falls unconscious, and must begin making death saving throws.

The caster gains no control over the target while its raging. However, the target will only attack the caster if there are no other living creatures within their movement range.

Substitution

6th-level abjuration (ritual)


  • Casting Time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (offerings befitting your deity or spirit worth at least 250gp which the spell consumes)
  • Duration: Up to 8 hours

You create a mystic connection between you and a specially prepared figure or statuette representing a deity or spirit you revere - which does not need to be on your person (for example, it can be a personal idol you carry with you, or a medium-sized statue of your god in a city temple). For the duration, half of any damage you take is transferred to the figure. If the figure absorbs damage that reduces it to 0 hit points, it is destroyed, and you take any leftover damage. The figure has 30 hit points and is restored to that number of hit points upon completion of a short rest, provided it has at least 1 hit point remaining. You can, as a bonus action on your turn, break the link to the item so that it no longer absorbs damage dealt to you. You can reestablish your link to the item during a short rest.

At Higher Levels. When you cast this spell using a spell slot of 7th level, the spell lasts for up to 24 hours. When you use a spell slot of 8th level or higher, the spell lasts for up to a week.

Walk with Spirits

6th-level necromancy


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (75 gp of gravestone incense which the spell consumes)
  • Duration: Concentration, up to 1 hour

As an action, you enter the realm of the dead, walking with the spirits of those whose bodies lie nearby. Best used in a graveyard or at the site of a battle, this spell allows the caster to speak with the spirits for advice, knowledge, and guidance. However, it also leaves them vulnerable to the spirits.

When you cast this spell, you phase into the Border Ethereal. You may not move more than 100 feet away from the original location where you cast the spell. While in the Border Ethereal, you call forward the spirits of any bodies interred nearby; you may then ask questions of the spirits as with the speak with dead spell. You may ask each spirit up to five questions before it is released. These spirits are much freer to answer than with a typical speak with dead spell; the spirit may have learned something since its death, can speculate on the future, and might be able to suggest what questions to ask if it is wanton to do so. These spirits are not required to answer truthfully, unless you command them to, in which case they will answer only three questions. Otherwise, these spirits can be asked five questions, before they are released from the spell. Once released, the spirit is free to return to rest, or to attack you as a banshee, ghost, or spectre (DM's choice).

A spirit might attack you if your questions disrespected it, or if the person was antagonistic to you or your kind during life. Most spirits do not like being commanded in any way, and doing such might enrage them. A spirit capable of possession will likely attempt it before resorting to other attacks. Once defeated, the spirit dissipates and returns to rest.

Wasting Sickness

6th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You afflict a target you can see within range with a horrific wasting disease. The target must make a Constitution saving throw. The target takes 8d10 necrotic damage, or half as much on a successful save. Undead and constructs are immune to this spell.

Additionally, any creature that fails the saving throw begins to suffer a horrible malady which saps their strength and vitality. For each turn after the first that the creature is afflicted with this disease, they take 3d6 necrotic damage, and their hit point maximum is reduced by the same amount.

If you maintain concentration on this spell for the full minute, then the disease becomes permanent. The creature then loses 3d6 hit points from their hit point maximum every 24 hours, until the disease is cured. If this damage reduces the target to 0 hit points, the creature dies, and its body rapidly rots away.

7th Level Spells

Aura of Invisibility

7th-level illusion


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Illusionary magic wraps around you and nearby allies, hiding them from view. Until this spell ends, you and any willing creatures you choose within 20 feet of you become invisible when you cast this spell and at the start of each of their turns if they are within the spell's radius. Anything a creature is wearing or carrying is invisible as long as it is on their person.

If a creature attacks, casts a spell, or ends their turn outside of the spell's radius, they become visible at the end of the current turn.

Behold

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (an eyeball from a beholder)
  • Duration: 1 round

As an action, you summon a Beholder's eye ray to assault a creature that you can see within range. When you cast this spell, roll a d10 on the following table to determine the effect.

1. Charm Ray. The targeted creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until the caster or their allies harm the target. A creature immune to being charmed is not affected by this ray.

2. Paralyzing Ray. The targeted creature must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

3. Fear Ray. The targeted creature must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature immune to being frightened is not affected by this ray.

4. Slowing Ray. The target must succeed on a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature cannot take reactions, and can take either an action or a bonus action on its turn, not both. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

5. Enervation Ray. The targeted creature must make a Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. The target must make a Strength saving throw. On a failure, you may move the creature up to 30ft in any direction. The creature is restrained by the magic until the beginning of your next turn.

7. Sleep Ray. The targeted creature must make a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs or undead, or creatures immune to being charmed.

8. Petrification Ray. The targeted creature must make a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained, which lasts for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the effect lasts 1 minute, the target is petrified until freed by the greater restoration spell or other magic.

9. Disintegration Ray. The target must succeed on a Dexterity saving throw or take 11d6 + 25 force damage. If this damage reduces the target to 0 hit points, its body is reduced to a fine gray dust.

10. Death Ray. The target succeed on a Dexterity saving throw or take 12d6 necrotic damage. The target dies if the ray reduces it to 0 hit points.

At Higher Levels. When cast with an 8th level spell slot, you may target two creatures within range, which increases to three creatures when cast as a 9th level spell. When rolling for multiple targets, reroll any duplicate results. You must specify which ray will target which creature before you make the roll.

Create Greater Chimera

7th-level transmutation (ritual)


  • Casting Time: 1 minute
  • Range: 15 feet
  • Components: V, S, M (two or three creatures and cut precious gems worth at least 3,000gp which the spell consumes)
  • Duration: Instantaneous (30 days)

You combine two or three creatures into one. These creatures can't have a summed CR higher than 8 (a CR 0 creature counts as a CR 1/8th). The creatures need not be willing, but they need to be within range for its casting time. Once finished, their bodies merge into a chimera.

You choose the type of the new creature. The DM can veto your choice on the grounds of it being too different from the rest of the type to make sense, but at minimum you could always choose aberration, monstrosity, or a type from one of the component creatures.

For each of the six ability scores, the new creature has the highest, as well as the highest AC, highest speed (gaining any speeds the others had), and gaining proficiencies, senses, features, attacks, actions, and so on.

Add the creatures' maximum hitpoints together divided by half to find the chimera's hitpoints. The chimera is one size larger than its largest component creature. In combat, it shares your initiative but takes its turn immediately after yours ends. It has a number of actions on its turn equal to the number of component creatures used to create it, but a specific action only one creature has - a black bear's multiattack, for example - can only be taken once per turn.

The chimera has a single bond to you, that "My creator is my master, for who I am in service to and would give my life without hesitation." It understands one language of your choice, but it can only speak as much as its anatomy allows. However, the chimera is not natural, and cannot fully live on its own. Unless this spell is cast on it again before 30 days have passed, using the chimera instead of component creatures, the chimera will die; though there are other ways of prolonging life not detailed here.

 

At Higher Levels. If you cast this spell using a spell slot of 8th level, you can combine creatures with a summed CR of up to 10, and the chimera lives for 1 year. At 9th level, you can combine with a summed CR of up to 12, and the chimera lives for 10 years.

Fatigue

7th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You touch a Large or smaller creature, and try to forcefully drain its stamina. The creature must succeed a Constitution saving throw or become fatigued. While fatigued, whenever the creature uses the Attack, Cast a Spell, Dash, Dodge, or Ready action, moves more than half its movement, or makes a Dexterity (acrobatics) or Strength (athletics) check, it suffers one level of exhaustion. The creature can repeat the saving throw at the end of each of its turns, ending the effect early on a success.

Fruit of Legends

7th-level transmutation (ritual)


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (one of every edible fruit in the world, fresh, which are consumed by the spell)
  • Duration: Instantaneous

You ritually lay out at least one of each fruit from the world and magically transubstantiate them into a sliver of ambrosia, the fruit of legends.

The golden slice of fruit can be eaten as an action, rendering it inert. The fruit is as sweet as it is savory, with a heavily tart umami flavor, with darker bitter undertones and a meaty yet tender texture, and its juices bursts in the mouth as liquid gold.

When a creature eats the slice, it gains one legendary action. It can use this legendary action at the end of another creature's turn and regains it at the start of its own turn. That action can only be used to move up to its speed, to Hide, to Use and Object, to Search, to Attack (one weapon attack only), or to Cast a Spell (You can cast a spell with a casting time of a bonus action or reaction, or a cantrip with a casting time of one action - these spells cannot have concentration).

Once the creature finishes a long rest, the benefit of the fruit of legends fades. If the creature eats the slice of the fruit of legends once a week for a year, the benefit of the spell remains permanently.

Traveler's Ward

7th-level divination (ritual)


  • Casting Time: 1 hour
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 7 days

You summon a mystical ward to aid in the travel of those affected. Choose any number of willing creatures within range. Until this spell ends, those creatures gain the following benefits:

  • Difficult terrain no longer costs them extra movement to traverse.
  • They are immune to exhaustion.
  • They take no damage from nonmagical plants and minor hazards, such as walking through brambles or over sharp rocks.
  • They gain the effects of the sanctuary spell. If this effect ends for a creature, they regain the effect after 1 minute.

Maegis

7th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (an ornate shield worth 1,000gp, which the spell consumes)
  • Duration: Concentration, up to 1 hour

You shatter a valuable shield, moving its thousands of tiny pieces over the skin of a creature, a protective magical force filling in the gaps between each piece, forming its aegis. Until the spell ends, the target has resistance to all damage except force damage.

As an action, you - or the wearer - can dismiss this spell and cause the aegis to explode outwards. Each creature of your choice that you can see within 30 feet of the aegis wearer must make a Dexterity saving throw. On a failure, they take 6d12 force damage, or half as much on a success.

Plague

7th-level necromancy


  • Casting Time: 1 action
  • Range: Self (60-foot sphere)
  • Components: V, S
  • Duration: 1 minute

Your breath carries disease, infecting all those around you with horrific maladies. When you cast this spell, all creatures within 60ft of you must make a Constitution saving throw. Furthermore, any creature besides you which ends its turn within this cloud of disease must also make the save. On a success, they are not affected by this spell.

On a failure, the creatures is afflicted by a disease of your choosing. You must choose this disease when you cast the spell, and all creatures who become affected by this spell must suffer the same disease. At the end of each of the target's turns, it must make another Constitution saving throw. The creature has disadvantage on these saving throws if they remain within the disease cloud

After failing three of these saving throws, the disease's duration becomes 7 days, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell's effects on them end.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

  • Blinding Sickness. Pain grips the creature's mind and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws, and is blinded.
  • Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
  • Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
  • Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
  • Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
  • Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

At Higher Levels. When you cast this as an 8th level spell, the duration of the disease becomes one month, should the target fail three saves. When you cast this as a 9th level spell, you may instead imbue the earth in a 60ft circle around you with disease, causing the effects of this spell to remain in that area for 24 hours. Casting the spell in this way every day for a year and a day causes this effect to become permanent.

Power Word: Hold

7th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that freezes a creature you can see within range, preventing it from moving. If the target has 200 hit points or fewer, it is restrained.

The restrained target can use its action to make a Constitution saving throw to resist the physical effect of the spell, ending the spell on a success.

Power Word: Ignite

7th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that causes one creature you can see within range to spontaneously combust. If the target has 250 hitpoints or fewer, it immediately takes 8d6 fire damage and begins to burn from the inside out. Otherwise the spell has no effect.

While burning, the target sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and it takes 4d6 fire damage at the start of each of its turns. All damage dealt by this spell ignores resistance and immunity to fire damage. The target can make a Dexterity check against your spell save DC at the end of each of its turns. On a success, this burning effect ends.

The magical flames created by this spell can't be extinguished by nonmagical means. If damage from this spell kills a target, the target is turned to ash.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage (initial and recurring) increases by 2d6 for each slot level above 7th.

Power Word: Pacify

7th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You utter a word of power that can compel one creature you see within range to become calm. If the target has 150 hit points or fewer, it is pacified. Otherwise, the spell has no effect.

While the target is pacified, it can't willingly act in a way that damages other creatures. A pacified creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. It can also make this saving throw the first time it takes damage on a turn.

Power Word: Pulverize

7th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that destroys a Huge or smaller object or creation of magical force that you can see within range. If the target is a Gargantuan object or creation of force, this spell destroys a 15-foot-cube portion of it. A magic item that isn't being worn or carried is subject to the effects of this spell if its rarity is common, otherwise the magic item is unaffected.

At Higher Levels. When you cast this spell with an 8th-level spell slot, a magic item is subject to the effects of this spell if its rarity is uncommon or lower, additionally you can now destroy an object of Gargantuan size. When you cast it with a 9th-level spell slot, a magic item is subject to the effects of this spell if its rarity is rare or lower, additionally you can now destroy an object of Colossal size.

Storm Spear

7th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call forth lightning into a crackling spear of energy, which you use to either make one melee spell attack against a target within 5 feet of you or one ranged spell attack against a target that you can see within range. Then the spear vanishes.

On a hit, the target takes 8d8 lightning damage, and if it isn't immune to lightning, it must make a Constitution saving throw. On a failure, it falls prone and becomes paralyzed and restrained for the duration, taking 2d8 lightning damage at the start of each of its turns. It repeats the saving throw at the end of each of its turns, ending the effect on a success. On a miss, the target takes half as much damage and suffers no other effects from the spell.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage dealt increases by 2d8 for each slot level above 7th.

Suffocate

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, M (a bit of rope from a noose)
  • Duration: Concentration, up to 1 minute

All creatures within the area of this spell begin to suffocate immediately, gasping for air. Choose a point within view in range. All creatures within 20 feet of that point must make a Constitution saving throw. On a success, they are unaffected by the spell.

On a failure, the creature begins to choke, taking 6d6 necrotic damage per turn. They may repeat the save at the end of each of their turns. While suffocating, all attacks against the creature have advantage, and all of the creature's own attacks have disadvantage. Furthermore, the creature's speed is halved, and the effect does not end if the creature leaves the radius of the spell.

If the creature is still affected by the spell after one minute has passed, they fall unconscious. Creatures that do not need to breathe are unaffected by this spell.

Wildfire

7th-level evocation


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a charred branch from a forest fire)
  • Duration: Concentration, up to 1 minute

You create a raging fire at a point on the ground that you can see within range. For the duration, wild flames engulf the area in a 60ft radius circle centered on the point, burning all creatures within it.

The ground in this area becomes difficult terrain, unless the creature has fire resistance or immunity. At the end of each creature's turn, if they remain within the range of the fire, the creature must make a Dexterity saving throw. On a failure, the creature takes 8d8 fire damage and is set on fire, halving the creature's speed until the end of their next turn. On a success, the creature takes half damage, and is not set on fire.

For every turn you spend concentrating on this spell, the wildfire grows and engulfs new area in flames. At the end of each of your turns while you are concentrating, roll a d20. On a result of 11 or above, you may control the direction that the fire spreads, otherwise the direction is determined randomly by your DM. The wildfire expands by 20ft per turn; the side of the circle in the direction of the spread is pushed out until the total radius increases by 20ft, while the opposite side of the circle remains static.

Magic such as gust of wind can help aid the spread of this fire. If a gust of wind spell is active within the radius of the wildfire, then the flames will automatically spread in that direction at the end of your turn. If you choose to attempt to spread the fire with the wind, the area increase rises to 30ft for that turn; meanwhile, if you attempt to spread the fire in the opposite direction, then the area of the fire does not grow that turn.

8th Level Spells

Airboat

8th-level conjuration (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a wisp of wool covered in silver dust worth at least 700gp, which the spell consumes)
  • Duration: 12 hours

A boat formed from clouds comes into existence above the caster. This ship can be any sort of ship the caster has seen and remembers. The clouds that compose this ship do not block the majority of sunlight, and thus does not affect the light underneath it. This ship has 100 hit points, an AC of 12, and immunity to acid, cold, and poison damage. It has a fly speed of 120 feet, and can carry a number of creatures equal to three times the caster's spellcasting ability modifier.

Only the caster may pilot the ship. While piloting it, you may use your action to fire up to three bolts of lightning. Choose a single target or a number of targets within 60 feet, and make a ranged spell attack roll for each bolt of lighting. Each bolt deals 3d6 lighting damage on a hit.

A gust of wind spell or similar magic halves the speed of the boat, and will dispel it entirely if it spends more than two rounds within the area of effect. The skywrite spell can be used to open up a hole in the ship, large enough only to drop a single creature from the craft.

If this spell is cast upon a previously existing vessel or waterborne vehicle such as a ship or boat, the clouds instead form below the ship's hull, and begin to levitate the ship upwards into the air. The clouds retain the same statistics as above - with the exception of speed, which is replaced by the ship's speed if it is higher than the Airboat's. if the clouds are destroyed while the ship is mid air, the ship begins to fall with all creatures on board.

Bolt of Fate

8th-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You briefly allow the currents of fate to guide your hand, releasing a bolt of pure magic to strike a creature you can see within range. The creature must make a Charisma saving throw. Roll 3d100's (3 percentile die) and choose one of the die. On a failed save, the die you chose is how many hit points the creature loses. A creatures loses half as many hit points on a successful save. Either way, a creature cannot lose more hit points than it currently has.

This spell can be cast through scrying and divination sensors you're using without interrupting the sensor, even if you would not normally be able to cast through them.

Dragonhide

8th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a dragon scale worth 500gp, which the spell consumes)
  • Duration: 8 hours

This spell makes the flesh of a willing creature you touch begin to harden into leather-like hide and grow scales as tough as a dragon's. For the duration, the target's AC can't be less than 24, regardless of what kind of armor it is wearing.

If AC given by armor does not match or exceed the benefits of this spell it is replaced. Shields still add additional AC to this spell.

Permanency

8th-level abjuration (ritual)


  • Casting Time: 1 hour
  • Range: Self
  • Components: V, S, M (one solid diamond cube worth at least 1,000gp for every level of the spell you wish to make permanent, as well as all material components included in the original spell - all of which the spell consumes)
  • Duration: Instantaneous

This spell makes another spell permanent by altering the very nature of its magic, stretching the spell across time itself.

The first spell you cast after casting Permanency that has a duration of 1 minute or longer is made permanent. This spell cannot affect spells that require concentration.

A permanent spell has a duration of Until Dispelled, regardless of the spell's description. It is surppressed inside an area of antimagic. If the spell is of 7th level or lower, ability checks made to dispell it treat it as an 8th-level spell.

Power Word: Petrify

8th-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You speak a word of power that calcifies the body of one creature you can see within range, entombing it as a statue. If the target has 100 hitpoints or fewer, it begins to turn to stone and is restrained. Otherwise the spell has no effect.

The restrained target must make a Constitution saving throw at the end of its next turn. On a success, the effects of this spell end. On a failure, the target is petrified until the effect is removed, such as by the greater restoration spell or similar magic. If the creature is physically broken while petrified, it suffers similar deformities if it reverts to its original state - with the specific effects determined by the DM.

You can choose the material the creature is petrified as. Typically, it is stone if not stated otherwise, but it can also be other materials such as glass, wood, metal, or another non-magic material.

Scarlet Haze

8th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a blood ruby worth at least 500gp)
  • Duration: Concentration, up to 1 minute

You create a thin blood-red fog in a 30ft sphere around a point you can see within range. All creatures within the cloud must make Wisdom saving throws against your spell save DC. Any creature that ends its turn within the fog must also make this save. On a success, the creature begins to cough and hack, and immediately begins to attempt to leave the fog.

On a failure, the creature begins to rage uncontrollably, murderously striking at anything nearby. This effect lasts for 1 minute, even if the creature leaves the fog. While raging, the creature is under the following effects:

  • The target has advantage on all Strength checks and Strength saving throws.
  • Whenever the target makes an attack roll using Strength, they deal an extra 1d6 damage on a hit. While within the red fog, the extra damage increases to 2d4, and deals necrotic damage rather than weapon damage.
  • The target has resistance to bludgeoning, piercing, and slashing damage. While within the red fog, the target does not have resistance to any attacks made by another creature affected by this spell.
  • The target may make an additional attack as a bonus action on each of its turns.
  • The target must move towards or attack a creature on its turn. If physically restrained from doing so, the target may remake their Wisdom saving throw at the end of each turn when they are restrained; they will still spend each turn attempting to break free, and do not get to remake the save if they manage to escape.

When this spell ends, whether through the duration elapsing or the caster losing concentration, the affected creatures gain one level of exhaustion. Furthermore, each creature must make a Constitution saving throw. On a success, the target is stunned for 1 round. On a failure, the target is stunned for 1d4 + 1 rounds, and takes 2d8 necrotic damage.

Any target killed while under the effects of this spell has its body mangled, as it rips itself apart trying to continue fighting. The caster gains no control over any creature affected by this spell, though creatures will attack any other target within range before striking the caster

Shadowform

8th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a black silk shroud worth 300gp, left wrapped around centuries-old bones for a year)
  • Duration: Concentration, up to 10 minutes

You transform yourself into a shadow, imbuing yourself with dark energy and necromantic magic. As a shadow, you have 50 hitpoints, your speed increases to 40 feet and have the same speed as hover-flight, your AC becomes 12 + your Dexterity modifier, and you gain the following other features:

  • While in dim light or darkness, you may take the Hide action as a bonus action. You have advantage to all Stealth checks made in dim light or darkness. You also have darkvision out to 60 feet.
  • You gain resistance to acid, cold, fire, lightning, and thunder damage; bludgeoning, piercing, and slashing damage from non-magical weapons.
  • You gain immunity to necrotic and poison damage.
  • You gain vulnerability to radiant damage.
  • You gain immunity to the Exhausted, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, and Restrained conditions.
  • You may move through a gap as narrow as 1 inch wide without squeezing.
  • While in sunlight, you have disadvantage on all attack rolls, skill checks, and saving throws.
  • You gain an unarmed strike which deals 2d8 necrotic damage. This attack uses your Dexterity modifier, and reduces the targets Strength score by 1d4 - 1 on a hit. If a target is reduced to 0 Strength in this way, it dies instantly, and rises 1d4 days later as an independent shadow.

Your gear merges into this form when you cast this spell, and you may not use it while transformed. Furthermore, you may not cast spells or use class or racial abilities while transformed. This spell ends when the duration elapses, you lose concentration, or your form drops to 0 hit points. If you are in a location where your body cannot reappear, then you are shunted to the nearest available space, and take 2d6 force damage.

True Dragon's Breath

8th-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (a ghost pepper)
  • Duration: Concentration, up to 10 minutes

You touch one willing creature and imbue it with the immense power to breathe out a magical frenzy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 30-foot cone or 30-foot long, 5-foot wide line (it chooses each time it takes the action). Each creature in that area must make a Dexterity saving throw, taking 12d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

9th Level Spells

Conjurer's Arsenal

9th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (an ornate key, worth at least 5,000gp)
  • Duration: Concentration, up to 1 minute

You raise the key and call upon the armories of the outer planes, summoning spiritual replicas of countless weapons to strike at your foes.

When you cast the spell, and as an action on each of your turns thereafter, you create 5 spectral weapons within range that each strike a creature you can see within range, each weapon dealing 1d12+3 magical bludgeoning, piercing, or slashing damage (your choice), as well as 1d6+3 radiant or necrotic damage (radiant for upper planes, necrotic for lower planes, or any combination of the two) - the damage done by these weapons counts as adamantine damage for the purposes of overcoming resistance or immunity. The weapons all strike simultaneously, and you can direct them to hit one creature or several.

Disjunction

9th-level abjuration (ritual)


  • Casting Time: 1 action
  • Range: Self (60-foot sphere)
  • Components: V, S, M (an emerald worth at least 1,000gp, which the spell consumes)
  • Duration: Instantaneous

You unleash devastating abjuration magic in the area centered on you, disrupting the weave of magic itself. Spells and other magical effects not originating from you or any creature you touch during the casting of the spell in the affected area are immediately dispelled as if targeted by a dispel magic spell cast with a spell slot of 9th level, regardless of their possible immunity to being dispelled by dispel magic, such as the one of wall of force. All magic items with a rarity of legendary or lower in the affected area must succeed on a Wisdom saving throw or lose all their properties and become nonmagical permanently - potions and scrolls automatically fail. Magic items have a bonus on this saving throw in addition to their possible Wisdom saving throw bonus if they are sentient, depending on their rarity, as follows:

Item Rarity Saving Throw Bonus
Uncommon +1
Rare +2
Very Rare +3
Legendary +4

A magic item in possession of a creature has a bonus to this saving throw equal to the Wisdom saving throw bonus of the creature weilding it.

If this spell is cast within an area affected by an antimagic field, make an ability check using your spellcasting ability. The DC is equal to the spell save DC of the creature that cast the antimagic field. On a successful check, the antimagic field ends and all creatures and magic items suppressed by the field is subjected to disjunction as normal. On a failed check, this spell ends and has no effect.

Finally, this spell has the potency to disjunct even magic items of the highest powers, albeit at a cost. A magic item with a rarity of artifact or higher that is in the area affected by this spell has advantage as well as a +5 bonus on the saving throw to resist its effects. If such an item fails its saving throw to resist the effects of this spell, roll a d100. On a 5 or higher on the roll, you attract the attention of some powerful being who has interest or direct connection with the item.

Draw Potential

9th-level transmutation


  • Casting Time: 1 reaction, which you take when a creature within range drops to 0 hitpoints or dies
  • Range: 60 feet
  • Components: V, S, M (A vial of blood of a creature whose CR is above 16, or of a legendary creature, which the spell consumes. The blood of one specific creature can only be used once)
  • Duration: 1 minute

You draw upon the fading life force of a willing creature to bring out its true potential in its final moments. All of its equipment is re-equipped/donned if any of it has been dropped, even if said equipment is now being worn or carried by another creature. For the duration, the target cannot cast spells nor receive healing from any source, and gains the following benefits:

  • The target cannot die unless it's Hitpoints are reduced to their negative full number of hitpoints (IE: if a creature has 100 HP, they could only die if they were reduced to -100 HP).
  • The target can take two full actions on its turn.
  • The target is immune to the effects of all conditions, and all conditions currently affecting it are removed (unless the target doesn't want a condition to be removed).
  • The target has advantage on all rolls of any kind, and cannot be given disadvantage by any means. Ranged weapon attacks ignore all cover besides total cover.
  • When the target hits with a melee or ranged weapon attack, they deal an additional 3d12 force damage.

When this spell ends, the target dies immediately, and you must succeed on DC 20 Constitution saving throw or gain 1 level of exhaustion.

Form of Space and Stone

9th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a heartstone from the plane of earth and a soul light from the astral plane, both of which are consumed)
  • Duration: Concentration, up to 1 hour

You mirror the true form of the gods, your physical form changes to your spiritual form for the duration, stone and space manifesting as its body. You gain the following benefits:

Stone. You are immune to non-magical bludgeoning, piercing, and slashing damage, and resistance to magical bludgeoning, piercing, and slashing damage. You immediately gain 100 temporary hitpoints. Finally, you reduce all incoming damage you take by 10.

Space. You can spend 5 feet of movement to teleport to an unoccupied space you can see. If you are the target of an attack or effect, you can spend 5 feet of movement as a reaction, avoiding the attack or effect (if you leave its area). Finally, you can petrify a creature you reduce to 0 hitpoints and add its form to yours, healing you for an amount equal to its number of hitdice (no action required). The statue crumbles into gray dust.

When the spell ends, you take 2 levels of exhaustion.

Fusion

9th-level transmutation (ritual)


  • Casting Time: 1 action
  • Range: Self (one other creature within touching range)
  • Components: V, S, M (a highly polished gemstone worth at least 5,000 gp which may be consumed by the spell; see description)
  • Duration: 1 hour

One of the most respected spells in existence - which have resulted in the creation of some of the most incredibly powerful entities.

You touch a willing creature within one size category of you, and your two bodies merge into one. If that creature understands you, it can use its reaction to expend a spell slot of at least 5th level to aid you in casting this spell; if it does not, the material component of this spell is consumed in it's place.

This fusion physically alters your body so that you appear as a mixed version of yourself and the creature. You may choose the size of the fused being based on the sizes of the creatures fused in the spell - or becoming one size smaller or larger than the largest component creature.

You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends. As the fused being, the attunement slots from both creatures are pooled.

For the duration, your body and the target's are effectively one in the same, and together you share one turn. You remain in control of yourself — of the fused body — but the target is fully aware of everything you are physically doing, and can see through your senses, you may also release control to the target if you wish, and vice versa as a free action. While fused, you and the target can communicate telepathically. You are both aware of any surface thoughts, knowledge, or memories of each other, but can purposefully conceal anything not at the forefront of your consciousness.

For the duration, you:

  • Are treated as all creature types associated with both fused creatures, as well as monstrosity.
  • Have the highest proficiency bonus of the two creatures.
  • Have the combined maximum hit points and remaining hit points of yourself and the target.
  • Have the combined number of hit dice from both you and the target.
  • Have the highest ability score from yourself or the target - plus half of the lowest corresponding ability score.
  • Have all proficiencies that you or the target had previously.
  • Gain a +5 bonus on any ability check, attack roll, or saving throw if either you or the target would have proficiency in it - as well as a +5 bonus to spellcasting ability and DC.
  • Can use all features and spells of the target, except for those it purposefully conceals from you. You have access to all cumulative spell slots of the two creatures.
  • Gain the combined number of attacks you can make per round from yourself and the target.
  • Gain the combined speed and speed types of yourself and the target.
  • Gain the combined senses of yourself and the target.
  • Can concentrate on two spells simultaneously, but only if one is one you could otherwise cast and the other is one the target could cast.

At any time, you or the target can use your reaction to end this spell early. When the spell ends:

  • The target reappears in an unoccupied space of its choice within 5 feet of you, and your body to returns to normal. If there is insufficient space, the target is magically forced through whatever physical matter is blocking its reappearance in the shortest possible path to an open space, before reappearing in that space and taking 1d6 force damage for every 5 feet of matter through which it moved.
  • All equipment on your person or absorbed in the transformation is returned to its original positions on its original owners.
  • Remaining hit points are split between yourself and the target — unless one party would exceed maximum hit points, in which case the rest of the hit points go to the other party. Remaining spell slots are similarly split between yourself and the target.
  • Any conditions, curses, diseases, or similar effects that were afflicting the target before the fusion are returned to it as appropriate. Any such effects gained during the fusion are retained only by you as the caster.

Heart Ripper

9th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (blood of the caster)
  • Duration: Instantaneous

You carve an insidious mystical pattern into your chest, and with the sweep of a hand, you send invisible bolts of force surging wildly towards an area within range. Roll 20d20 + 25; the total is how many hit points of creatures this spell can affect - you also take half as much in necrotic damage. If you die due to the loss of hitpoints, the spell still takes place.

Creatures within a 30-foot radius of a point you choose within range are affected in ascending order of their current hit points.

Starting with the creature that has the lowest current hit points, each creature affected by this spell has its chest caved in and its heart pulled from its body, instantly killing the creature. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead, constructs, oozes, and other creatures with no anatomy or no heart are unaffected by the spell.

Karma

9th-level divination


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You seize control of the possible future, and bend your enemy's fate to your will. Each creature you choose within a 40 foot cube centered on a point within range must make a Wisdom saving throw or have its fate be altered until the spell ends. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature who's fate is altered has disadvantage on attack rolls, ability checks, and saving throws, and their proficiency bonus is reduced to 2.

Mass Disintegrate

9th-level transmutation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a lodestone and a pinch of ash)
  • Duration: Instantaneous

Up to eight thin green rays spring from you, each striking a target that you can see within range. A target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. Each creature can only be hit by one ray.

A creature targeted by a ray must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 60 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

A ray automatically disintegrates a large or smaller nonmagical object or creation of magical force. If a target is a huge or larger object or creation of force, a ray disintegrates a 20-foot-cube portion of it. A magic item is unaffected by these rays.

Nimbus

9th-level transmutation (ritual)


  • Casting Time: 24 hours
  • Range: Touch (10-mile radius)
  • Components: V, S, M (a crystal embedded map of the nearby region worth 1,500 gp, which the spell consumes)
  • Duration: 10 days

You take control of the weather within a 10 mile radius of a point you touch for the duration. You must touch this point throughout the casting of this spell.

When you cast this spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change the precipitation, temperature, and wind speed. It takes 1d4 hours for the new conditions to take effect. Once they do so, you can change the conditions again as an action while touching the point. When the spell ends, the weather gradually returns to normal over the course of a day.

When you change the weather conditions, find a current condition on the following tables and change it to another form of your choice. When changing the wind, you can also change its direction.

Precipitation

Stage Condition
1 Clear
2 Light Clouds
3 Overcast or Ground Mist
4 Light Rain, Hail, Snow, or Fog. The area is lightly obscured.
5 Thunderstorm. The area is lightly obscured. Every hour, a bolt of lightning strikes a point you can see within the 10-mile radius. All creatures within 10 feet of the impact must make a Dexterity saving throw or take 3d10 lightning damage. Structures also take this damage.
6 Driving Hail. For every 10 minutes a creature spends outside, it must make a Constitution saving throw or take 1d6 bludgeoning damage. Structures also take this damage. The area is lightly obscured and difficult terrain.
7 Blizzard. For every 10 minutes a creature spends outside, it must make a Constitution saving throw or take 1d6 cold damage. The area is heavily obscured and difficult terrain.

Temperature

Stage Condition
1 Searing Heat. For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion and take 1d6 fire damage. Creatures with fire resistance or who rest every 10 minutes to drink water and cool off have advantage on this saving throw.
2 Hot. For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion. Creatures with fire resistance or those who rest every 10 minutes to drink water and cool off are unaffected.
3 Warm
4 Temperate
5 Cool
6 Cold. For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion. Creatures with cold resistance or those who rest every 10 minutes to warm themselves are unaffected.
7 Arctic. For every hour a creature spends outside, it must make a Constitution saving throw or gain one level of exhaustion and take 1d6 cold damage. Creatures with cold resistance or those who rest every 10 minutes to warm themselves have advantage on this saving throw.

Wind

Stage Condition
1 Suffocating. Creatures take an extra 1d6 fire damage from the Searing Heat temperature stage, and gain two levels of exhaustion from the Hot and Searing Heat temperature stages, instead of one
2 Stifling. Creatures take an extra 1d6 fire damage from the Searing Heat temperature stage
3 Stagnant
4 Calm
5 Light Wind
6 Strong wind. Creatures in the area take an extra 1d6 damage from the Driving Hail and Blizzard precipitation stages.
7 Gale. Creatures take an extra 1d6 damage from the Driving Hail and Blizzard precipitation stages and gain two levels of exhaustion from the Cold and Arctic temperature stages, instead of one.

Power Word: Birth

9th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You utter a word of fertility and a creature of your choice appears out of a corpse you can see within range. The creature can be up to CR 10, and the corpse is destroyed. It acts on your initiative and is initially allied with you, but has powerful self-preservation instincts and will not usually die for you, follow you around, or serve you for a long period of time. If it reasonably perceives as a threat to it or its spawn, it will become hostile to you until it judges you are no longer a threat. If allied, you direct it in combat.

The creature you choose must be an aberration, celestial, dragon, fey, fiend, monstrosity, or a plant. You need to have seen the creature before, either in person or some description. If you haven't, you can make a DC 20 Intelligence check to imagine it.

Rain of Lotuses

9th-level evocation


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a black lotus flower)
  • Duration: Concentration, up to 1 minute

The sky above a point you designate within range rapidly becomes dark and star filled like the night sky. Lotuses as black as midnight and sparkling with starlight fall from the sky, filling an 100-foot-radius, 100-foot high cylinder centered on a point you can see within range.

The lotuses fill the ground and air, and explode with divine energy when they come into contact with any outsiders ─ aberrations, celestials, elementals, fey, fiends, or undead (and even divine). Creatures of that type entering the area or starting a turn there, take 5d8 points of aetherion damage and must make a Constitution saving throw.

On failure they are Poisoned until they leave the spell's area - even if they are previously immune to poison or the poisoned condition. On success they become immune to the nauseating effect of the lotuses, but not the damage.

Reverse Time

9th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a shard of a mirror worth 500gp, and an hourglass worth 500gp)
  • Duration: Special

with time moving backwards instead of forwards, undoing actions and reverting changes to the world. When you cast this spell, you may choose how many rounds of time to reverse. If you wish to reverse only one round, you must make a DC 17 ability check using your spellcasting modifier. This increases to DC 21 to reverse two rounds, DC 25 to reverse three rounds, DC 29 to reverse four rounds, and DC 33 to reverse five rounds. On a success, the spell continues as normal; on a failure, the spell fails and the spell slot is wasted.

After casting the spell, time immediately stops, and begins to move backwards. Rivers flow in reverse, all spoken words become meaningless backwards gibberish, and actions are slowly undone. Each turn that occurred during the time span replays in reverse, undoing healing and damage. Spells cast return to their casters, un-expending spell slots. Any uses of class features are returned. A creature that died is even returned to life, as though the life-ending action had never occurred. A dead creature returned to life in this way must make a Wisdom saving throw, or be stunned for 1 round while they reel from the experience of being so roughly yanked back to life.

Spellburn

9th-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (the gemstone tooth of a demilich worth at least 1,000gp, which the spell consumes)
  • Duration: Instantaneous

Similar to the spell revoke, this magic targets spellcasters at the core of their magical ability. When you cast this spell, choose a target you can see within range. If the target has spell slots, it is subjected to a burning magic malaise. If the target does not have spell slots, you take 18d6 + 40 necrotic damage as the magic rebounds on you.

Each time the creature casts a spell using a slot of 1st level or higher, they must make a saving throw with their spellcasting ability score. If the creature does not have a spellcasting ability score specified, it makes a Constitution saving throw instead.

On a failure, the slot is expended, but the spell does not take effect. The target also then takes 2d8 necrotic damage per level of the slot expended. On a successful save, the spell is cast as normal, and the creature takes only half damage.

After three successful saving throws, this effect ends for that creature. After three failed saving throws, the creature is rendered unable to cast spells until they complete a long rest. These successes and failures do not need to be consecutive, keep track of both until one of the two is reached.

Sanctification

9th-level evocation (ritual)


  • Casting Time: 24 hours
  • Range: Touch
  • Components: V, S, M (A Holy Symbol worth 1,777 gp, a handful of dirt of the area to be sanctified, and herbs, oils, and incense worth at least 2,000 gp, which the spell consumes)
  • Duration: Until dispelled

This spell is utilized by high regency clerics to create holy (or unholy) ground for their gods or pantheons. You touch a point and infuse the area around it with divine power. The area can have a radius of up to 300 feet, and the spell functions with the abilities of the spell Hallow - with the following additions:

  • All forms of outsiders (abberations, celestials, elementals, fey, fiends, undead, and divine) can be targeted by the spell.
  • As per the spell Hallow you may select any number of the extra effects - rather than just one. You also gain access to the following extra effect:
    • Communion. You pick up to 3 different divine domains
      • Spells of those domains cast in the area dont use spell slots.
      • If Divine Creatures (such as deities, demigods, titans, etc) are excluded from the effects of the spell, then a deity of one of the corresponding domains may manifest physically on the material plane suffering no ill effects from the Primal Ban.

Spirit Bomb

9th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a flower, gem, or vial of water from the upper planes, which the spell consumes)
  • Duration: Concentration, special

By harnessing the life energy of the world you reside upon, you create a well of expansive power that surpasses the limits of any mortal spellcaster.

The damage dealt by this spell, as well as its area of effect, is determined by the environment and population within 100 miles of you. if there are several distinct environments within this area, use whichever is the most powerful and vibrant with life.

The spell's base damage is 10d6. Once when you cast this spell and again on each of your turns before the spell ends, you can use your action to gather energy from your surroundings. Doing so increases the damage of the Spirit Bomb by 10d6, up to a maximum determined by the sum of the Spirit Bomb tables. The Spirit Bomb forms in the space directly above you - anywhere between 10 to 100 feet above you - and reaches a total diameter (in feet) equal to half the number of d6s it can deal in damage at that time. As it expands, it pushes away from any terrain, objects, or creatures within its space.

In order to derive energy from the population, they must be willing to contribute to it. The population is not innately compelled to contribute, nor are they automatically made aware of the casting of the spell. You may parlay a telepathic communication to all creatures within the area to lend their energy to you. The DM may determine that a population would be unwilling or reluctant to do so, therefore reducing the effectiveness of the spirit bomb. In these cases, a Charisma (Persuassion or Intimidation) check would be appropriate. To contribute, a creature must use their reaction when you use your action to gather energy.

Once the spirit bomb has reached its maximum power, you can use your action to hurl it to a point within 1 mile of you that you can see. Every creature within a sphere equal to twice the spirit bomb's size centered on that point must make a Dexterity saving throw. They take an amount of force damage equal to the spell's accumulated damage on a failed save, or half as much on a success. This damage ignores resistance and immunity to force damage, instantly destroys creations of magical force, and deals double damage to objects and structures. Evil-aligned creatures have disadvantage on the saving throw, while Good-aligned creatures have advantage. The spell ends when you throw the bomb, if you don't use your action to gather energy or throw the bomb on your turn, or if you move more than 30 feet away from the spirit bomb. If the spell ends before the Spirit Bomb is thrown, the accumulated energy harmlessly fades back into the world.

After the spell has ended, you must succeed on a DC 25 Constitution saving throw, taking 4 levels of exhaustion on a failure, or 2 levels of exhaustion on a success. Once you have successfully derived energy from a population or location, you cannot do so again for 30 days.

Restriction: Planar Alignment

It is recommended that usage of this spell be restricted to those who follow the natural alignment of the plane they are drawing energy from. If this is the case, you may change which alignments are vulnerable or resistant to the spell's effects, as appropriate to that plane.

Environment

Environment Base Damage Limit
Dense (Jungle or Lush Forest) 30d6
Moderate (Forest or Ocean) 25d6
Minor (Hills or Valleys) 20d6
Sparce (Mountains or Desert) 15d6
Scourged (Dead or Desecrated) 10d6 (minimum)

Population

Population Bonus Damage Limit
Dense (Large City) +20d6
Moderate (Town) +15d6
Sparce (Village) +10d6
Limited (Caravan) +5d6
Uninhabited -
Bestowed by Gods

Due to the immense power of this spell - which borders on the capability of high magic - only those who have been trained by deities or higher entities may have this spell granted to them, as it is held as a closely guarded secret.

High Magic

"Feel the flow of the weave itself: its pulse, its rhythm, its power. Know the weight of the Magic within yourself, and how it shan't be used on a whim."

--- Pryxis, Archmagus Æternal

Epic-level magic (also known as High Magic, or True Dweomer) is not something to be used lightly. There was a time when epic magic was available to mortals but due to the dangerous power it provided, the arbiter of magic: Mystra, a being who was said to control magic itself, decided to limit it after the folly of man. Ever since that faithful day, mortals only have access to 9th level magic and if one should wish to have 10th level magic or above, they must step up to reach the power of the gods themselves.

The only ways for one to gain access to True Dweomer is through incredible study and determination, to gain the favor of a god, or a similarly powerful individual. While there may be long-forgotten scrolls and tomes with their contents, they are so rare as to be dismissed as rumor and hearsay.

No High Magic is to be used lightly, as it reshapes both the weave and the world around the caster with immense raw power. Deities and the natural forces that-be may seek to deliver retribution upon those who utilize high magic with little regard for the natural order. Indeed, even deities face reprimandations for using high magic.

Alternate Rule: Divine Rampancy

Due to the immense power of High Magic, as well as the High Magic Ban enacted by Mystra, casting High Magic can yield immense consequences - one of these consequences would be a form of Godly Madness: Divine Rampancy.

To read more about Divine Rampancy as an alternate ruleset for casting High Magic, more information found in - Path to Godhood under the "Divine Rampancy" section.

Divine Rampancy as a ruleset allows High Magic to be cast, but with consequences for doing so. This can also be used to prevent deities and higher creatures from utilizing high magic without regard.

Gaining High Magic

Epic spells only become available to learn at 21st caster level and above. As such, these spells are considered amongst the most potent magics known across the planes and rival demigods and quasideities in their power. Epic spells represent the next stage of spell power beyond 9th level.

As the ability to cast 9th-level spells is a fundamental requirement to cast even more powerful spells, only full casters have the ability to cast epic spells. Full casters include bards, clerics, druids, sorcerers, warlocks, wizards, and all other classes who can reach 9th level spell status.

For reading more about 21st through 30th character levels, as well as epic magic slots, look to Epic Characters for more information.

Learning High Magic

In order to learn an epic spell, you must find the necessary notes and research in order to cast it. This may take the form of multiple spellbooks, parchments, lost tomes or even strange runes inscribed either with energy or physically somewhere. Perhaps you encounter a willing demipower to teach you...

Epic spells are so complex and dense that few creatures have the mental capacity to know more than three as a maximum, although some exceptionally powerful deities have the capability to know more through intense study.

High Magic Spells

  • Cannot be negated via counterspell or dispel magic unless by using a 10th level spell slot to do so.
  • Bypass magic resistance - unless stated to be able to negate high magic spells
  • Cannot be duplicated via an item or feature that can copy or duplicate spells - unless stated to be on a similar level.
  • Have additional effects upon the world or plane they are cast, and are determined by the DM - such as a damaging high magic spell causing wild magic to sprout forth for twice the radius of the spell's area for 1d100 days.

Casting High Magic

High Magic spells are more difficult to resist than less powerful spells. When you force a creature to make a saving throw against a high magic spell, your spell save DC increases by 5 for each high magic spell slot (10th level = 5, 11th level = 10, 12th level = 15) for this spell.

Even legendary resistance doesn’t automatically work against a high magic spell. If a creature is obliged to make a saving throw and chooses to use legendary resistance, it must make a Legendary Resistance check and roll 5 or higher on a d20. if it fails, it can choose to repeat the check, provided it has one or more uses of legendary resistance remaining.

Effects on the Caster

Casting a high magic spell is extremely taxing for you. Following Mystra's ban, only immortal beings, such as demipowers and deities, are supposed to know how to cast such a spell, let alone do it.

If you are not a deity with at least Divine Rank 0, at the end of your following turn, you must make two DC 15 saving throws, randomly determined by rolling a d6 twice. A duplicate means just one save instead of two.

d6 Saving Throw
1-2 Intelligence
3-4 Wisdom
5-6 Charisma

These saving throws can't be augmented in any way, such as with bless or bardic inspiration, or by way of any high magic or divine intervention. For each failed save, you gain one level of exhaustion. All exhaustion levels gained this way disappear when you complete a long rest.

Regaining High Magic Slots

As High Magic is an extremely powerful force, regaining the ability to cast such spells takes a considerable amount of time or effort.

If you are mortal, to regain a spent High Magic spell slot, there are a few ways to go about doing so:

  • Wait one year per high magic spell slot spent to naturally accumulate magical essence from the weave. (10th level = 1 year, 11th level = 2 years, 12th level = 3 years)

  • Find a magically potent area known as a "Font of Magic" to tap into the weave physically - examples of such could include the following:

    • A supercaldera (or super volcano) where constant eruptions and pyroclastic flows explode from the surroundings on a regular basis.
    • An ancient mountain monastery where monks of a bygone era still reside - studying the wind, clouds and sky.
    • A worldtree where the roots of reality dig deep into the bones of the earth.
    • An isolated underground sea that has been untouched by the outside world, where time itself seems to halt.

    Utilizing a Font of Magic to regain a High Magic Spell Slot instead only takes 1d100 days of intensive study and meditation in the area. Consult your DM on the possibility of Fonts of Magic in your world.

  • Parlay a favor from deities or other entities to restore your spell slot instantly - this may come with consequences or unexpected favors, however.

If you are a deity with at least Divine Rank 1, you regain all spent high magic spell slots after a long rest in your home realm.

Casting Normal Spells with High Magic Slots

If one were to cast a normal spell, such as fireball, with a high magic spell slot, the fundamental nature of high magic intensifies it's effect with great power.

If a normal spell is cast with High Magic, it is subject to all the effects listed previously.

High Magic Rituals

Some High Magic spells are so innately powerful and complex, that they can only be cast as ritual spells alongside other high level spellcasters - these acts are referred to as High Rituals, and they are substantially more powerful than normal high magic.

In these cases, all casters involved must currently have at least 9th-level spell slots, with one of the casters having the high magic spell slot - and knowing the spell themselves.

While casting a High Magic Ritual in this way, 9th-level spell slots are drained from the lower spellcasters in the group - while the high magic spell slot is drained from the main caster, but all casters suffer the exhaustion effects of casting a high magic spell. The spellcaster who used a high magic spell slot during the ritual is subject to Divine Rampancy if your DM is utilizing that ruleset.

Many high magic rituals take days to cast, and for each day that the casters spend casting the spell, they must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion. This saving throw is made at the end of each day spent.

10th Level Spells

Absolute Death

10th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

With the lightest of touches, you completely destroy a creature's body and soul. A creature must succeed on a Constitution saving throw. On a failed save, a creature dies and their body, mind and soul are turned to black dust. They cannot be resurrected by any spell lower than a 10th level spell. On a successful save, a creature takes 110 (20d10) necrotic damage and 5 levels of exhaustion.

At Higher Levels. When you cast this spell at higher levels, increase the damage by 10d10 and the resurrection spell required increases by 1 for every level above 10th level.

Anglin's Nova

10th-level evocation


  • Casting Time: 1 hour
  • Range: Sight
  • Components: V, S, M (A dragon's heart dipped in silver worth at least 25,000gp)
  • Duration: Instantaneous

You punch a hole in the fabric of reality at a point you can see within range, causing raw magic to burst forth from the heart of the weave for a split second. This burst emits bright light with the properties of sunlight out to a distance of 100 miles, and an earth-shattering boom out to a distance of 50 miles. Any creatures within 1 mile of the burst who can see or hear the nova when it appears are blinded and deafened permanently until a greater restoration spell is cast on them.

Creatures within 1000 feet of the nova burst must make a Constitution saving throw, even if they are behind total cover. A target takes 20d6 + 50 force damage and 20d6 + 50 thunder damage on a failed save, or half as much damage on a successful one. Structures and objects not being worn or carried within this distance also take the damage, which is tripled against them. All creatures who failed the saving throw are pushed 100 feet away, taking fall damage equal to 1d6 bludgeoning per 10 feet thrown.

If this damage is enough to destroy objects or structures, they are obliterated, leaving behind traces of a white, scorched dust. Any creations of magical force are also obliterated. If this damage kills a creature or reduces it to 0 hit points it is obliterated in the same way, along with everything it is wearing and carrying except Artifacts. The creature can then only be restored to life by means of a true resurrection or wish spell.

Archspire

10th-level conjuration (high ritual)


  • Casters: 3
  • Casting Time: 3 days
  • Range: 1 mile
  • Components: V, S, M (a tiny replica of the structure to be created, forged from adamantine and ironwood, and a seed of any massive tree species, both of which are consumed by the spell)
  • Duration: Instantaneous

You conjure forth a magniloquent structure, a testament to your magic. The structure's height can be up to 5 miles (above or below ground, or split between) and can be up to 1,000 feet wide, but otherwise its appearance and broader makeup is up to you.

The structure can't be destroyed by any spell of 9th level or lower; however, it can be wished away to a different plane for up to 24 hours, or if it is targeted by an imprisonment spell and fails (the caster with the highest Wisdom saving throw makes the save), all of its entrances and exits lock for the duration and no creature can teleport in or out of it.

The structure has 25 AC, 1,500 hitpoints, and a damage threshold of 50 (making it immune to any single damage dealt that is below 50). While it stands, the structure recognizes a single ruler, allies, and any others the casters designate. The casters designate a ruler while casting the spell. If the ruler is killed or otherwise defeated, the structure recognizes the victor as the new ruler. The ruler can teleport or plane shift the structure to a new location over the course of 1 hour using a map that has the new location on it. The ruler can additionally teleport themselves to any other location in the structure as an action if they haven't been damaged in the last minute. The ruler and the allies can teleport to the structure from anywhere on the plane it resides over the course of 1 minute. Allies of the structure include the other casters of the spell (which can't be changed) and any other creature that the ruler designates. If the ruler changes, previously designated creatures cease to be allies.

The ruler is aware of all creatures within the structure and their precise location. They can also create creatures while within the structure as an action, of a type you decide when casting the spell (except humanoid) which can be up to CR 5. The total CR of creatures still active and created by the ruler can't exceed 150.

Additionally, the structure emanates an aura 10 miles in every direction (10-mile-radius sphere) This aura is tied to the type of creature chosen for the structure. An undead aura causes plagues and blights, a celestial aura causes bountiful harvest and beautiful creatures. Work with your DM to determine these effects. If the structure moves, the aura takes 7 days to assert and grow over the new land. The aura always suffuses the inside of the structure, and the ruler only ages one second for every day that passes in it.

Auma's Axiomatic Command

10th-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (the tongue of a solar angel gilded with gold worth at least 15,000gp)
  • Duration: Instantaneous

Choose 10 creatures within range (this is also the maximum number of creatures you may command in this way). With a gesture of your choosing, you bind your persona to the creatures' subconsciousness. The creatures must succeed on Wisdom saving throws or be affected, and creatures with 150 hit points or less fail this saving throw automatically. While affected, the creatures regard you as someone above themselves by natural order, and someone to be trusted, respected, protected, honored, and obeyed absolutely.

You have an unbreakable telepathic bond with all creatures affected by you in this way, and a creature understands and obeys the commands it receives through this connection unfalteringly. Requiring no actions, on your turn, you can command any number of them in this way.

You can specify any simple or general course of action, such as "attack", "run to a location", "guard an area", or "fetch an object". If they complete the order with no further commands, it defends and preserves itself to the best of its abilities, with you as it's prime importance.

You can use your action to take complete and precise control of one of these creatures. Until the end of your next turn, the creature takes only the actions you choose, and does nothing you don't want it to do. During this time, you can also cause the creature to use a reaction - but at the cost of your own.

If a creature affected by this spell dies, you can attempt to transfer the effects to another creature you can see within 30 feet of the body. They must make a Wisdom saving throw or be affected, creatures with 150 hitpoints or less automatically fail.

Any time the creature is knocked unconscious with any form of psychic damage, it makes a new saving throw against the spell. If they succeed, the spell ends.

The spell can otherwise only be ended with a Wish spell or similar magic, all other attempts simply fail.

Bubble Ward

10th-level conjuration (high ritual)


  • Casters: 3
  • Casting Time: 24 hours
  • Range: Touch
  • Components: V, S, M (a crystal ball and the clockwork heart of an inevitable, both of which are consumed by the spell)
  • Duration: Until dispelled

You set a crystalline sphere atop an inevitable's clockwork heart, and each caster touches the sphere while casting the spell. During the casting, the sphere sinks down and encases the heart, encompassing it completely.

Once cast, a runic bubble of protective force instantly explodes out from the sphere out to a radius of 50 miles. The bubble extends into the air and the underground, harmlessly passing through objects and the ground. You and any other caster can designate any creature or type of creature that can pass through the bubble when you cast it or after its casting. No other creature can pass through it, teleport into or out of the bubble (through such spells such as teleport, plane shift, gate or similar spells), or move objects into or outside of it.

The bubble has 1,000 hitpoints and a damage threshold of 100. If it is reduced to 0 hitpoints, it flickers and both the glass sphere and the runic bubble shatters before the spell ends. The bubble can be healed for 20 hitpoints if a creature attempts to teleport in or out of it with a conjuration spell of 5th level or higher, and the bubble is unaffected by dispel magic, anti-magic field, and similar effects.

The glass sphere has 10 hitpoints and 10 AC. If it is destroyed, the bubble shatters and the spell ends.

Circle of Incursion

10th-level conjuration


  • Casting Time: 24 hours
  • Range: 60 feet
  • Components: V, S, M (rare chalks and inks infused with precious gems and metal worth 5,000gp, which the spell consumes)
  • Duration: 30 days

As you cast the spell, you draw a 60-foot-diameter circle on the ground inscribed with sigils that link your location to a location you know on any world or plane of existence. A shimmering portal opens within the circle you drew and remains open for 7 days. For the duration, an identical circle appears at your chosen destination. Any creature that enters either circle instantly appears within 5 feet of the other circle or in the nearest unoccupied space if that space is occupied.

While they exist, both circles count as permanent teleportation circles, and allow incoming teleportation if a caster knows their sigil sequences.

At Higher Levels: When you cast this spell using an 11th-level spell slot, the Duration increases up to 1 year. When you cast this spell using a 12th-level spell slot, the Duration is permanent.

Constellate

10th-level transmutation (high ritual)


  • Casters: Varies (see description)
  • Casting Time: 7 days
  • Range: Self (60-foot radius)
  • Components: V, S, M (material from a number of fallen stars and meteorites equal to the number of casters, seven magic viewing items, and a royal scepter and orb, all consumed by the spell)
  • Duration: Instantaneous

You and other casters stand in the shape of a constellation of your choice. Each caster must be within a 60-foot radius of another, and the casters' positions must be proportional to the constellation. You need a number of casters equal to the number of stars in the constellation.

When finished, the constellation stars connect in the sky through beams of brilliant light, forming the creature or object of its legend and descending to the world at a point within 60 feet of the center of the casters. While Constellated, the stars are no longer part of the sky or heavens (as far as your world can tell).

The constellate creature or object lives up to its legend, story, and power. It must be widely known. The DM decides its statistics, which may use an artifact (if an object) or a creature of (usually) much Higher CR and ability. If it is a creature, it has its own personality and character according to its legend. It only cooperates with the contellating casters if it wishes to do so. If killed or destroyed, it de-constellates in a burst of starlight and the stars of its makeup return to the sky and heavens. The constellate naturally returns to the night sky after 7 days - or when it feels it has fulfilled its purpose.

Regardless of how the Constellate returns to the night sky, it can't be constellated again for 100 years.

Constellation Examples

For some consideration, it may be a simple process to use the Kraken statblock for a sea monster, or a holy avenger sword for a divine weapon. However, sometimes a constellation represents more powerful forms of the creatures or objects in the world.

In these scenarios, the DM may need to get creative by inventing or splicing together multiple magical items and artifacts, or giving creatures even more abilities - usually by increasing the number of attacks, legendary resistances, spells and such that are available to that creature.

In some scenarios, such as if your adventures take place on the world of Theros in the Mythic Odysseys of Theros campaign setting, the night sky is known as the realm of Nyx - where the gods reside. Constellating a deity in this setting may physically bring the deity (or rather an avatar of them) to the world, which can be insanely powerful. If this is the case for your world, consult the Path to Godhood for statistics on godhood - otherwise, use a restated and empowered Empyrean, Solar, Pit Fiend, or Balor with magic weapons.

Cosmic Javelin

10th-level conjuration


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S
  • Duration: Instantaneous

A brilliant javelin of pure cosmic light forms in your hand that you can throw at multiple targets target within range. The javelin casts bright light for 100 feet, and dim light for an additional 100 feet

Choose up to 10 different targets within range of you. Each target, except for the last one, must succeed on a Dexterity saving throw, taking 10d8 + 15 radiant damage and 10d8 + 15 cold or fire damage on a failed save, or half as much damage on a successful one. They must also succeed on a Constitution saving throw, becoming blinded, paralyzed, and restrained for 1 minute on a failed save.

The javelin bounces and curves from target to target until it makes it to the final target. Once the javelin reaches the final target it explodes brilliantly. The last target then must succeed on a Dexterity saving throw, taking 15d8 + 30 radiant damage and 15d8 + 30 cold or fire damage and be blinded, paralyzed, and restrained on a failed save, or no damage and no further effects on a successful one.

Dalaundo's Fatelessness

10th-level divination (ritual)


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (a flawless glass eye embedded with a diamond pupil worth at least 25,000gp)
  • Duration: 30 days

You become invisible to reality, hiding you out of fate's sight. You can return or hide yourself from fate's sight. While you are in fate's sight, the spell is undetectable, and has no effect. You can reactivate the fate shroud as a bonus action or as a reaction whenever you are targeted by an attack or harmful effect.

While you are hidden from fate's sight, you and anything you are wearing or carrying is hidden to anything not also under this spell, as if you had made a successful check to hide, however impossible such a check would've been. Because of this, you can stand in the open and not be noticed, shout and not be heard, attack and not be discovered, and so on. You cannot be tracked, and are hidden from all forms of divination magic, except of 11th level or above.

In addition creatures with truesight cannot see you and creatures with blindsight or tremorsense cannot sense you. If you attack a creature with truesight, they can make a Wisdom (Perception) check against your spell DC, if they fail nothing happens but if they succeed they see you for 1 round, but the spell is not dispelled.

This effect cannot be dispelled, disrupted, or suppressed, and is so strong, even gods or beings of similar power are often unable to penetrate it but some especially strong beings can try to see you. This spell lasts as long as 30 days but you can end it early if you wish.

At Higher Levels: When you cast this spell using an 11th-level spell slot, the Duration increases up to 1 year. When you cast this spell using a 12th-level spell slot, the Duration is permanent.

Denak's Praesidium Mantle

10th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a crystallized ingot comprised of adamantine, mithril, silver and diamond worth at least 10,000gp, which the spell consumes)
  • Duration: Concentration, up to 3 days

You vaporize the ingot in a flash of light as you utter an incantation of a multitude of wards and protections. The target becomes wreathed in swirling magical energies which suffuse their body and they gain the following benefits:

  • Your AC is 30.
  • You reduce all incoming damage from any source by 50.
  • You are immune to exhaustion.
  • You are immune to any divination magic of 9th level or lower.
  • If you are subjected to a harmful effect that makes you roll a saving throw, you roll it with advantage and add an additional +5 bonus.
  • Your touch erases matter, your touch and melee attacks deal an additional 8d10 force damage. Anything killed or destroyed in this way is disintegrated similar to the spell disintegrate.

Fact or Fiction

10th-level illusion


  • Casting Time: 1 reaction
  • Range: Touch
  • Components: V, S, M (a flawless silver mirror worth at least 10,000gp)
  • Duration: 1 minute

You shape an illusory duplicate of a creature with a challenge rating of 25 or lower or a character with a combined level of 25 or lower that you know of. The duplicate is a creature, real but formed by your thoughts and imagination, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original. It has the creature’s hit point maximum and is formed with its equipment, if it had any. Otherwise, the illusion uses all the statistics of the creature it duplicates. The illusion is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The illusion lasts until it drops to 0 hit points, at which point it vanishes into a puff of smoke and disappears instantly.

If you cast this spell again, any currently active illusions you created with this spell are instantly destroyed.

Gate Guardian

10th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (the rib of a holy saint, etched with sacred runes)
  • Duration: 1 minute

You bond your soul's silver cord to other creatures around you in a self-sacrificial preservation. You become wreathed in heavenly multichromatic lights and bond your soul with 6 creatures of your choosing.

While wreathed in heavenly light, each creature you choose takes only half of all forms of damage, but you receive the other half - so long as you are not incapacitated.

You and each creature you are tethered to gains the following benefits:

  • You regain 4d10 Hitpoints during each of the other creature's turns.
  • You regain 12d10 Hitpoints during your turn.
  • You are under the effects of both a Periapt of Wound Closure and a Periapt of Health
    • You stabilize whenever you are dying at the start of Your Turn.
    • You are immune to contracting any curse or disease while under the effects of this spell - but may choose to do so.

In addition, only you are affected by the following effect:

  • You temporarily lose all resistances, immunities, and vulnerabilities until the end of the spell.

Harken to Me

10th-level necromancy


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a lotus flower dipped in the blood of a vampire lord)
  • Duration: Instantaneous

You instantly slay a single humanoid creature within range with 150 hit points or fewer and at the same moment animate the body so that it appears that nothing has happened to the creature. Creatures near the creature that just died do not immediately realize what has transpired. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a perfect undead servant under the your control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion can make a Wisdom (Perception) check against your spell DC to notice discrepancies. The undead servant serves the character indefinitely and retains all their abilities during their time alive.

The undead creature must first be destroyed and cannot be brought back to life unless a 10th level wish or true resurrection is used.

Hope

10th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instant

You regain your ability to cast wish again if you lost it due to its stress effect or any other reason.

You cast the spell Wish at 10th level - doubling all of it's capabilities, and allowing you to cast any other spell at 9th level, with no stress effect, and if you so choose, you can use this spell to override another wish's effects, even if impossible. If you are not satisfied with the outcome of your wish, you can decide to unmake the effect but must do so immediately.

Kinetic Control

10th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a magical barrier around yourself that absorbs kinetic energy. The barrier can absorb up to 100 points of damage, storing it within you for later use. The damage it absorbs can only be bludgeoning, force, piercing, or slashing damage. The spell ends early if it absorbs the maximum amount of damage it can.

Benign Discharge. For the duration of the spell, you can use an action to discharge the kinetic energy you have stored within you, targeting a creature or object within 10 feet of you. The target takes force damage equal to the damage your kinetic barrier has absorbed. The spell then ends.

Malign Discharge. If the spell ends before you discharge the stored kinetic energy, you take force damage equal to the damage your kinetic barrier has absorbed and become stunned until the end of your next turn.

At Higher Levels. When you cast this spell using any spell slot above 10th level, the spell can absorb an additional 100 points of damage for each spell slot above 10th.

Multiplication of Minds

10th-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a five faceted diamond, polished with a silver mirrored coating, worth 25,000gp)
  • Duration: 1 hour

You can concentrate on up to 5 spells at the same time. If you attempt to cast a spell that requires concentration while already concentrating on existing spells, you can maintain concentration on all spells simultaneously. If you would fail your concentration check during this time then you only lose your concentration on the oldest spell that you cast. The DC of your concentration check increases by 5 for every spell that you concentrate on.

Nail to the Sky

10th-level transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You target a Huge or smaller creature within range, flicking your finger upwards. The target must make a Dexterity saving throw with disadvantage to grab onto a fixed object it can reach, or be hurled straight upwards at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. While in orbit, a creature begins to suffocate and can’t move unless it has a flying speed or teleportation.

If this spell is cast on a plane that doesn’t have an orbit, the target is instead hurled 10 miles straight upwards. If some solid object (such as a ceiling) is encountered while the creature is flung upwards, the target takes falling damage equal to the length it was hurled. It then falls back down unless it has means to stay aloft.

Suffocation

A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

Proctiv's Move Mountain

10th-level transmutation (high ritual)


  • Casters: 3
  • Casting Time: 24 hours
  • Range: Sight
  • Components: V, S, M (a mythallar, a magical device or item that allowed flying or levitation (which is consumed), and a crystal ball.)
  • Duration: Instantaneous

With the combined effort of all casters, you sheer the top off of a mountain and invert it, creating a plateau for the construction of a flying city. All four casters must focus their energies into one singular item or magical device that allows flying (such as a broom of flying, carpet of flying, ebony fly, winged boots, or wings of flying.) which disintegrates into dust and is absorbed into the crystal ball at the end of the casting. Once the crystal ball absorbs the essence of the item, the spellcasters target a mountain within range - sheering the top off the mountain.

The sheered mountain's height is equal to 100 x 5d100 feet, while it's diameter is equal to 10 x 5d100. If the calculated mountain's height is greater than it's current height, then the entirety of the mountain is levitated instead.

Once the mountain has been inverted, the casters designate how high up it levitates, which can be anywhere between it's lowest point touching the ground, to 5 miles high. If a mythallar created from the 11th level spell create mythallar is not placed within the levitating mountain within 2 weeks after the end of the spell, the mountain top begins to plummet, and crashes into the earth, causing an earthquake as per the earthquake spell in a 1-mile-radius of the crash.

Raise island

10th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

While touching a body of water, you cause an island to raise out of the water beneath your hand. The island can be sandy or rocky, as determined by the DM, but it is a barren protrusion that is stable and remains in place permanently. The island’s size is 10 x 1d100 feet north to south and 10 x 1d100 east to west.

This spell can form an isthmus between two landmasses by continually raising new islands in connection with each other, in which case they will form to connect naturally.

An island created in this manner can sink back into the sea if targeted by an earthquake spell or similar effect, at the DM’s discretion.

Reality Cannon

10th-level transmutation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (a magically enchanted obsidian sphere perfectly carved from a 9th level disintegrate spell, and coated in gold runes, worth 20,000gp)
  • Duration: Instantaneous

You twist reality with so much force and wrap it around the sphere, slinging it at unparalleled speeds towards a creature of your choice within range. The obsidian sphere strikes the creatures and releases a powerful shockwave emanating in a 120-foot-raidus around it. The creature hit by the obsidian sphere must succeed on a Dexterity saving throw or take 10d10 + 100 piercing damage. Creatures within the area of the shockwave (including the target) must succeed on a Constitution saving throw, taking 14d8 thunder damage, being thrown 60 feet away and knocked prone on a failure, or take half damage and no further effects on a success. This spell deals triple damage to objects, structures, and creations of magical force.

If the damage is enough to destroy objects or structures they are obliterated, leaving behind fine white dust and rubble. Any creations of magical force are utterly destroyed. If this damage kills a creature or reduces it to 0 hitpoints it is obliterated in the same way, along with everything it is wearing and carrying except magical items. The creature can only be restored to life by means of a true resurrection or wish spell.

Rise from the Ashes

10th-level evocation


  • Casting Time: 1 reaction, which you take as you die
  • Range: Self
  • Components: V, S, M (a gold-gilded phoenix heart worth 10,000gp)
  • Duration: Instant

With your dying breath, you invoke the power of the first phoenix and explode with an unworldly fiery re-entrance.

If you drop to 0 hit points, die or are forced to make a death saving throw, you may use a reaction to come back to life with your maximum hit points, removing the effects of any spell that reduces your hit point maximum and all your status conditions and curses are cured. As part of the same reaction, fiery wings raise you from the ground and you are no longer prone.

When you rise up, a fiery explosion in an 80-foot radius around you burns away all creatures. The explosion casts bright light in a 100-foot-radius, and dim light for an additional 100 feet. Every creature within the area must succeed on a Dexterity saving throw, taking 30d6 + 30 fire damage on a failed save, or half on a successful one.

Safiya's Metamorphosised Reality

10th-level transmutation (ritual)


  • Casting Time: 1 hour
  • Range: 1 mile
  • Components: S, M (a mithril plated dragon scale worth 15,000gp)
  • Duration: Instantaneous

You can change the physical makeup of any mundane object or area limited to a size of 5,000 feet in diameter. As long as it is nonmagical, you can alter the aspect of an object as well as its material. You can change an object to any nonmagical form, but it cannot be damaging

You can change all matter within the diameter into separate types of matter, or all the same type.

You could make doors visible but not corporeal. You could turn a flat plain or tundra into a massive stony labyrinth with unbreakable adamantine walls. You could turn any number of iron swords into pure gold swords. You could even turn a mountain into a lake. You could even just turn everything into acid - although this is not recommended. You could morph molten rock and lava into a flower-scented breeze, fire into wine, and anything in between.

The only stipulations are as follows:

  • Manipulating an object into a specific form requires you to be aware of what you're turning it into - you cannot simply make something you don't know; you must know what it is you want.
  • You must liken the traits and makeup of something to something else - you can't simply make a wall "unbreakable", you can however, make it as unbreakable as adamantine.
  • Any creature stuck or crushed by the manipulation of material is gently shunted to the nearest space outside the affected area.

These changes last forever and cannot be changed back to their original states unless a 10th level wish or dispel magic is used.

Serenity

10th-level evocation


  • Casting Time: 1 action
  • Range: Self (1-mile-radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A downpour of sparkling, healing waters rains down in a 1-mile-radius centered on you. Any creatures of your choice within the area immediately regains 100 hit points and the same amount at the start of each of its turns. Creatures healed by this spell are also cured of all afflictions, conditions, curses, and diseases. This spell has no effect upon undead and constructs.

Soul Scry

10th-level divination


  • Casting Time: 1 action
  • Range: Special
  • Components: V, S, M (a focus worth at least 10,000gp, such as an ornate crystal ball, a silver mirror, or a font of water)
  • Duration: Concentration, up to 1 hour

Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you and it can’t have a CR or level higher than yours. The target must make a Wisdom saving throw. On a failed save, you can use your action to see through the target’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

While perceiving through the target’s senses, you gain the benefits of any special senses possessed by the target, though you are blinded and deafened to your own surroundings.

Thalantyr's High Summoning

10th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a hunting horn carved from an astral sea tree, embedded with various gems, worth 15,000gp)
  • Duration: 1 hour

With the blow of a magnificent horn, the blast rips through the fabric of reality, calling forth the mightiest creatures. You can summon up to two creatures of CR 15 or level 15, or a singular creature with collective CR or level of 30. These creatures appear in unoccupied spaces you can see within range. You are considered an ally by these creatures, as well as anyone you choose.

The creatures are, for all intents and purposes, their own beings. Roll initiative for the summoned creatures separately. They understand and obey any commands that you issue to them without fail, and you can command them verbally on your turn (no action required). If you don't issue any commands to them, they act according to their nature, and according to the fact that they're friendly to you and your companions.

At Higher Levels. When you cast this spell using any spell slot above 10th level, the collective CR and level limit for summoned creatures increases by 10 for each spell slot above 10th.

Transport Area

10th-level conjuration


  • Casting Time: 8 hours
  • Range: Sight
  • Components: V, S
  • Duration: Instantaneous

You target an area that you can see, attempting to transport it to another area within the same plane of existence. The targeted area is a 60-foot tall, 60-foot radius cylinder. For each additional hour your spend on casting the spell beyond 8 hours, you can increase the radius or the height of the cylinder by 30 feet. When you complete the spell, the area is transported to a location that you know within the same plane of existence. Creatures, objects, and structures in the area are transported with it.

When the landmass appears at its destination, any creature that occupies a space in the area is ejected to the nearest unoccupied space.

Verdigris Tsunami

10th-level conjuration


  • Casting Time: 1 minute
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A wall of leaves, roots, and vines springs into existence at a point you choose within range. You can make the wall up to 500 feet long, 500 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d10 bludgeoning damage, or half as much damage on a successful save. If the creature is Huge or smaller, it is trapped inside the wall.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 9d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall is grappled by it, but can move 5 feet within the wall with a successful Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground. A creature killed by this spell is absorbed into the mass of foliage and has plant life suffuse their corpse.

At Higher Levels. When you cast this spell using an 11th level spell slot the wall affects Gargantuan creatures, and deals an additional 5d10 bludgeoning damage. Finally, when you cast this spell using a 12th level spell slot the wall affects Colossal creatures, and deals an additional 10d10 bludgeoning damage.

Vengeful Gaze

10th-level transmutation


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Instantaneous

You target a creature that you can see, attempting to smite it with divine retribution. The target must make a Wisdom saving throw. On a failed save, the target takes 10d10 + 100 radiant damage. If this damage reduces the target to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

Deities automatically succeed on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 11th level or higher, the spell’s damage increases by 5d10 + 50 for each spell slot above 10th.

Vitrification

10th-level transmutation


  • Casting Time: 1 action
  • Range: Touch (1-mile-radius)
  • Components: V, S
  • Duration: Until dispelled

You molecularly manipulate the matter of a large amount of material, changing it into a crystalline substance that can be as unbreakable as diamond, or as fragile as stained glass.

When you cast this spell, choose one of the following effects to take place upon contact:

  • Glassed. You touch an object, and it becomes as fragile as stained glass. You can affect up to 10,000 pounds of material, all in one touch or spend it on multiple glassings. If the object is worn or held by a creature, that creature must succeed on a Charisma saving throw to negate this spell. If it is a magical item, the creature has advantage on the roll. These effects cannot be reversed by anything short of a Wish spell.
  • Unbreaking. You touch the ground, transforming the area of a 1-mile-radius into an indestructible crystalline wasteland. You may push out any object or creature you wish, and all pushed out creatures and objects take 10d12 piercing damage. While within this wasteland you can take an action to control the crystalline substances and command it to pierce a creature. A creature must succeed on a Dexterity saving throw or take 10d12 piercing damage. These effects cannot be reversed by anything short of a Wish spell.

Xzar's Soulblight

10th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (the skull of a demilich worth at least 666gp, and poisonous materials worth 334gp, all of which the spell consumes)
  • Duration: Concentration, up to 1 minute (while focused on one creature)

One of the most insidious and horrifying spells ever conceived by a mad lich who sought to extend his immortality to others. You will the powers of death and decay to infect one creature within range. That creature must make a Constitution saving throw when you first cast this spell, and again at the end of each of its turns while you concentrate on it. If it ever fails this saving throw, the spell ends and the creature is cursed with the Soulblight. This curse can only be removed by a greater restoration spell of 9th level or a wish spell.

While the creature is cursed with the Soulblight it gains the following effects:

  • Its speed is reduced by 10 feet.
  • Every time the creature finishes a long rest, its Constitution score is reduced by 1.
  • Every time a creature not cursed with Soulblight spends 1 hour within 30 feet of a cursed creature, it must make a Constitution saving throw or become cursed as well. This effect ignores total cover and penetrates magical barriers and defenses created by spells of 8th level or lower.
  • Any creature that dies (or reaches 0 constitution) while affected by the Soulblight reanimates as a zombie under your command after 24 hours. These creatures obey your orders to the best of their abilities. If given no orders, they will wander and attempt to kill other living creatures and spread the soulblight.
    • Whenever a zombie afflicted by Soulblight comes into physical contact with am uncursed living creature (usually via attack), that creature must make a Constitution saving throw or become cursed as well. A creature killed by these zombies animates after 24 hours with the Soulblight.

Zahn's Illusion of Choice

10th-level illusion (ritual)


  • Casting Time: 24 hours
  • Range: 120-mile-radius
  • Components: V, S, M (a painting that depicts the reality you wish created with rare herbs, inks, and pigments worth 20,000gp)
  • Duration: Until dispelled

You conjure an incredibly powerful illusion of a land or reality of your choice, up to the size of a 120-mile-radius. You manifest the illusion of any number of sensory phenomena, which appears in the space and lasts for the duration, and which you have perfect control over. The illusion seems completely real, and can include sounds, smells, temperature, sights, touch, and other sensations akin to reality that are appropriate to the illusionary reality created. You cannot create sufficient heat or cold to cause damage, a sound loud enough to cause pain, or a smell that may physically sicken a creature.

This illusionary reality, however, is not physical - but it can still invoke tactile sensations, such as a gentle breeze, rough bark, or a prickling feeling as if one is being watched. It can even emulate arcane sensations, such as auras seen when using detect magic. The illusion appears to move and emulate different sensations within itself, such as if you create the illusion of a town, complete with walking, talking, and interacting townsfolk amidst the wafting smells of the local market.

So long as you can see it, you can use your action to cause the images to move to any other spot you see. As it changes location, you can make its movement appear natural - such as walking people or flying birds.

Physical interactions with the illusion may reveal it to be an illusion, because although it can invoke tactile sensations, things can pass through the illusions with sufficient force. A creature can use its action to examine the images to determine it is an illusion with a successful Intelligence (Investigation) check versus your spell save DC. If the creature discerns the illusion for what it truly is, the creature can see through the image and the tactile senses become no more than faint feelings to them.

11th Level Spells

Allmage

11th-level transmutation (high ritual)


  • Casters: 4
  • Casting Time: 3 days
  • Range: 15 feet
  • Components: V, S, M (any number of spell scrolls, at least one per spell level 0-9 and from each class' spell list; the left hand and weapon of a balor or greater demon; and the right hand and weapon of a solar or greater celestial; all of which, except the hands, is consumed by the spell by fire)
  • Duration: Instantaneous

During the casting of this spell, you inscribe a triskelion of at least Huge size upon the ground. The target of this spell is one of its casters, who stands in the center while the other three stand in the center of each outer swirl. One of the three holds the spell scrolls, another holds aloft the hands, and another holds forth the weapons. The target must be within range of all casters for the casting time of the spell.

When the casting is complete, magic is drained in a 1-mile-radius, which falls under the effects of an antimagic field, and each caster except the target must make a DC 20 saving throw using their spellcasting ability. On a failure, their maximum number of spell slots halves for each spell level, and they lose any excess slots. This can only be reversed with wish or by being the target of this spell.

The target adds every 0-9th level spell to its spell list, has an unlimited number of 1st, 2nd, and 3rd-level spell slots, gains an additional two 6th, 7th, 8th, and 9th-level spell slots. The target can immediately change some or all of its spells prepared or known with every class list available.

Additionally, the target of this spell loses its hands, which are replaced by the hands used as components of this spell, changing in size as appropriate to the size of the caster. Finally, the target gains proficiency with the weapons used.

Black Death

11th-level necromancy (ritual)


  • Casting Time: 12 hours
  • Range: 1 mile
  • Components: V, S, M (the heart of a dead Atropal, which the spell consumes)
  • Duration: Until dispelled

A wave of plague radiates outwards from the point of your choosing, infecting everyone and everything in a 500-foot radius around it. Creatures in the area must succeed on a Constitution saving throw or become infected.

Within 24 hours, everything in the area begins to show signs of rot and decay. This magical form of the disease is contagious and will spread beyond those initially infected up to an area of 1000 miles beyond its initial area over the course of 10 days. It infects water sources and spreads through the air. Plants infected with it are unfit for consumption, as are disease-ridden animals. If a creature breaths, eats or drinks from an infected source it has to make a Constitution saving throw or be infected. An affected creature has disadvantage on all of his ability checks and has his movement speed halved. Every 24 hours a victim has to repeat its saving throw, having its maximum hit points reduced by half (rounded up) and taking 2 necrotic damage on a failed save, or not having its hit points reduced and taking no damage on a successful one. This spell ignores damage and condition immunities. Undead and constructs are immune to this effect.

A creature can only be cured through the use of a 9th level greater restoration spell or similar magic. The disease only ends after 10,000 years have passed or through the use of an 11th level wish or similar magic.

Blade of the Heavenly Realms

11th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (an adamantine longsword gilded with silver and gold, blessed by a good deity or an incredibly powerful celestial being, worth at least 100,000gp, suspended at least five miles in the sky for at least one year uninterrupted)
  • Duration: 1 hour

You wield a double edged blade forged out of the heaven's essence itself. This blade counts as a greater Anathema towards evil deities (lowers 2 ranks).

Once summoned any creature that is neither a celestial archon or or high angel that uses it must succeed on a DC 35 Constitution saving throw or burst into light - they can only be resurrected by a wish spell. Deities are immune to this effect.

Until this spell ends, you gain angel-like wings that give you a flying speed of 120 feet and on your turns, you gain an additional action and whenever you take the Attack action on your turn you can take an additional attack (this stacks with extra attack). That action can be used only to take the Attack, Dash, Disengage, Hide, or Use an Object action.

This sword is considered a +5 legendary longsword which deals 10d8 + 10 radiant damage, it has the heavy and versatile features dealing 10d12 + 10 radiant damage when being used with two hands. In addition, this ignores resistance and immunities. You are considered proficient with this sword and you can choose to give this weapon to anyone.

In addition, you can instead choose to release all the power of the blade in one attack. You stab the blade into the ground, releasing a massive nova of light in a 1-mile-diameter (centered on you). Each creature in that area must succeed on a Constitution saving throw, taking 40d12 + 100 radiant damage on a failed save, or half damage on a success. The blade dissipates once this attack is used.

Blade of the Hellish Reaches

11th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a blackened orichalcum longsword etched with voidstone, bathed in the blood of an evil deity or an incredibly powerful fiendish being, worth at least 100,000gp, buried at least five miles beneath the earth for at least one year uninterrupted)
  • Duration: 1 hour

You wield a double edged blade pulled from the darkest ichors of hell. This blade counts as a greater Anathema towards good deities (lowers 2 ranks).

Once summoned any creature that is neither a demon prince or devil lord that uses it must succeed on a DC 35 Constitution saving throw or burn to ash - they can only be resurrected by a wish spell. Deities are immune to this effect.

Until this spell ends you gain demon-like wings that give you a flying speed of 120 feet and on your turns, you gain an additional action and whenever you take the Attack action on your turn you can take an additional attack (this stacks with extra attack). That additional action can be used only to take the Attack, Dash, Disengage, Hide or Use an Object action.

This sword is considered a +5 legendary longsword which deals 10d8 + 10 necrotic damage, it has the heavy and versatile feature, dealing 10d12 + 10 necrotic damage when being used with two hands. In addition, this ignores resistance and immunities. You are considered proficient with this sword and you can choose to give this weapon to anyone.

In addition, you can instead choose to release all the power of the blade in one attack. You slash the blade in a direction of your choosing releasing a powerful burst of energy 1 mile long and 10 feet wide. Each creature in that line must succeed on a Dexterity saving throw, taking 40d12 + 100 necrotic damage on a failed save, or half damage on a successful one. The blade dissipates once this ability is used.

Bloodmoon

11th-level transmutation (high ritual)


  • Casters: 6
  • Casting Time: 6 days
  • Range: Sight
  • Components: V, S, M (the head of a demon lord sunken with the blood of each caster into a grail forged from metal mined from the targeted moon, the contents of which the spell consumes in a bloody vortex within the grail)
  • Duration: Instantaneous

During the casting of this spell, you inscribe a six pointed star of at least Huge size on the ground, with each caster performing the rest of the spell's casting on a point of the star. The grail sits upon the middle of the star. If a caster or the grail ever moves or is moved from a point, the spell fails. This spell must be cast so that the final night is a full moon that directly shines onto the star and grail.

When the casting is complete, the moon darkens to blood red. Spells that would bring someone back to life automatically fail. If true resurrection is cast, the caster can make a spellcasting ability check against the highest DC of the casters of this spell, succeeding in the resurrection on a success. Additionally, spells and effects that animate or create undead can create three times as many when cast.

All undead, shapeshifters, and creatures affected by moonlight have their speeds and attack damage doubled. Werebeasts and shapeshifters immediately transform into their beast form or true form (respectively) and cannot shift back while the spell is active. Creatures with any form of light sensitivity are unaffected by the blood moon.

If a person dies under the blood moon, their soul is trapped on this world until the spell is ended. Their body and the bodies of all creatures don't decay upon death during this time.

Finally, you and each other caster gain the ability to take the "Veil of the Moon" bonus action. When you take it, you can teleport up to 300 feet to an unoccupied space you can see that is in moonlight.

While in effect, the regular turn of the cosmos halts: the moon holds in position and the sun doesn't rise. This spell can be ended by knocking over the grail, spilling out the red vortex within it, or if the grail is moved outside of the star. The grail has an AC 10 and any melee attack knocks it over.

When the spell ends, each caster is withered to a shell of what they were, losing their magic and using the Vampire Spawn statblock.

Create Mythallar

11th-level abjuration (high ritual)


  • Casters: At least 2
  • Casting Time: 5 days
  • Range: 30 feet
  • Components: V, S, M (a crystal worth at least 1,000,000gp, plus material components required by the spells applied to the Mythallar, which are all consumed by the spell)
  • Duration: Until dispelled

Position the crystal within range of all the casters. Upon the completion of the spell, a sphere with a radius of up to 10 miles expands from the crystal. The casters choose the appearance of the sphere.

Choose a number of spells of 10th level or lower with a duration other than instantaneous, less than or equal to the number of casters. Those spells are applied within the sphere.

All the material components for the spells are consumed even if they aren't normally, also each of those spells must be prepared by at least one of the casters.

The spells have their durations increased to until dispelled. If a spell requires to choose an origin point, that point is the center of the sphere, if not specified otherwise at the time of the casting (the chosen point must be within the sphere, ignoring the normal range of the spell). If a spell requires to choose a target (of if the spell's range is self), it targets every eligible target that enters the sphere for the first time or that starts its turn inside the sphere.

The crystal becomes the core of the spell, and the crystal becomes surrounded by a nexus of magical essence. It has an AC of 20 and 50 hit points; it is immune to bludgeoning, piercing, and slashing damage from non-magical weapons and psychic damage; and is resistant to all other forms of damage. If the crystal is destroyed the spell ends. Also, if the crystal is moved more than 5 feet from the center of the sphere, the spell is suppressed until the crystal is returned.

The casters can end the spell by performing a 1 hour ritual within 30 feet of the crystal, that can be reused to create another mythallar.

This spell is immune to effects such as dispel magic, even from high magic.

Destiny

11th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

Describe an event which can only last up to 1 minute or name a creature or an object. You can then decide a time frame between 1 minute to 1 year from now on. This event or the meeting with the creature or object will happen within this time frame. State the event clearly to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the event, the greater the likelihood that something goes wrong.

Eternal Freedom

11th-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a broken chain link made of adamantine worth 10,000gp and the feather of a roc)
  • Duration: Up to 24 hours

For the duration, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.

You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

Additionally, being underwater or in vacuum imposes no penalties on your movement or attacks and you become immune to environmental damage and effects such as Extreme Cold or Heat - you additionally no longer need to breathe for the duration.

Finally, you gain a flying (hover) speed equal to three times your walking speed.

The spell ends when you finish a long rest.

Instant Kingdom

11th-level conjuration (ritual)


  • Casting Time: 1 minute
  • Range: Unlimited
  • Components: V, S, M (a letter of passage created from vellum that was infused with magical energies for at least 10 years while in a demiplane)
  • Duration: Instantaneous

You conjure up to 3000 simple houses, 5 fortresses and 1 Castle in a 1000-square-mile area.

The location where you place them has to be unoccupied by another creature or you have to be given allowance if it belongs to another creature. You make all decisions about their appearance and where to place them. The interior is enclosed by a floor, walls, and a roof, with doors granting access to the interior and as many windows as you wish. The houses are all the same and simple in nature. The area is 30 feet on each side with up to 5 rooms and they are empty inside. The fortresses are the same as the ones created by by the mighty fortress spell, except that they are permanent. The castle takes up an area of up to 40,000 square feet and up to 200 feet on each side. You can create any floor plan you like. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the castle but can’t leave it.

Living Bomb

11th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a diamond infused with magical sulfur that came from the elemental plane of fire worth at least 15,000gp)
  • Duration: Until dispelled

You attempt to infuse a creature with concentrated destruction. It must succeed on a Constitution saving throw. On a failed save you turn it into a living bomb.

As long as you are on the same plane, you can use a bonus action every turn to deal 30d10 fire damage to it. This damage ignores resistance and immunity. If this would kill the creature its body explodes into pieces and is disintegrated. Every creature within 100 feet of the explosion must succeed on a Dexterity saving throw, taking the creatures maximum hit points as fire damage on a failed save, or half as much damage on a successful one. This effect can only be removed by an 11th level greater restoration or wish spell.

Nightmare Lord

11th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Up to 1 minute

You reach into the astral plane and contact a creature of pure nightmare, allowing it to use you as a means to enter the world. You disappear and a dream larva appears in your space.

Roll initiative for the dream larva, which has its own turns. The dream larva is not friendly to your allies and acts in accordance with its own will. More often than not, dream larvae simply seek to spread as much malice as they can.

For the duration of the spell, you are incapacitated and at the start of each of your turns, you take 4d8 psychic damage as you float aimlessly in the dream larva’s aberrant home world, witnessing cruel nightmares not meant for mortal eyes.

If the dream larva is reduced to 0 hit points, it disappears back to whence it came and you reappear prone in its space. The spell then ends.



Dream Larva

Large aberration (abomination), unaligned


  • Armor Class 24 (natural armor)
  • Hit Points 435 (30d10 + 270)
  • Speed 60 ft., fly 120 ft. (hover)

STR DEX CON INT WIS CHA
25(+7) 14(+2) 28(+9) 13(+1) 21(+5) 25(+7)

  • Saving Throws Int +9, Wis +13, Cha +15
  • Skills Athletics +15, Perception +13, Stealth +10
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, fire, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses truesight 120 ft., passive perception 23
  • Languages telepathy 120 feet
  • Proficiency Bonus +8 Challenge 26 (90,000 XP)

Fear Incarnate. Any fear or frightened effect the Dream Larva produces ignores immunity to the frightened condition.

Immutable Form. The larva is immune to any spell or effect that would alter its form.

Innate Spellcasting. The larva's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells at will, requiring no components: haste, prismatic spray, weird

Magic Weapons. The larva's weapon attacks are magical

Magic Resistance. The larva has advantage on saving throws against spells and other magical effects.

Nightmare Form. The larva's true form is an intangible mass of worms and pure nightmares, but the larva is perceived in the form of whatever a creature finds most fearsome or horrible in the world. A creature that starts its turn within 30 feet of the larva and can see the larva must make a DC 23 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 5d10 psychic damage - which ignores resistance and immunity. On a successful save, the creature is no longer frightened and is immune to the larva's Nightmare Form for the next 24 hours.

Tongue of Darkness. The larva cannot speak, but any creature that can understand a language can understand the larva's telepathy. In addition, the larva understands all spoken languages.

Actions

Multiattack. The larva makes one bite attack and four claw attacks. Alternatively, it makes two attacks with its Nightmare Blast.

Bite. Melee Weapon Attack: +15 to hit, Reach 5 ft, one target. Hit: 29 (4d10 + 7) piercing damage. If the target is a creature, the Dream Larva regains hitpoints for the amount of damage dealt, and the creature must make a DC 23 Wisdom saving throw, or fall into a catatonic state for 1 minute where it is assaulted by mind-wrecking nightmares. While in this catatonic state, a creature is unconscious and takes 18 (4d8) psychic damage at the start of each of its turns. The creature wakes up only if another creature takes an action to shake it awake.

Claw. Melee Weapon Attack: +15 to hit, Reach 10 ft, one target. Hit: 25 (4d8 + 7) piercing damage plus 18 (4d8) psychic damage

Nightmare Blast. Ranged Spell Attack: +10 to hit, Range 120 ft, one target. Hit: 28 (4d12 + 2) psychic damage and the target must make a DC 23 Wisdom saving throw, or fall into a catatonic state for 1 minute where it is assaulted by mind-wrecking nightmares. While in this catatonic state, a creature is unconscious and takes 18 (4d8) psychic damage at the start of each of its turns. The creature wakes up only if another creature takes an action to shake it awake

Legendary Actions

The Dream Larva can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Dream Larva regains spent legendary actions at the start of its turn.

Teleport. The Dream Larva teleports up to 30 feet to an unoccupied space it can see.

Claw (costs 2 actions). The Dream Larva makes one claw attack.

Nightmare Blast (costs 3 actions). The Dream Larva uses its Nightmare Blast.

Reality Slash

11th-level transmutation


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: V, S, M (a small core created from casting teleportation upon a crystalline orb for five years, worth 50,000gp)
  • Duration: Instantaneous

You rip apart a 50-foot long space in between anything, cutting it. If it is a creature, the existence of the creature is cut. The creature must succeed on Dexterity saving throw, taking 20d10 + 100 slashing damage on a failed save, or half damage on a successful one. If the creature is reduced to 0 hit points, it is erased from existence. The blade can pass through any magical barrier, including an anti-magic field, and ignores a creature’s temporary hit points. In addition, the blade deals quadruple damage to any non magical object or structure but only deals double damage to magical objects or structures. This spell's damage ignores resistance and treats immunity as resistance.

A creature erased by this spell can only be brought back by an 11th level wish or true resurrection.

Singularity

11th-level evocation


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: 1 minute

You create a 50-foot-radius miniature black hole centered on a point you can see within range. For the spell's duration, the sphere and any space within 200 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 200 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 200 feet of the sphere must succeed on a Strength saving throw or be pulled 50 feet straight toward the sphere's center, ending in an unoccupied space as close to the center as possible.

This hole works the same as a sphere of annihilation except that it cannot be moved or controlled. Every creature except you that starts its turn in a 100-foot-radius around the sphere takes 10d10 force damage. Anything that touches the sphere takes 20d10 force damage at the start of its turn and is restrained until it is no longer within the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated completely, along with any nonmagical items it is wearing or carrying.

You can only create one black hole. If you want to create a second one, your first one is destroyed.

Spears of Oblivion

11th-level evocation


  • Casting Time: 1 action
  • Range: 500 feet
  • Components: S
  • Duration: Instantaneous

You manifest the material of the void to create 10 spears of pure oblivion. Each spear hits a creature of your choice that you can see within range. A spear deals 2d20 + 20 aetherion damage to its target. The spears all strike simultaneously and you can direct them to hit one creature or several.

If a creature is hit with a single spear of oblivion it must succeed on a Wisdom saving throw or become confused as per the confusion spell for 1 minute and lose one-tenth of their life's memory. If a creature is hit by multiple spears it only makes one Wisdom saving throw, becoming confused for 1 minute and losing one-tenth of their memory, starting with his most recent, for every spear that hit it. Only an 11th level greater restoration spell or a wish can recover its lost memories.

Take What is Others

11th-level illusion


  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Until dispelled

You choose a creature within range and pluck one of its memories and make it into reality. When choosing a memory, these are the following effects:

  • Creature: You pluck out a creature from the memories of your target and manifest it into reality within range. The creature's statistics and general strength is based on how the target sees it. The DM holds its statistics.

  • Location: You pluck out a place or location from the memories of your target and manifest it into reality within range. The area it takes up can only be a 10 mile radius. You can copy any form of location without limitation such as a great castle, a huge city or even a mountain. Creating these locations shift reality to accomodate the new additions. In addition, these locations you create will not be filled with any living creatures.

  • Event: You pluck out an event or situation from the memories of your target and manifest it temporarily into reality within range. You can manifest a whole year's worth of memories and it will play exactly as the target remembers. The memory you brought to reality is real in the case that their are living beings but after 24 hours the event dissipates. If you change anything in the event it changes the memory of the target as well. If the memory is too damaged or altered to extreme levels, it could damage the creature's mind.

  • Copy: You pluck out the creature's self image and create a perfect simulacrum of the creature. The simulacrum has the same statistics of the creature and can learn, grow, and regenerate their abilities like a normal creature would.

Time Travel

11th-level divination (ritual)


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (an ornate platinum hourglass, whose sand is crafted with the ground stone of the astral plane, worth 50,000gp)
  • Duration: Instantaneous

Up to ten willing creatures of your choice, including you, who link hands in a circle around you are transported to a different point in time which is up to 1000 years in the past or future (your choice when you cast the spell). After you have stayed 7 days in the past or future, you and everyone you brought with you are transported back to the present again to the location where you first cast the spell. If this location no longer exists you are transported to a random location close to it. You cannot cast time travel again until you are back to your present. Any items you find in either time is brought back with you to the present.

You can also use this spell to transport an unwilling creature to a point in time up to 1000 years in the past or future. The casting time becomes one action then. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to the point in time you specify. A creature so transported, if it is still alive then, will return after spending 7 days in the past or future and 7 days after you cast this spell in the present.

You must succeed on a Constitution saving throw for every 200 years you travel, the DC for which starts at 15, and increases by 3 for each consecutive 200 years. If you fail the saving throw, you immediately take a level of exhaustion.

The DM has great say over what happens in the past or future; the present may be easily affected by actions taken in the past, and the future may be directly shaped by current events taking place in the present - such as if your party is meant to stop a war, which devolves into a vast global imperium in the future. Using this spell may spark the ire of entities in charge of time, who may seek to halt your progress - as time travel is normally the domain of only a handful of gods.

At Higher Levels. If this spell is cast using a 12th level spell slot, the time you may travel is now up to 10,000 years in the past or future - and you may now stay a month in that time before being snapped back to the present. The number of years you may travel for making a Constitution saving throw is now 2000 years.

True Manipulation

11th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (the physical area to be affected by this spell)
  • Duration: Concentration, up to 1 hour

You can alter any physical properties of an area that you want to. Choose an area of up to 5 miles in diameter. When you cast the spell you can alter the appearance, texture, color, odor, melting point, boiling point, density, solubility and many other physical properties of the non-living matter in the area. Any environmental change that would damage a creature can only deal up to 55 (10d10) damage per round to it and the maximum AC and hit points of the matter is 30 AC and 500 hit points per 1000-foot cube. At the start of your turn you can change one physical property of matter in a 1000-foot cube centered on a point you can see. This effect can change magical properties of objects and terrain - but must have properties well within the natural standards of that object's capability or the terrain's capability.

These changes to the terrain are permanent until dispelled by a 11th level dispel magic, wish or similar magic."

Zetto's Corroding Burst

11th-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Self (1,000-foot-cone)
  • Components: V, S, M (a tarnished copper gong worth 5,000gp, and 2 vials of dragon's stomach acid worth 5,000gp each, all of which the spell consumes)
  • Duration: Instantaneous

You begin the spell by ringing the copper gong, which corrodes away into pure magical essence, you then hold aloft the vials of dragon's acid and begin to cast the spell. At the conclusion of the casting, the dragon acid is absorbed into your hands, which glow an intense, sickly green.

You call forth the acidic, corrosive, and toxic nature of the elements, cupping your hands together at the palms and summoning a massive deluge of acid and poison, spraying in a 1,000 foot cone from yourself to a point of your choosing. This spell's damage ignores resistance and treats immunity as resistance - you gain immunity to the effects of the spell during its casting.

Any creature caught in the spray must succeed on a Constitution Saving throw, taking 25d10 + 25 acid and 25d10 + 25 poison damage on a failure, or half as much on a success. All creatures who fail the saving throw also become poisoned for 1 minute.

The area within a 1-mile-cone expanding from you is now toxic to life of all forms. The air becomes thick, smoggy, and dangerous to breathe, any sources of water become poisoned, and the ground itself becomes hostile to plant life - wilting and corroding all foliage and canopy. The entirety of the area is heavily obscured with toxic smog; all living creatures in the 1-mile-cone who enter the area or end their turn inside it must succeed on a Constitution saving throw, taking 5 acid and 5 poison damage each turn, or half on a success. All creatures who fail the saving throw also become poisoned for 1 minute - and remain poisoned while within the area. This damage also corrodes all nonmagical items, reducing metal items into rust and slag, and eating away at cloth, flesh, and leather.

All creatures killed by this spell are corroded completely, leaving only semi-liquid remains. They can only be restored to life with an 11th level wish. The land effects of this spell reduce all life in the area to a barren wasteland within 1d6 days. The effects wear off after 1d20 years, or if an 11th level wish is cast to restore the area.

Zetto's Earthen Gout

11th-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Self (1-mile cube)
  • Components: V, S, M (a pure platinum gong worth 5,000gp, and 2 chunks of adamantine ore worth 5,000gp each, all of which the spell consumes)
  • Duration: Instantaneous

You begin the spell by ringing the platinum gong, which crumbles away into pure magical essence, you then hold aloft the adamantine ore and begin to cast the spell. At the conclusion of the casting, the adamantine ore suffuses your hands, which become plated in stone and metal alike.

You command the very earth to rebel and fight on your behalf against all who oppose you. You violently slam your fists into the ground, shaking and upheaving the foundational bones of the earth; causing dirt, ore, and stone to spit forth from the surface, jutting out within the entirety of a 1-mile-cube around you. This spell's damage ignores resistance and treats immunity as resistance - you gain immunity to the effects of the spell during its casting.

The entirety of the area becomes double-difficult terrain (each foot of movement costs 3 feet of travel), as jagged spires, spikes, and crevices rip through the earth. All creatures in this area at the end of the casting must succeed on a Dexterity saving throw, taking 50d10 + 50 magical bludgeoning, piercing, or slashing damage (your choice per target), or half on a success - this damage counts as adamantine damage for the purposes of overcoming resistance and immunity.

There are additional effects that take place upon the completion of the spell:

  • Fissures. Fissures open throughout the spell’s area. A total of 1d10 such fissures open in locations chosen by the DM. Each is 1d20 x 10 feet deep, 50 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens.
  • Structural Collapse. The earthen gout deals 150 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried.

All creatures killed by this spell are ground into dust and buried in the earth. They can only be restored to life with an 11th level wish. The land effects of this spell permanently scar the area with double difficult terrain and jagged structures of stone. The effects wear off after 1d20 years, or if an 11th level wish is cast to restore the area.

Zetto's Fiery Pillar

11th-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Self (500-foot-radius)
  • Components: V, S, M (an etched golden gong worth 5,000gp, and 2 pieces of burning obsidian worth 5,000gp each, all of which the spell consumes)
  • Duration: Instantaneous

You begin the spell by ringing the golden gong, which melts away into pure magical essence, you then hold aloft the pieces of obsidian and begin to cast the spell. At the conclusion of the casting, the obsidian is absorbed into your hands, which burst into molten rock and pure flame.

You evoke the natural fury of the destructive forces of nature, raising your hands towards the sky and pulling down a spiraling column of pure fire upon yourself. The pillar of fire has a 500-foot-radius centered on you, and a height of 1,000 feet - casting bright sunlight in a 1-mile-radius, and dim sunlight in an additional 1-mile radius - dispelling all magical darkness of 11th level spells or lower. This spell's damage ignores resistance and treats immunity as resistance - you gain immunity to the effects of the spell during its casting.

All creatures caught in the area must succeed a Constitution saving throw, taking 25d10 + 25 fire and 25d10 + 25 radiant damage on a failure, or half as much on a success.

The area within a 1-mile-radius becomes scorched and lit aflame with magical wildfire, and the area is subjected to Extreme Heat, all nonmagical plants and terrain are lit on fire, and all water and liquids are evaporated. All creatures in that area must succeed a Constitution saving throw, taking 5d6 fire and 5d6 radiant damage on a failure, or half as much on a success.

All creatures killed by this spell are incinerated completely, leaving only blackened ash. They can only be restored to life with an 11th level wish. The land effects of this spell permanently scorch the area with wildfires and molten rock. The effects wear off after 1d20 years, or if an 11th level wish is cast to restore the area.

Zetto's Icy Deluge

11th-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Self (500-foot-radius)
  • Components: V, S M (a mirrored silver gong worth 5,000gp, and 2 pieces of eternal ice worth 5,000gp each, all of which the spell consumes)
  • Duration: Instantaneous

You begin the spell by ringing the silvered gong, which crumples and twists away into pure magical essence, you then hold aloft the chunks of eternal ice and begin to cast the spell. At the conclusion of the casting, the eternal ice encases your hands and begins to sublimate blackened fog.

You summon forth a great wave of primordial sea composed of the first waters borne of the void, slamming your hands together in a clap that breaks open the boundaries of time itself. The wave crashes down upon you from a rift in time, this wave has a 500-foot-radius centered on you, and a height of 1,000 feet - equaling a total volume of 785,398,163 cubic feet of void-black waters. This spell's damage ignores resistance and treats immunity as resistance - you gain immunity to the effects of the spell during its casting.

All creatures caught in the initial downblast must succeed on a Strength saving throw, taking 25d10 + 25 cold and 25d10 + 25 necrotic damage on a failure, or half as much on a success. This wall of water expands outwards at a rate of 100 feet per turn with a 100 foot high wave, and all creatures caught in it must succeed a Strength saving throw, taking 5d6 cold and 5d6 necrotic damage on a failure and be carried with the wave each turn, or half as much on a success and remain where they are.

This water expands to fill any crevices, canyons, or holes within a 1-mile-radius, any water left over that does not settle into the land is suffused into the land itself, creating the equivalent of a great swamp in the area - flooding lakes and rivers, and raising sea levels where applicable.

All creatures killed by this spell are subsumed into the water completely, becoming a part of the primordial waters. They can only be restored to life with an 11th level wish. The land effects of this spell permanently flood the area and sink all creatures and structures. The effects wear off after 1d20 years, or if an 11th level wish is cast to restore the area.

Zetto's Shocking Blast

11th-level evocation (ritual)


  • Casting Time: 1 minute
  • Range: Self (1-mile line)
  • Components: V, S, M (a blackened iron gong worth 5,000gp, and 2 crystalline orbs worth 5,000gp each, all of which the spell consumes)
  • Duration: Instantaneous

You begin the spell by ringing the iron gong, which flashes away into pure magical essence, you then hold aloft the crystalline orbs and begin to cast the spell. At the conclusion of the casting, the crystal orbs shatter after absorbing the energy of primal storms, embedding pure energy into your hands which vibrate and glow intensely.

You project a concentrated beam of pure maelstromic energy through the skies towards a direction of your choice. This beam is a 1-mile-long line, and 100-feet in width - casting bright light in a 1-mile radius away from the beam itself, and dim light for an additonal mile. This spell's damage ignores resistance and treats immunity as resistance - you gain immunity to the effects of the spell during its casting.

All creatures caught in the area must succeed a Dexterity saving throw, taking 25d10 + 25 lightning and 25d10 + 25 thunder damage on a failure, or half as much on a success. This beam deals triple damage to objects and structures, and shattering creations of magical force, obliterating them completely if reduced to 0. All creatures within the affected areas must succeed on a Constitution saving throw, becoming permanently blinded and deafened on a failure, or unaffected on a success.

The area within a 1,000 foot radius of the beam's length is now consumed in an ever-churning electrical storm, which takes the space of an area 100 feet off the ground filled with black storm clouds - striking the area around it with lightning. Creatures with fly speeds cannot fly within the affected area, being forced to land from the gale-force winds and black thunderclouds. All creatures who enter the area or end their turn inside it must succeed on a Dexterity saving throw, taking 5d6 lighting and 5d6 thunder damage on a failure, or half as much on a success.

All creatures killed by this spell are disintegrated, leaving only white dust. They can only be restored to life with an 11th level wish. The land effects of this spell leave a permanent storm in the affected area. The effects wear off after 1d20 years, or if an 11th level wish is cast to restore the area.

12th Level Spells

Arcane Burst of Destruction

12th-level evocation


  • Casting Time: 1 action
  • Range: Self (1-mile line)
  • Components: V, S
  • Duration: Instantaneous

You raise up one of your hands and evoke the purest destructive raw magic in a 1-mile long and 100-foot wide line. Everything within the line must succeed on a Dexterity saving throw, taking 10d10 + 50 acid, 10d10 + 50 cold, 10d10 + 50 fire, 10d10 + 50 lightning, and 10d10 + 50 thunder damage on a failed save, or half damage on a successful one (total damage = 50d10 + 250). If this damage reduces a creature to 0 hit points, it is disintegrated. In addition, the area where the spell was cast is subject to an anti-magic field for 10d20 years.

A creature killed by this spell can only be brought back to life by a 12th level greater restoration or a 12th level wish.

Big Bang

12th-level evocation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (the condensed, burning core of a star)
  • Duration: Concentration, up to 1 minute

A beam of white light flashes from your pointing finger, then condenses to linger at a chosen point within range as a dying star in a 100-foot radius sphere for the duration. Every creature within a 200-foot radius of the sphere is dealt 65 (5d10+10) fire damage at the start of its turn.

When the spell ends, either because your concentration is broken or because you decide to end it, the star collapses with the sound of a giant explosion of pure energy that spreads around corners. Each creature within 1 mile of the sphere must succeed on a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. This fire damage ignores resistance and immunity. This spell deals quadruple damage to objects and structures. Creatures, objects or structures destroyed by this spell are reduced to dust, and cannot be restored to life by any means.

The spell’s base damage is 50d10 + 100. If at the end of your turn the star has not yet detonated, the damage increases by 10d10 + 20. The star also increases in size by 100 feet at the end of your turn.

Crown of Vermin

12th-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a jeweled black iron crown embedded with a pure platinum, gold, silver, and copper scarab, worth 15,000gp)
  • Duration: 1 minute

One hundred thousand flying insects and arachnids appear from the ground, nearby foliage, close water sources, and thin air to begin to cover you as a second layer of gargantuan armored skin.

Your size increases to Gargantuan while in this form, granting you 250 temporary hit points, and a flying (hover) speed of 150 feet. Whenever you lose 1 temporary hit point, 400 of these insects die and disappear with a faint popping noise. While you have more than 50 temporary hit points remaining, you have total cover against attacks and effects.

You gain a melee attack in the form of a claw attack - which you may make twice per turn.

  • Claw Melee Weapon Attack: +20 to hit, Reach 20 ft, one target. Hit: 77 (5d20 + 25) slashing damage plus 27 (5d10) poison damage. The damage from this attack bypasses resistance, and treats immunity as resistance.

If a creature hits you with a melee attack while you have temporary hit points remaining, the insects bite the attacker before dying, causing the attacker to take magical piercing damage equal to the number of temporary hit points you lost from the attack.

Genesis

12th-level conjuration (ritual)


  • Casting Time: 7 days
  • Range: Sight
  • Components: V, S, M (A Crystal Sphere worth 10,000 gp, 12,500 gp worth of the four foundational elements (fire, air, water, earth), and the divine spark of a greater deity - all of which the spell consumes)
  • Duration: Instantaneous

Over the duration of 7 days you create your own world or plane with its own geography, atmosphere, gravity and other properties. You must spend 7 cumulative days creating your plane by maintaining concentration, and must not leave the plane - you may however, rest and eat as normal within it.

You can add specific flora and fauna to it according to your own knowledge. You cannot have your plane contain anything you have never seen or heard of before - such as a nuclear reactors, non euclidean geometry, etc (unless your DM states that you have previous knowledge of such things). The radius of this world or plane is 3000 miles.

As part of being the creator of this location you can use an action to change a 1-mileradius area of it anytime after you have created it - including changing basic structures, geography, atmosphere, gravity, and flora or fauna.

The mineral wealth of this location cannot exceed 1,000,000 gp. At the start you can only create up to 1000 creatures with CRs lower than 10. These creatures are not necessarily friendly towards you, but instead the creatures choose whether to be friendly to you, based on how you treat them. You can choose as much flora as the area can provide as long as the worth of everything does not exceed 1,000,000 gp and the CR of an individual is lower than 10.

Describe your world or plane clearly to the DM as precisely as possible. The DM has great latitude in ruling what is allowed for the world or plane.

Planar Effects

Consult the DM Handbook's section on the Planes to determine if your Plane or world has additional effects similar to the planes listed - such as Elysium's "Overwhelming Joy", The Feywild's "Time Warp", the Abyss's "Corruption", etc.

Discuss with your DM as to whether or not the effects of those planes could be feasible for your own.

Heat Death

12th-level transmutation


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (the condensed, dead core of a star)
  • Duration: Concentration, up to 10 minutes

Choose a 500-foot radius area. You deprive the area of any energy. Anything in it immediately stops moving and anything that would pass through it stops and falls down or dissipates dealing no damage. No effect that would create matter or energy has any effect within this field. All creatures of your choosing in the area during the initial cast and at the start their turns there must succeed on a Constitution saving throw, having their movement speed reduced to 0 on a failed save, or not having their movement speed reduced on a successful one. On a failed save they are also under the effect of slow and are restrained. A creature affected by this spell must make another Constitution saving throw at the end of each of its turns. On a success, the effect ends on the target. On a failure, the target is incapacitated, cannot move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage and the creature automatically fails Strength and Dexterity saving throws. It is also takes 20d10 cold damage at the end of each of its turns. This damage ignores resistance and immunity. If this damage reduces the target to 0 hit points, it is frozen to its core and shatters into small particles. You can use a bonus action to move the area up to 250 feet in any direction.

Inevitable Entropy

12th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

They say you die twice. One time when you stop breathing and a second time, later on, when somebody says your name for the last time.

You touch a creature and fill them with the absolute meaning of the inevitableness of death. In the end, everyone dies and fades from knowledge. The creature must succeed on a Constitution saving throw or wither to absolute nothingness. A creature that succeeds must make a Wisdom saving throw or be mentally shattered by the pure meaning of entropy. A creature that fails the Wisdom saving throw will be afflicted with the feeblemind spell.

Creatures that die by this spell will have all information and memory about them removed from history. Even their closest and dearest family members will not remember them. Even most gods will have no memory of the creature - except for those of time and secrets, as is their domain.

A creature cannot be returned to life by any means from this spell, as no memory of them exists, and even if a fragment of their existence remains, it does not matter - for they can never exist again.

Illusionary World

12th-level illusion (ritual)


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S, M (an inverted double sided mirror made from stellar glass)
  • Duration: Duration

You choose any amount of creatures you can see. They must make a Wisdom saving throw. On a failed save they are thrown into an illusionary world according to your imagination. While inside the illusionary world they cannot be damaged or harmed but they also do not notice that they are in an illusion and any attempt of them to break free fail. An extended stay in this world drives a creature mad.

At the start of every day it has to repeat its saving throw or acquire an indefinite madness. Every time it acquires 3 indefinite madnesses or at the the end of every 30 days, a creature can repeat their saving throw against this spell. If it succeeds on its saving throw, the spell ends and it reappears where it was originally or if the location no longer exist, it reappears in a random location close to it.

The spell can also be ended by a 12th level wish but only from someone outside of the illusionary world.

Power Word: Deify

12th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous - 1 minute

The only known remnant of the spell created by Karsus the archmage before his untimely demise at his own hands. This single word left behind from his research allows an individual to channel the power of their ultimate deified self from a separate timeline.

This spell, while not as forbidden as the original Karsus's Avatar, is still seen as taboo for mantling a version of oneself from a timeline in which the caster ascended to godhood.

Upon touching a target and uttering this single word, the target assumes the mantle of their true deified self for 1 minute - during which they have all the powers of their godly self; however, there is a limit to how much power can be mantled from beyond the natural veil.

You inherit the following abilities - mantling yourself as a makeshift quasideity for the duration:

  • Your speed increases by 30 feet
  • When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
  • All damage dealt to you is reduced by 5 points.
  • You cannot be aged magically.
  • You regain 50 HP at the start of your turn.
  • You are immune to the Charmed, Frightened, and Poisoned conditions
  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical items.
  • Your AC is now 13 + half your proficiency bonus (rounded down) + your Dexterity modifier, you may gain benefits from shields and apparel or items that grant additional AC.
  • You are immune to 1st level spells and cantrips.
  • All melee, ranged, and unarmed attacks from you are considered magical - and all attacks deal max damage per hit.
  • Choose one domain. You always have these spells prepared, and they don’t count against the number of spells you can prepare each day. You can cast each of these spells once during the duration. These spells are cast using the following: (Choose your intelligence, wisdom, or charisma to fuel these powers.)
    • Spell save DC = 15 + double your proficiency bonus + your Divine Rank
    • Spell attack modifier = double your proficiency bonus + your Divine Rank
  • Choose one divine feat that you qualify for. You gain 1 Godly Action.
  • You have dominion over a specific portfolio.
  • You automatically sense notable events and minor events within 5 miles that involves your portfolio. When you sense an event, you merely knows that the event is occurring and where it is. You receive no sensory information about the event.
  • You have telepathy out to 120 feet - this telepathy can convey audial, visual, and tactile messages.

 

If this spell is cast upon a creature who was once a deity in this current reality, they instead regain all memory of being a deity (if they forgot it), and regain 0 rank in godhood, becoming a full quasideity again as their divine spark reignites from the barest embers of divinity being felt once more.

The Path to Godhood

For information about godhood, consult the Path to Godhood for statistics on godhood, as well as portfolios, domains, and divine feats.

Rewrite History

12th-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Choose an event that happened at least 1 year ago. You can choose to change the sequence or results of this event as well as the creatures that were present at that time so you can achieve your desired outcome for the present. State your changes clearly to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance, the greater the change, the greater the likelihood that something goes wrong.

True Binding

12th-level abjuration (high ritual)


  • Casters: at least 9
  • Casting Time: 7 days
  • Range: Special (see description)
  • Components: V, S, M (ornate indestructible chains forged from the cores of dead stars, a black lotus ground into dust and combined with kraken ink and tarrasque blood, and the true name of the entity to be bound and banished carved into a solid stone block with gold - all of which the spell consumes)
  • Duration: Until dispelled

You invoke an unspeakable, unbreakable binding ritual that summons forth an entity of the casters' choice, which is summoned in it's full form, and bound in chains into an extradimensional plane that cuts it off from all reality.

The casters of the spell sacrifice their own lives to fuel the power of the spell, pouring forth their own energies to reach the threshold of the required energy to bind the entity they wish. If the total hp of all casters does not reach the necessary threshold, then any number of willing creatures may sacrifice their lives in the casting to reach the threshold. No matter how many creatures are involved, the casters will always be sacrificed first.

Entity Type Required Sacrificed Hitpoints
Extraplanar Creature (solar, balor, pit fiend, etc) 500hp
Demigod or Quasideity 1000hp
Lesser Deity 1500hp
Greater Deity 2000hp

All casters stand in a runic circle painted on a flat surface with a diameter of 120 feet and cast the spell - at the ending of the spell all casters speak the true name of an entity of your choice, which appears within the 120 foot circle between all casters. The casters all begin to disintegrate into pure magical essence, and the chains immediately appear around the entity and begin to pull it down into an extradimensional portal that appears directly below it.

The entity cannot break free by any means while this takes place, and when it is trapped within the prison dimension, it's powers and influence cannot reach beyond the prison dimension - if they are a god or power-granting entity, their followers, clerics, paladins, and warlocks or any others that derive powers from the entity immediately lose all powers granted by the entity. No form of extraplanar sense or divination can reach the entity or be heard by them. No magic, item, or power of any form can undo the binding (save for the DIRECT and PHYSICAL influence of an Overdeity), except for the chosen "key".

There must always be at least one "key" that allows the spell to be broken - however, this can come in any form conceivable, and is decided by the casters. Examples of such "keys" are as follows:

  • The tears of the mad-god Tharizdun combined with the primordial fires of creation to be anointed on the ritual site
  • Unbound by the efforts of an unborn child
  • By a wish spell cast by the soul-twins of the long lost elven Avariel race.
  • The conjoined efforts of Asmodeus and Corellion
  • Stabbing the ritual site with a staff made of pure liquid blood of a deity of magic

In the process of making such a key, realize that you inadvertently create a prophecy that may one day be fulfilled.

These keys can only be used at the original site of True Binding and cannot be used via far away means or magic.