Drict's Spell Changes

by TheTranMan

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Spells Changed in this Document

Level Spell School Conc. Ritual Components Class
0 Blade Ward Abjuration No No V, S Artificer, Bard, Sorcerer, Warlock, Wizard
0 Control Flames Transmutation No No S Druid, Sorcerer, Wizard
0 Dancing Lights Evocation No No V, S, M Artificer, Bard, Sorcerer, Wizard
0 Druidcraft Transmutation No No V, S Druid
0 Gust Transmutation No No V, S Druid, Sorcerer, Wizard
0 Infestation Conjuration No No V, S, M Druid, Sorcerer, Warlock, Wizard
0 Light Evocation No No V, M Artificer, Bard, Cleric, Sorcerer, Wizard
0 Mage Hand Conjuration No No V, S Artificer, Bard, Sorcerer, Warlock, Wizard
0 Magic Stone Transmutation No No V, S Artificer, Druid, Warlock
0 Mending Transmutation No No V, S, M Artificer, Bard, Druid, Sorcerer, Wizard
0 Message Divination No No V, S, M Artificer, Bard, Sorcerer, Wizard
0 Minor Illusion Illusion No No S, M Bard, Sorcerer, Warlock, Wizard
0 Mold Earth Transmutation No No S Druid, Sorcerer, Wizard
0 Prestidigitation Transmutation No No V, S Artificer, Bard, Sorcerer, Warlock, Wizard
0 Shape Water Transmutation No No S Druid, Sorcerer, Wizard
0 Shillelagh Transmutation No No V, S, M Druid
0 Spare the Dying Necromancy No No V, S Artificer, Cleric
0 Thaumaturgy Transmutation No No V Cleric
0 Thorn Whip Transmutation No No V, S, M Artificer, Druid
0 True Strike Divination No No S Bard, Sorcerer, Warlock, Wizard
1 Color Spray Illusion No No V, S, M Bard, Sorcerer, Wizard
1 Compelled Duel Enchantment No No V Paladin
1 Cure Wounds Necromancy No No V, S Bard, Cleric, Druid, Paladin, Ranger
1 Divine Favor Evocation No No V, S Paladin
1 Find Familiar Conjuration No Yes V, S, M* Wizard
1 Grease Conjuration No No V, S, M Artificer, Sorcerer, Wizard
1 Healing Word Necromancy No No V Bard, Cleric, Druid
1 Jump Transmutation No No V, S, M Artificer, Druid, Ranger, Sorcerer, Wizard
1 Longstrider Transmutation No No V, S, M Artificer, Bard, Druid, Ranger, Wizard
1 Mage Armor Abjuration No No V, S, M Sorcerer, Wizard
1 Witch Bolt Evocation Yes No V, S, M Sorcerer, Warlock, Wizard
1 Zephyr Strike Transmutation No No V Ranger
2 Barkskin Transmutation No No V, S, M Druid, Ranger
2 Cloud of Daggers Conjuration Yes No V, S, M Bard, Sorcerer, Warlock, Wizard
2 Crown of Madness Enchantment Yes No V, S Bard, Sorcerer, Warlock, Wizard
2 Darkness Illusion Yes No S, M Sorcerer, Warlock, Wizard
2 Elemental Weapon Transmutation Yes No V, S Artificer, Druid, Paladin, Ranger
2 Enlarge/Reduce Transmutation Yes No V, S, M Artificer, Bard, Druid, Sorcerer, Wizard
2 Heat Metal Transmutation Yes No V, S, M Artificer, Bard, Druid
2 Prayer of Healing Necromancy No No V Cleric
Level Spell School Conc. Ritual Components Class
3 Aura of Vitality Necromancy Yes No V Cleric, Paladin
3 Counterspell Abjuration No No S Sorcerer, Warlock, Wizard
3 Daylight Evocation No No V, S Cleric, Druid, Paladin, Ranger, Sorcerer
3 Mass Healing Word Necromancy No No V, S Cleric
3 Tiny Hut Conjuration No No V, S, M Wizard
4 Aura of Life Necromancy No No V Paladin
5 Mass Cure Wounds Necromancy No No V, S Bard, Cleric, Druid
5 Wall of Force Conjuration Yes No V, S, M Wizard
5 Wall of Stone Conjuration Yes No V, S, M Artificer, Druid, Sorcerer, Wizard
6 Heal Necromancy No No V, S Cleric, Druid
8 Mind Blank Abjuration No No V, S Bard, Wizard
9 Mass Heal Necromancy No No V, S Cleric
9 Power Word Heal Necromancy No No V, S Bard
9 Time Stop Transmutation No No V Sorcerer, Wizard

Cantrips

Blade Ward

Abjuration Cantrip


  • Casting Time: 1 action
  • Range: Self (30 feet at 5th level)
  • Components: V, S
  • Duration: 1 round
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

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

Cantrip Upgrade (5th). The spell no longer has a range of Self. Instead, it has a range of 30 feet and can target creatures other than yourself.

Cantrip Upgrade (11th). When you cast this spell on another creature, you also gain its benefits.

Cantrip Upgrade (17th). You can now cast this spell as a bonus action.

Control Flames

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous or 1 hour
  • Classes: Druid, Sorcerer, Wizard

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

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

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

Cantrip Upgrade (5th). You can have up to six non-instantaneous effects active at a time, and you can dismiss any number of such effects as a bonus action.

Cantrip Upgrade (11th). You can extinguish or change the area of light cast by any number of flames within range simultaneously. Additionally, you may affect flame to produce no heat. The change lasts for 1 hour.

Cantrip Upgrade (17th). Any flames you target for the effects of this spell may fit within a 10-foot cube, and the duration of non-instantaneous effects lasts until dispelled.

Dancing Lights

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
  • Duration: 1 minute (1 hour at 11th level)
  • Classes: Artificer, Bard, Sorcerer, Wizard

You create up to four torch-sized lights within range, making them appear as torches, lanterns, fireflies, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size or into formations that resemble shapes. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range or if you dispel it as a bonus action.

Cantrip Upgrade (5th). When creating lights with this spell, you can choose any number of them to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can also color any number of the lights as you like, even going so far as to color each separately. You can cause any number of the lights to change their color or brightness as a bonus action.

Cantrip Upgrade (11th). The spell's duration increases to 1 hour instead of 1 minute.

Cantrip Upgrade (17th). You can create up to a maximum of eight lights, and you can combine the eight lights into one glowing vaguely humanoid of Large size.

Druidcraft

Transmutation Cantrip


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

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

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

Cantrip Upgrade (5th). You gain a deeper control over the elements and can create one of the following effects within range:

  • A barrier against weather extends out from you in a 10-foot radius and moves with you, remaining centered on you and shielding the area from nonmagical snow, rain, and wind. The barrier lasts for 1 hour.
  • You dim the flame of a candle, a torch, or a small campfire, halving its light radius.
  • You create a more potent instantaneous sensory effect, like a roar of a tiger, rumble of thunder, or the acrid scent of smoke or burning wood. The effect must fit in a 10-foot cube.
  • You touch a creature and instantly remove any unnatural smell from its body or clothing.

Cantrip Upgrade (11th). When you use this spell to make a flower blossom, a seed pod open, or a leaf bud bloom, you can do so for all plants within range simultaneously. You can also reverse these effects by making seeds infertile, wilting flowers, or drying out leaves. Additionally, when you use this spell to light or snuff out a flame, you may do so to any number of targets within range.

Cantrip Upgrade (17th). When you use this spell to create a barrier against weather, you can influence the temperature and humidity within the sphere to feel comfortable to all creatures within it. This does not mitigate the dangers of extreme heat or cold, nor does it overcome magical weather effects.

Gust

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

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

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Cantrip Upgrade (5th). This spell can affect Large creatures and when you push a creature with this spell, you may do so up to 10 feet. When you push an object with this spell, you can affect all other applicable objects within a 5-foot cube. Additionally, the spell can be used to displace vapor, gas, or fog within a 5-foot cube.


Cantrip Upgrade (11th). This spell can affect Huge creatures and can push objects within a 10-foot cube up to 30 feet.

Cantrip Upgrade (17th). This spell can affect all creatures and objects that wholly fit within a 15-foot cube.

Infestation

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a living flea)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Warlock, Wizard

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 piercing damage and it immediately moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d8 for the direction:

1, north; 2, north-east; 3, east; 4, south-east; 5, south; 6, south-west; 7, west; or 8, north-west. If the direction rolled is blocked, the target doesn’t move.

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

Light

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 1 hour
  • Classes: Artificer, Bard, Cleric, Sorcerer, Wizard

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

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Cantrip Upgrade (5th). When you cast this spell, you can limit the radius of bright and dim light shed, down to a minimum of 5 feet each. As a bonus action, you can change the color and brightness of the light.

Cantrip Upgrade (11th). You can fire a wisp of light at a creature or object up to 120 feet away, applying the spell's effects on contact. If you target an object being held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Cantrip Upgrade (17th). When you cast this spell, you can camouflage the light shed by the object, rendering it visible only to creatures within its radius.

Mage Hand

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

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

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

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

Cantrip Upgrade (5th). You can ignore the verbal component of this spell.

Cantrip Upgrade (11th). The spell's range increases to 60 feet.

Cantrip Upgrade (17th). The hand can carry up to 50 pounds.

Magic Stone

Transmutation Cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute
  • Classes: Artificer, Druid, Warlock

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

If you cast this spell again, the spell ends early on any pebbles still affected by it.

Cantrip Upgrade. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th (4d6), in addition to other effects:

Cantrip Upgrade (5th). You can cast this spell on one to five tiny, nonmagical objects that fit in your palm and weigh less than 1 pound each. For example, you can enchant a few playing cards, some coins, or a needle, but not a vial filled with a magical potion or a handheld bomb.

Cantrip Upgrade (11th). When you hit a target with an imbued object, you can make it ricochet and fly at a separate target of your choice within 20 feet of the original target. If you do so, make another ranged attack and on a hit, the target takes the spell's normal damage.

Cantrip Upgrade (17th). You can cast this spell on one to ten objects, and can make them harmlessly float a few inches out from you in a circle. You or other creatures can quickly draw floating objects to your hand as part of the ranged attack. If an object is removed from the circle against your will, the spell immediately ends for that object.

Mending

Transmutation Cantrip


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (two lodestones)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

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

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. It also can't repair damage which disfigures an object, such as being burnt, melted, warped, corroded, rotted/rusted, worn out, or disintegrated.

Cantrip Upgrade (5th). The spell repairs a single break or tera that is no larger than 5 feet in any dimension. Additionally, you can reassemble any number of broken fragments of an object which can fit inside a 1-foot cube. You can also remove scratches and rust from metal objects or restore burned cloth and leather as long as 4/5ths of it remains intact.

Cantrip Upgrade (11th). The spell repairs a single break or tear that is no larger than 10 feet in any dimension. Additionally, you can reassemble any number of broken fragments of an object which can fit inside a 5-foot cube. You can also restore corroded or warped metal objects to their original, untarnished state. The spell now has a range of 30 feet.

Cantrip Upgrade (17th). The spell now has a casting time of 1 action.

Message

Divination Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a short piece of copper wire)
  • Duration: 1 Round
  • Classes: Artificer, Bard, Sorcerer, Wizard

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

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

Cantrip Upgrade (5th). The spell has a range of 300 feet.

Cantrip Upgrade (11th). You can ignore the somatic and material components of the spell.


Cantrip Upgrade (17th). You can ignore the verbal components of the spel, sending the message to your target telepathically instead. A simple mental image may accompany this message, and your target can reply in the same way.

Minor Illusion

Illusion Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bit of fleece)
  • Duration: 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

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

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

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

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

Cantrip Upgrade (5th). When you cast the spell, you can choose to delay its manifestation by up to 1 minute, after which the effect occurs as normal.

Cantrip Upgrade (11th). The spell has a range of 60 feet.

Cantrip Upgrade (17th). You can create an image of flowing liquid or a cacophony of sounds no louder than a scream.

Mold Earth

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

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

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

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

Cantrip Upgrade (5th). You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action.

Cantrip Upgrade (11th). The shapes or colors you make appear on dirt or stone last for up to 24 hours. Additionally, you can excavate packed earth, and any earth you move with this spell can be deposited up to 20 feet away.

Cantrip Upgrade (17th). This spell can manipulate dirt and stone that fits within a 10-foot cube. Additionally, all non-instantaneous effects last until dispelled.

Prestidigitation

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

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

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

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

Cantrip Upgrade (5th). You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of such effects as an action. Additionally, you can dry any willing creature that you can see within range.

Cantrip Upgrade (11th). The spell has a range of 30 feet. You can light or snuff out any number of candles, torches, and small campfires within range simultaneously.

Cantrip Upgrade (17th). You can clean or soil an object no larger than 5 cubic feet and can chill, warm, or flavor up to 5 cubic feet of nonliving material. You can also create a nonmagical trinket or illusory image that can fit in a 1-foot cube. The duration of all your non-instantaneous effects increases up to 24 hours.

Shape Water

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

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

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

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

Cantrip Upgrade (5th). You can have up to five non-instantaneous effects active at a time, and you can dismiss any number of effects as an action. Additionally, you can boil the water, provided that there are no creatures in it. The water cools in 1 hour.

Cantrip Upgrade (11th). You can manipulate other liquids you can see if at least half of their content is water. Additionally, you can move water in any direction within range if it fits within a 1-foot cube. In addition, the duration of non-instantaneous effects lasts for 8 hours.

Cantrip Upgrade (17th). You can move up to five 1-foot cubes of water simultaneously. The duration of all of your non-instantaneous effects lasts until dispelled. Additionally, you can cause the water to form into complex shapes.

Shillelagh

Transmutation Cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
  • Duration: 1 minute
  • Classes: Druid

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

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

Spare the Dying

Necromancy Cantrip


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

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

Cantrip Upgrade (5th). The range of this spell becomes 30 feet.

Cantrip Upgrade (11th). If the stabilized creature takes no further damage for 1 hour, it regains 1 hit point.

Cantrip Upgrade (17th). This spell affects all targets with 0 hit points within a 10-foot radius, instead of a single target. If the stabilized creatures take no further damage for 1 minute, they regain 1 hit point.

Thaumaturgy

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Up to 1 minute
  • Classes: Cleric

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

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

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

Cantrip Upgrade (5th). You can change your voice to sound more angelic or demonic for 1 minute. Additionally, you can amplify your voice up to four times as loud for 1 minute.

Cantrip Upgrade (11th). You can have up to four of this spell's 1 minute effects active at a time. Additionally, the tremors you cause are strong enough to rattle objects without damaging them. You can also instantaneously open or close any number of unlocked doors and windows within range.

Cantrip Upgrade (17th). The duration of this spell's 1-minute effects can last until dispelled. Additionally, you can cause a loud noise, intense tremors, or unseen waves or slashes to deal 1 damage to all objects that aren't being worn or carried within range.

Thorn Whip

Transmutation Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the stem of a plant with thorns)
  • Duration: Instantaneous
  • Classes: Artificer, Druid

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

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

True Strike

Divination Cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 round
  • Classes: Bard, Sorcerer, Warlock, Wizard

You point a finger at a target in range. Your magic grants a brief insight⁠ into the target’s defenses. Until the end of your next turn, whenever a creature (including yourself) makes an attack against the target, you can grant the attacker advantage (no action required) on that attack, and on a hit or miss, the spell then ends.

Cantrip Upgrade (5th). When the attacker gains advantage from the spell, it ignores half-cover or three-quarters cover.

Cantrip Upgrade (11th). The spell now has a duration of 1 minute.

Cantrip Upgrade (17th). The spell can grant advantage up to two times before the spell ends.

1st-Level Spells

Color Spray

1st-level Illusion


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (A pinch of powder or sand that is colored red, yellow, and blue)
  • Duration: 1 Round
  • Classes: Bard, Sorcerer, Wizard

A dazzling array of flashing, colored light springs from your hand. Creatures in a 15-foot cone originating from you (ignoring unconscious creatures and creatures that can't see) must succeed on a Dexterity saving throw or be blinded until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the cone affected by that spell increases by 5 feet for each slot level above 1st.

Compelled Duel

1st-level Enchantment


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute
  • Classes: Paladin

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. If you are not in combat with them or if they are not hostile to you, the creature makes the save at advantage. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and the creature cannot willingly move further away from you.

At the end of each of its turns, the creature makes a Wisdom save to break the effect of the spell, ending it on a success. The spell also ends early if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Cure Wounds

1st-Level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid, Paladin, Ranger

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undeads or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Divine Favor

1st-level Evocation


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

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d6 radiant damage on a hit.

Find Familiar

1st-level Conjuration (ritual)


  • Casting Time: 10 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous
  • Classes: Wizard

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, bunny, cat, crab, frog (toad), hare, hawk, lizard, octopus, owl, flying snake, poisonous snake, fish (quipper), fox, rat, raven, sea horse, spider, tressym (winged cat), or weasel. Appearing in an unoccupied space within range you can see, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Exotic Familiars

Additional familiars that can either be acquired by finding these creatures in the Campaign and turning them into your familiar, otherwise these are additional familiars available to Pact of the Chain Warlock.


abyssal chicken, almiraj, flying monkey, gazer

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn (unless you want it to act as part of your turn). A familiar can't attack, but it can take other actions as normal.

The familiar has 1 hit point and when the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you that you can see.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Owl & All Familiar Nerf. I get it, the Owl is the most broken and typically optimized familiar to have (behind Imps). For the purposes of that, the Owl now loses the Flyby trait. Enjoy your familiar.

Additionally, my games use the Help Action - Skill Proficiency Requirement, so commonly the familiar cannot be spammed for Advantage on all checks you'd ever make.

Grease

1st-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A bit of pork rind or butter)
  • Duration: 1 minute
  • Classes: Artificer, Sorcerer, Wizard

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the Duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

The grease is flammable. Any 5-foot cube of grease on the ground exposed to fire burns away in 1 round, dealing 1d4 fire damage to any creature that starts its turn in the fire.

Healing Word

1st-Level Necromancy


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Jump

1st-Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a grasshopper's hind leg)
  • Duration: 1 minute
  • Classes: Artificer, Druid, Ranger, Sorcerer, Wizard

You touch a creature and grant them magic that lets them leap further than what would be physically possible. The creature's jump distance is tripled until the spell ends, and any jump the creature does doesn't provoke opportunity attacks.

Longstrider

1st-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M
  • Duration: 8 hours
  • Classes: Artificer, Bard, Druid, Ranger, Wizard

You touch a creature. The target's speed increases by 10 feet until the spell ends.

Mage Armor

1st-Level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of cured leather)
  • Duration: 24 hours or until the target finishes a Long Rest
  • Classes: Sorcerer, Wizard

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, if you dismiss the spell as an action, or if the target completes a long rest.

Witch Bolt

1st-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a twig from a tree that has been struck by lightning)
  • Duration: Concentration, up to 1 minute
  • Classes: Sorcerer, Warlock, Wizard

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 light-ning damage, and at the start of each of your turns for the spell's duration, if the target is within 60 feet of you and doesn't have total cover from you, it automatically takes 1d12 lightning damage. If the target is not within 30 feet of you (or if it has total cover from you) at the start of your turn, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage on a hit and the automatic damage dealt each increase by 1d12.

Zephyr Strike

1st-level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Ranger

You move like the wind. For the spell's duration of 1 minute, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can activate the Zephyr's Strike to give yourself advantage on the next weapon attack roll you make on your turn (costing no action). That attack deals an extra 1d8 force damage on a hit. Additionally, your walking speed increases by 30 feet until the end of that turn. You can't activate this feature of the spell again, unless you cast the spell again.

2nd-Level Spells

Barkskin

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of oak bark)
  • Duration: 1 hour
  • Classes: Druid, Ranger

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

Cloud of Daggers

2nd-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a sliver of glass)
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. This area counts as difficult terrain. As a bonus action on each of your turns, you can move the cloud up to 10 feet.

Crown of Madness

2nd-level Enchantment


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twised crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its movement, if needed, and action on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally if you choose no creature or if none are within its reach (even after moving).

On your subsequent turns, you must use your bonus action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Continual Flame x Darkness

This didn't really belong in any spell description. If you cast Continual Flame as a 3rd-level spell, it isn't affected by the Darkness spell, but also please read the new conditions for the Darkness spell.

Darkness

2nd-level Illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (Bat fur and a drop of pitch or piece of coal)
  • Duration: Concentration, Up to 10 minutes
  • Classes: Sorcerer, Warlock, Wizard

Magical darkness spreads from a point you choose within range to fill a 15-foot Radius Sphere for the Duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or helm, blocks the darkness.

If any of this spell's area overlaps with an area of light (or its source point) created by a spell of 2nd level or lower, the spell that created the light is dispelled.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, this spell dispels areas of light created by a spell that is a level lower than the level of the spell slot you use. Additionally, the size of the radius of magical darkness increases by 5 feet for each slot level above 2nd.

Elemental Weapon

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Artificer, Druid, Paladin, Ranger

A weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls (unless the weapon is already magical) and deals an extra 1d6 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d6. When you use a spell slot of 6th or higher, the bonus increases to +3 and the extra damage increases to 3d6.

Elemental Weapon

Elemental Weapon and Magic Weapon have been combined and buffed. Elemental Weapon is no lon-ger selectable as a 3rd-level Spell.

Enlarge Reduce

2nd-level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of powdered iron)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Druid, Sorcerer, Wizard

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose to increase or decrease the target by 2 sizes instead of one, such as Medium to Huge or Medium to Tiny, for example, which increases or decreases their die by 1d4 (2d4).

Heat Metal

2nd-level Transmutation


  • Csating Time: 1 Action
  • Range: 30 feet
  • Components: V, S, M (a piece of iron and a flame)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Bard, Druid

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it failed its saving throw, regardless of whether or not it dropped the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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

Heat Metal Save

It's always seemed strange that it grants you the save to drop the object, but it's something that rarely is of importance granted the use of the spell in the first place (to either be casted on heavy armor users or on people holding an important item). Adding in the counterplay to be able to save against the heat and not suffer the penalties is both fair to either sides attempting to use the spell to its effects---either a Player who gets heat metal-ed and has no ability to do anything in the combat, or a monster of the DM that isn't debuffed to hell.

Prayer of Healing

2nd-level Necromancy


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous
  • Classes: Cleric

Select up to any number of different creatures of your choice that you can see totally within range of the spell. Each creature regains hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Quick Maths

(maximum 136 medium creatures excluding the caster)

3rd-Level Spells

Aura of Vitality

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Classes: Cleric, Paladin

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Counterspell

3rd-level Abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

You attempt to interrupt a creature in the process of casting a spell using spell components. If the creature casting a spell of 3rd level or lower, its spell fails and has no effect. If the casting of a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Applicable Uses

  • When a normal spellcaster is using Verbal, Somatic, or Material Components to cast a spell.

Non-Applicable Uses

  • When a spell is cast through a Magic Item: (pg. 141 DMG Spells "Some magic items allow the user to cast a spell from the item. The spell is cast at th elowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise.)
  • When a spell is cast by a creature who doesn't require components to cast it. (Example pg. 160 MM Githyanki Knight Trait "Innate Spellcasting (Psionics). The githyanki's inate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components.)
  • When a monster creates an effect that is an ability and not a spell (Example pg. 170 MM Stone Golem Actions Slow (Recharge 5-6).)
  • When a Sorcerer uses Subtle Spell Metamagic to cast a spell with no Material Components, but with Verbal and Somatic which are negated by the Subtle Spell Metamagic.

Daylight

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour
  • Classes: Cleric, Druid, Paladin, Ranger, Sorcerer

A 60-foot-radius Sphere of light spreads out from a Point you choose within range. The Sphere is Bright Light and sheds Dim Light for an additional 60 feet. The Bright Light of the Sphere is considered Sunlight.

If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of Darkness created by a spell of 3rd Level or lower, the spell that created the Darkness is dispelled.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, this spell dispels Darkness spells if its level is less than the level of the spell slot you used. Additionally, the radius of both the bright and dim light increases by 20 feet for each slot level above 4th.

Mass Healing Word

3rd-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Tiny Hut

3rd-level Conjuration


  • Casting Time: 1 Action
  • Range: Self (10-foot-radius hemisphere)
  • Components: V, S, M (a small crystal bead)
  • Duration: 8 hours
  • Classes: Bard, Wizard

A 10-foot-radius immobile dome of force springs into existence around you and above you (but not below you) and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails it its area includes a larger creature or more than nine creatures. Creatures within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

The dome can be destroyed. It has AC 20, Hardness 10, and 20 Hit Points, it has immunity to poison and psychic damage and it cannot be critically hit. Reducing it to 0 hit points destroys it, thus ending the spell.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Hardness

A.K.A. Damage Reduction. Objects that have Hardness gain damage reduction equal to the amount listed, which means any damage is reduced by the amount listed from any source. Remember that Reduction is calculated before Resistance.

4th-Level Spells

Aura of Life

4th-level Necromancy


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V
  • Duration: Concentration, up to 10 minutes
  • Classes: Paladin

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

5th-Level Spells

Mass Cure Wounds

5th-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Bard, Cleric, Druid

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Wall of Force

5th-level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M* (a pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, up to 10 minutes
  • Classes: Wizard

An opaque wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as well 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 of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inches 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).

Nothing can physically pass through the wall, and because it's made of force, it blocks incorporeal and ethereal creatures as well. The wall is a magical object made of force that can be damaged and thus breached. Each 10-foot-by-10-foot panel has AC 20, Hardness 30, and 60 Hit Points, it has immunity to poison and psychic damage, and it cannot be critically hit. Reducing a panel to 0 Hit Points destroys it. Though it is a conjured magical object, it cannot be dispelled by dispel magic. A disintegrate spell destroys the entire wall instantly.

Hardness

A.K.A. Damage Reduction. Objects that have Hardness gain damage reduction equal to the amount listed, which means any damage is reduced by the amount listed from any source. Remember that Reduction is calculated before Resistance.

Wall of Stone

5th-level Conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small block of granite)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Druid, Sorcerer, Wizard

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

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

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

6th-Level Spells

Heal

6th-level Necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Intantaneous
  • Classes: Cleric, Druid

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

8th-Level Spells

Mind Blank

8th-level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 24 Hours
  • Classes: Bard, Wizard

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target. In addition, creatures cannot telepathically communicate with you, nor can you telepathically communicate with them.

9th-Level Spells

Mass Heal

9th-level Necromancy


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

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Power Word Heal

9th-level Necromancy


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

You utter a word of power that washes healing energy over one creature you can see within range. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

Time Stop

9th-level Transmutation (Chronomancy)


  • Casting Time: 1 action
  • Range: Self (the entire Plane of Existence you are on)
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Wizard

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.

While time has stopped, all creatures other than you are afflicted by the following conditions:

  • They are incapacitated, and can't move or speak.
  • They automatically fail Strength and Dexterity Saving Throws.
  • Attack Rolls against the creature have advantage.
  • Any Attack that hits the creature is a critical hit.

In addition while time is stopped, any object in motion or affected by gravity stops until you interact with them.

You can take any Action or effect, such as spellcasting or using objects, as if they are not affected by the time stop.

Spell Errata - W.I.P.

 

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