Arcane Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Astral Barrier | Cantrip | 5 |
| Eldritch Blast | Cantrip | 5 |
| Encode Thoughts | Cantrip | 5 |
| Eldritch Strike, | Cantrip | 5 |
| Eldritch Tendrils | Cantrip | 5 |
| Mid Trick | Cantrip | 5 |
| Arcane Arrow | 1st | 5 |
| Arcane Choke | 1st | 6 |
| Arcane Drain | 1st | 6 |
| Eldritch Rebuke | 1st | 6 |
| Psychic Boom | 1st | 6 |
| Aetheric Ballista | 2nd | 6 |
| Arcane Explosion | 2nd | 6 |
| Dragon's Breath | 2nd | 7 |
| Detect Thoughts | 2nd | 7 |
| Lesser Mind Blast | 2nd | 7 |
| Mind Thrust | 2nd | 7 |
| Mind Whip | 2nd | 8 |
| Psydarts | 2nd | 8 |
| Psionic Anchor | 2nd | 8 |
| Psyshock Rebuke | 2nd | 8 |
| Spell Shield Dome | 2nd | 8 |
| Conjure Lesser Demon | 3rd | 8 |
| Psybeam | 3rd | 9 |
| Psyblast | 3rd | 9 |
| Conjure Deamon Beast | 4th | 9 |
| Fabricate | 4th | 9 |
| Merlin´s Faithful Hound | 4th | 9 |
| Merlin´s Private Sanctum | 4th | 10 |
| Merlin´s Great Mana Missil | 4th | 10 |
| Psychic Hammer | 4th | 10 |
| Summon Aberration | 4th | 10 |
| Veil of Compressed Mana | 4th | 11 |
| 60cc of Time Stop | 5th | 11 |
| Antilife Shell | 5th | 11 |
| Awaken | 5th | 11 |
| Chronos Field | 5th | 11 |
| Eldritch Column | 5th | 12 |
Arcane Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Astral Cannon | 6th | 12 |
| Arcane Gate | 6th | 12 |
| Grasp Life and Mana Force | 6th | 12 |
| Psychic Mind Crush | 6th | 12 |
| Mass Mind Wipe | 6th | 12 |
| Merlin's Magnificent Mansion | 7th | 13 |
| Psychic Drain | 7th | 13 |
| Black Hole | 8th | 13 |
| Mind Blank | 8th | 13 |
| Reality Break | 8th | 13 |
| Curse of the Diminished Soul | 9th | 14 |
| Eldritch Cannon Blast | 9th | 14 |
| Energy Drain | 9th | 14 |
| Erase History | 9th | 14 |
| Eyes of Time | 9th | 14 |
| Forbidden Knowledge of the Ancients | 9th | 14 |
| Psychic Wrath | 9th | 14 |
| Time Ravage | 9th | 15 |
| Time Stop | 9th | 15 |
| True Mind Switch | 9th | 15 |
Astral Barrier
Abjuration cantrip
- Casting Time: 1 reaction
- Range: Self
- Components: S
- Duration: Instantaneous
As you notice a particularly painful attack headed your way, you call upon the power of the stars to try and blunt the damage. Make a Dexterity check against the attack roll. On a success, you decrease the incoming damage by 1d6.
At Higher Levels. The damage reduction increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Eldritch Blast
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: S,V
- Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Encode Thoughts
Enchantment cantrip
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 8 hours
You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Eldritch Strike,
Evocation cantrip
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: S, M
- Duration: Instantaneous
You brandish the weapon used in the spell’s casting and make a melee attack with it against a creature within 5 feet of you, on a hit, the target suffers the weapon attack’s normal effects and takes 1d8 force damage.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target on a hit. This damage roll increases by 1d8 at 11th level (2d8) and 17th level (3d8).
Eldritch Tendrils
Conjuration cantrip
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S, M (drop of acid)
- Duration: Instantaneous
- Spell Lists. Warlock
You conjure squirming alien tendrils from the Void to attack a target within range. Make a ranged spell attack. On a hit, the target takes 2d4 acid or psychic damage. This damage can only be healed magically, like through the usage of a spell or a racial/ class feature. If it's not healed with either, it won't be cured.
At Higher Levels. this spells damage increases by 1d4 once you reach 5th level (3d4), 10th level (4d4), and 17th level (5d4).
Mid Trick
Enchantment cantrip
- Casting Time: 1 action
- Range: 30ft
- Components: V, S
- Duration: Concentration, up to 1 minute
Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.
On a successful save, the creature realizes that you tried to use the magic to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on undeads or constructs.
Arcane Arrow
1st-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (a ranged weapon)
- Duration: Concentration, up to 1 minute
You imbue your ranged weapon with arcane energy, causing it to crackle at the seams with power. The next time you successfully hit a ranged weapon attack with it before the spell's duration ends, the projectile explodes violently. Every creature within 5 feet of the target, including the target itself, must make a Dexterity saving throw, taking 2d6 force damage on a failed save, or half as much on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for every level above 1st.
Arcane Choke
1st-level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You make a constricting gesture at a creature within range. The creature must make a Constitution save. On a failed save target takes 2d8 force damage and is restrained until the end of your next turn. On a successful save, the target takes half as much damage and is not restrained. You can use a bonus action while the target is restrained to move the target up to 5 feet in any direction.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every level above 1st.
Arcane Drain
1st-level Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You draw the stamina from a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage and the creature gains a penalty to all of its saving throws witch equals 1d8 for 1 minute.
At the start of each of the creature’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every level above 1st.
Eldritch Rebuke
1st-level evocation
- Casting Time: 1 reaction, , which you take in response to being damaged by a creature within 60 feet of you that you can see
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by pure cosmic energy. The creature must make a Dexterity saving throw. It takes 2d10 force 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Psychic Boom
1st-level evocation
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: S
- Duration: Instantaneous
You create a psionic shockwave. It strikes a 10 foot radius sphere within range. All creatures in that area must make an Intelligence saving throw. On a failed saving throw, a creature takes 1d12 psychic damage and is knocked prone. On a successful saving throw a creature takes only half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Aetheric Ballista
2nd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
- Spell Lists.
A faint quintessential essence wreathes around your extended wrist. For the duration of the spell, you can use a bonus action to make a ranged spell attack against a creature that you can see within 60 feet. On a hit, you deal force damage equal to 1d6 + your spellcasting ability modifier.
At Higher Levels. .When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 2d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 3d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 4d6.
Arcane Explosion
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a miniature facsimile of a pineapple cast from iron)
- Duration: Instantaneous
You conjure an orb of unstable arcane energy in your hand hand and lob, roll, or skip it to a point on the ground within range. The orb detonates at its destination with a loud boom which can be heard up to 300 feet away. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d8 force and 1d6 psychic damage on a failed save and the creature cant take a reactions or bonus action until the start of your next turn. On a successful save half damage
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and 1d6 for each slot level above 2nd.
Dragon's Breath
2nd-level transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (a hot pepper)
- Duration: Concentration, up to 1 minute
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, bludgeoning, cold, fire, force, lightning, necrotic, poison, psychic, radiant, slashing, thunder or water.
Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type 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 1d6 for each slot level above 2nd.
Detect Thoughts
2nd-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a copper piece)
- Duration: Concentration, up to 1 minute
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw.
If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Lesser Mind Blast
2nd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You emit a powerful wave of psychic energy directly to the target's mind, harming and dazing them. Choose one creature within range. The creature must succeed on an Intelligence saving throw, or take 2d10 psychic damage and be stunned for the duration.
The target can repeat the saving throw at the end of each of it's turn, ending the effect on itself with a success. On a successful save the creature take half damage and isn't stunned. The affected creature can make an Intelligence saving throw at the end of each its turns to try and free itself from the stun.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional mind blast for each slot above 2nd. The blasts can target the same creature or a different one.
Mind Thrust
2nd-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: 1 round
You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Mind Whip
2nd-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw.
On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Psydarts
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You launch four darts of pure psionic energy. Each dart deals 1d8 psychic damage. They may all strike the same targets or different targets, but a separate ranged spell attack roll must be made for each dart.
At Higher Levels. When this spell is cast at the 3rd level or higher, add two additional darts per additional level.
Psionic Anchor
2nd-level conjuration
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute
You attempt to magnetically pull a creature, using yourself as an anchor point. Choose a creature within range, that creature must succeed on an Strength or Wisdom saving throw or be immediately teleported to an unoccupied space within 10 feet of you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional creature for each slot level above 2nd.
Psyshock Rebuke
2nd-level evocation
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 90 feet of you that you can see
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You overload the body of one creature within range with psychic energy. The target must make a Constitution saving throw, taking 4d6 psychic damage on a failed save and become stuned, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d6 for each level above 1st.
Spell Shield Dome
2nd-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a 10-foot radius sphere centered around you witch grants all creatures within the dome a bonus to there Ac witch equals your spell modifier + proficiency bonus for the duration of the spell, However this dome do not give any protection against anti magic or weapons made from null-ore.
Conjure Lesser Demon
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)
- Duration: Concentration, up to 1 hour
You summon up to a total of eight Imps or Demon Hounds that appear in unoccupied spaces you can see within range. A Imp or Demon Hound disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.
Psybeam
3rd-level evocation
- Casting Time: 1 action
- Range: Self (60 foot line)
- Components: S
- Duration: Instantaneous
The caster launches a beam of psionic energy from their eyes at a single target, affecting an area 60 feet long and 5 feet wide. Every creature in the line of effect must make a Dexterity saving throw, taking 6d8 psychic damage on a failed save, or half as much on a successful one.
At Higher Levels. When this spell is cast with a spell slot of 4th level or higher, it deals an additional 1d8 psychic damage for every level above 3rd.
Psyblast
3rd-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: S
- Duration: Instantaneous
You cause a blast of psionic energy at a point you choose within 150 feet of you. A wave of psionic energy then emanates out from that point in a 20 foot radius sphere that goes around corners. Hostile creatures within that area must make an Intelligence saving throw. On a failure, they take 6d6 psychic damage and is Stunned for 1 minute. On a successful save, they take half as much damage and is not Stunned .
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, it deals an additional 1d6 psychic damage for every level above 3rd.
Conjure Deamon Beast
4th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Up to 10 minutes
- Spell Lists. Mage(Wizard/ Sorcerer), Warlock
You summon a Deamon Beast that appears in an unoccupied space you can see within range. The Deamon Beast disappears when it drops to 0 hit points or when the spell ends.
The Deamon Beast is hostile to all non-demons. Roll initiative for the Deamon Beast, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the Deamon Beast moves in a random direction in search of foes.
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned *Deamon Beast cannot cross the circle or target anyone in it while the spell lasts. The DM has the creatures' statistics.
Fabricate
4th-level transmutation
- Casting Time: 10 minutes
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
Merlin´s Faithful Hound
4th-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread)
- Duration: 8 hours
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
Merlin´s Private Sanctum
4th-level abjuration
- Casting Time: 10 minutes
- Range: 120 feet
- Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
- Duration: 24 hours
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
- Sound can't pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
Merlin´s Great Mana Missile
4th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You create two powerful missiles of magical force, which darts from your fingertips and unerringly strikes their designated targets.
Each missile hits a creature or object of your choice that you can see. a Missile deals 3d10 Force damage, then explodes in a 10-foot radius spherical blast, damaging all nearby enemies.
Affected creatures within one or more of these blasts must make a single Dexterity Saving Throw, taking 2d6 Force damage per blast on a failed save, or half as much on a successful one. The missiles all strike simultaneously and you can direct them to hit one creature or several.
A creature affected by the Shield spell immune to damage from Merlin´s Great Mana Missile. Similar resistances and immunities to Magic Missile apply to this spell in the same manner.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher You can create one more missile for every 2 spell levels above 4th.
Psychic Hammer
4th-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: S,
- Duration: Concentration, up to 1 minute
You assault the mind of a creature, the must make a intelligence saving throw or take 3d10 psychic damage and become stuned. On a successful save half damage.
Additionally up to three creature within the orginal creature must make dexterity saving throw or take 2d4 psychic damage and become prone. On a successful save half damage.
Summon Aberration
4th-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)
- Duration: Concentration, up to 1 hour
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.
Veil of Compressed Mana
4th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Closing your eyes and outstretching your arms and muttering a few Astral words a blue glow envelops your entire body, this extra layer constantly shifts to where any impact is found. When a weapon successfully hits the veil, it releases a small amount of stored energy in a miniature explosion.
Once this spell has been cast, your AC increases by 2 additionally, once you have been hit the target must make a Constitution saving throw or it takes 8d8 Force damage and the spell fades.
60cc of Time Stop
5th-level transmutation
- Casting Time: 1 reaction
- Range: self
- Components: V, S
- Duration: Concentration, up to 1 minute
As a reaction to another creature taking an action, bonus action, reaction, opportunity attack, movement, etc.
You quickly stop the flow of time for a creature that is not from the timeless void(Aberration). The creature must make a strength saving throw or be frozen in time and cant do any actions reactions or bonus action for the duration of the spell. During this duration all weapon attacks that hit the creature count as critical hits + your spell modifier + pb.
The creature can repate the save at the save at the start of each of its turns. If the creature have taken damage during the duration and is bellow half of its maximum hp it rolls the save with advantage.
Antilife Shell
5th-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you. All creatures excluding undead who enters or starts with in the barrier must make a wisdom saving throw or take 5d10 necrotic damage and if the creature dies it gets revived as a zombie version of its self witch last for 24 hours.
On a successful save half damage but gain 1 level of Exhaustion to a maximum of 4 levels. Undead creatures are immune to the necrotic damage.
Additionally all undead creatures within the radius gain resistance to damage from fire , radiant and silver weapons and regain 10hp at the star of each of its turns.
Awaken
5th-level transmutation
- Casting Time: 8 hours
- Range: Touch
- Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
- Duration: Instantaneous
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Chronos Field
5th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Channeling the flow of time itself at a point within range, you create a semi-transparent, grey sphere of unstable, distorted time, crackling with black energy. The sphere is 20ft in diameter, and creatures can pass harmlessly through it. Friendly creatures that enter the sphere gain the effects of the Haste spell while hostile creatures gain the effects of the Slow spell, with the following exceptions:
- Haste: You don't suffer the movement and action restrictions at the end of your turn until you end your turn outside of the sphere.
- Slow: You cannot make a saving throw to resist or remove the effects of Slow until you end your turn outside of the sphere.
A creature does not need to be fully within the sphere to trigger its effects, simply being in contact with it is enough. Additionally, the effects of Haste and Slow only last while within the sphere. Finally, if a creature is immune to the effects of Slow but can be affected by Haste, it is still treated as being able to be affected by Slow, and vice versa.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the diameter of Chronos Field increases by 5ft per slot level above 5th.
Eldritch Column
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (pinch of magnesium)
- Duration: Instantaneous
You call a vertical column of pure arcane energy, that roars down from the cosmos in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 force damage and 4d6 thunder damage on a failed save, or half as much damage on a successful one. The spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the force damage or the thunder damage (your choice) increases by 1d6 for each slot level above 5th.
Astral Cannon
6th-level evocation
- Casting Time: 1 action
- Range: Self (100-foot line)
- Components: V, S
- Duration: Instantaneous
You conjure a beam of astral energies that emanates from you in 100 foot line, 5 feet wide. All creatures in this area of effect must make a Dexterity Saving Throw. On a failure, creatures take 10d6 force damage. On a success, a creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the size of the damage die the spell uses by one for each slot level beyond 6th.
Arcane Gate
6th-level conjuration
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.
The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.
Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.
Grasp Life and Mana Force
6th level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
you grasp the life force of a creature, the creature must make a constitution saving throw. On a failed save the creature takes 3d10 necrotic damage and is Unconscious for 1 minute. On a successful save the creature takes half damage.
Additionally on a failed save you regain a number of hp equal to half the damage dealt.
Alternatively If you are using the mp system instead of the spell slot system you regain a number of mp points equal to half the damage dealt.
Psychic Mind Crush
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned.
The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.
Mass Mind Wipe
6th-level enchantment
- Casting Time: 1 action
- Range: 40 feet
- Components: V, S
- Duration: Instantaneous
Choose two targets within range. Each target must make an Intelligence saving throw. On a success, this target knows you tried to wipe their memory and become aggressively hostile to you, even willing to rile up others to kill you. On a failure, you wipe up to 2 hours of the target's memory. Targets whose minds are wiped will not know that you wiped their memory, and may not be hostile if they were in the time that was erased.
At Higher Levels. When this spell is cast using a 7th level or higher spell slot, you may target an additional creature for each level above 6th.
Merlin's Magnificent Mansion
7th-level conjuration
- Casting Time: 1 minute
- Range: 300 feet
- Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
- Duration: 24 hours
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. 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 mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Psychic Drain
7th-level evocation
- Casting Time: 1 action
- Range: 60 ft
- Components: V,S,M (Tentacle of an Squid)
- Duration: Instantaneous
Target a creature within range. It must make a Wisdom saving throw, taking 8d6 psychic damage on a failed save, or half as much on a successful one. You gain hit points equal to half of the damage dealt. This spell has no effect if the target's Intelligence is less than 5.
Black Hole
8th-level evocation
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
When the black hole is created, the area becomes difficult terrain in a 40-foot radius around it. .Every creature within this range when the sphere is created must succeed on a Strength Concentration, up to 1 minute or be pulled 30 feet towards the center.
The creature is pulled half the distance on a successful save. If a creature is within 20 feet of the sphere, they have disadvantage on this saving throw. Any creature that starts their turn within the range of the sphere’s pulling force is subjected to the saving throw again. On a failed save, a creature takes 10d10 force damage.
Mind Blank
8th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 24 hours
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.
Reality Break
8th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a crystal prism)
- Duration: Concentration, up to 1 minute
You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.
At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.
Reality Break Effects
| d10 | Effect |
|---|---|
| 1-2 | Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn. |
| 3-5 | Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one. |
| 6-8 | Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone. |
| 9-10 | Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn. |
Curse of the Diminished Soul
9th-level necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Until dispelled
Choose a creature within range. That creature must succeed on a Wisdom saving throw or be afflicted with a dire curse for the duration of the spell. While cursed, a creature has a -13 penalty to all saving throws. This spell can only be dispelled by a dispel magic or remove curse cast with a 9th-level spell slot or by a wish spell.
Eldritch Cannon Blast
9th-level evocation
- Casting Time: 1 action
- Range: Self (120-foot line)
- Components: V, S, M (a rod of emerald worth at least 200pp, crystal, or glass)
- Duration: Instantaneous
A huge beam of crackling energy streaks from you forming a line 120 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 20D12 force damage on a failed save, or half as much damage on a successful one. The force destroys any objects in the area that aren’t being worn or carried.
Energy Drain
9th-level necromancy
- Casting Time: 1 action
- Range: 25 feet
- Components: V, S
- Duration: Instantaneous
Drains hit points equal to hit dice. You fire a ray of necrotic energy at the target. If it fails a Constitution save, it loses hit points equal to the maximum number of its hit dice multiplied by 1D6 and the caster gains temporary hit points equal to half the result.
If it succeeds, divide the end result in half and the caster does not gain temporary hit points. If the target's hit points is reduced to 0 from this spell, the target dies. These hit points can only be restored at the end of a long rest or by the effect of a Greater Restoration spell.
Erase History
9th-level transmutation
- Casting Time: 8 hours
- Range: 10 miles
- Components: V, S, M (an diamond worth 1000 gp, which is transmuted into a lump of coal after the spell.
- Duration: Permanent
After casting this spell, you erase all direct written references to one creature, object, or event of your choice within range. You do not need line of effect to a given written work in order to affect it with this ritual. This ritual erases all such references written by creatures of less than your level. Of course, the very absence of sections in written works might draw curiosity in its own right.
Eyes of Time
9th-level divination (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1hour
After requesting assistance from the Lord of Time you temporarily have access to the knowledge of the entire history of this world. For the duration of the spell you can accurately recall any fact from the world’s history and make Intelligence (History) checks with advantage, if you fail a history check while using this you know the very basics of whatever you were attempting your history check on.
Forbidden Knowledge of the Ancients
9th-level divination
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (A skull of a recently slain humanoid, consumed by the spell)
- Duration: 1 hour
You call upon the nature of horrid wizards long past, seeking both their guidance and power. For the duration, your Intelligence and Wisdom increase by 4, to a maximum of 24. However, after the spell ends, you gain two levels of exhaustion.
Psychic Wrath
9th-level evocation
- Casting Time: 1 actions
- Range: 60 feet
- Components: V, S, M (a source of light)
- Duration: Instantaneous
This spell uses Magic to create small pieces of psychic energy to create lenses that focus light into laser beams that are deadly to even the strongest humans. Smaller pieces droplets are then used as mirrors to redirect the lasers toward the targets.
All creatures you choose in 60 feet radius of you must make an Intelligence saving throw. On a failed save, a creature takes 10d6 Psychic damage and 10d6 Radiant damage and is stunned for 1 minute. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Time Ravage
9th-level necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)
- Duration: Instantaneous
You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age.
In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.
Time Stop
9th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d6 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
True Mind Switch
9th-level enchantment
- Casting Time: 1 minute
- Range: 60 feet
- Components: V, S,
- Duration: Instantaneous
You attempt to take control of a nearby living creature, forcing your mind and soul into its body, and its into yours. Choose one creature within range whose challenge rating (or level, if it doesn't have a challenge rating) is less than or equal to your level. That creature makes a Wisdom saving throw. On a failure, your mind possesses the creature's body, and its mind takes over your body. You can call on rudimentary or instinctive knowledge of the target creature, but not acquired or learned knowledge.
You and the target creature each retain your Intelligence, Wisdom, and Charisma scores, hit points, Hit Dice, languages (you do not retain the ability to speak if your new body lacks that capability), proficiencies, class features, and legendary and lair actions (if any). You and the target creature otherwise gain the statistics of your new bodies. Any features which require a certain body part which your new body lacks may be unusable, but you still technically retain that feature.
If the target creature's body dies while you are in it, you die, and the target creature remains alive in your natural body. The opposite is also true if your natural body dies while the target creature's mind is inside it.
As the spell's effect is instantaneous, you and the target creature cannot be forced to return to your natural bodies by means of dispel magic, antimagic field, or a similar effect.
Faith Magic Source
| Name | Spell Level | Page |
|---|---|---|
| Divine Light Bolt | Cantrip | 17 |
| Divine Empowerment | Cantrip | 17 |
| Guidance | Cantrip | 17 |
| Sacred Flame of Haven, | Cantrip | 17 |
| Blood Moon's Blessing | 1st | 17 |
| Bless You | 1st | 17 |
| Bolt of Guidance | 1st | 17 |
| Ceremony | 1st | 18 |
| Divine Favor | 1st | 18 |
| Faith Shield | 1st | 18 |
| Heroic Blessing | 1st | 18 |
| Heavenly Rebuke | 1st | 18 |
| Holy Heavenly Fire | 1st | 18 |
| Holy Enchant | 1st | 19 |
| Purify | 1st | 19 |
| Sanctuary Protaction | 1st | 19 |
| Heavenly Light Cannon | 2nd | 19 |
| Healing Pray | 2nd | 19 |
| Spiritual Weapon | 2nd | 19 |
| Bestow Blessing | 3rd | 19 |
| Beacon of Hope | 3rd | 20 |
| Crusader's Blessing | 3rd | 20 |
| Conjure Lesser Celestial | 3rd | 20 |
| Good Hope | 3rd | 20 |
| Holy Flame Smite | 3rd | 20 |
| Halo | 3rd | 20 |
| Heavenly Lightning | 3rd | 20 |
| Heavenly Prison | 3rd | 21 |
| Aura of Life | 4th | 21 |
| Aura of Purity | 4th | 21 |
| Bless Water | 4th | 21 |
| Celestial Storm | 4th | 21 |
| Divination | 4th | 21 |
| Divine Form of Haven | 4th | 22 |
| Divine Light of Haven | 4th | 22 |
| Guardian of Faith | 4t | 22 |
| Prayer of Strength | 4th | 22 |
| Circle of Power | 5th | 22 |
| Commune | 5th | 22 |
| Flame Strike of Haven | 5th | 22 |
| Holy Weapon Burst | 5th | 23 |
| Judgement | 5th | 23 |
| Mass Cure Wounds | 5th | 23 |
Faith Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Rapture | 5th | |
| Celestial healing | 6th | 23 |
| Divine Word | 7th | 23 |
| Divine Symbol | 7th | 24 |
| Tree of Life | 7th | 24 |
| Temple of the Gods | 7th | 25 |
| Holy Aura | 8th | 25 |
| Annihilation | 9th | 25 |
| Mass Heal | 9th | 25 |
| True Resurrection | 9th | 26 |
| Tribute to the Gods | 9th | 26 |
Divine Light Bolt
Evocation cantrip
- Casting Time: 1 action
- Range: 100 feet
- Components: S,V
- Duration: Instantaneous
A bolt of holy energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 radiant damage.
Additionally when this bolt hit a creature with this bolt and there is any fiends or a undead within 20ft of the orginal creature the bolt splits in to 4 smaller bolts each bolt deal 1d6 to the fiend or a undead.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
Divine Empowerment
Divination cantrip
- Casting Time: 1 Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Imbued by the power of your god. As a part of the spell, you make a melee attack, armed or unarmed, if you hit, the opponent take the weapon damage + 1d4 damage, you choose between Fire, Radiant, Cold, Force, Poison, Acid, Lightning , Thunder or Water.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Guidance
Divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Sacred Flame of Haven
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d10 radiant damage and if the creature is fined or undead they have disadvantage on the save. The target gains no benefit from cover for this saving throw.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Blood Moon's Blessing
1st-level abjuration (ritual)
- Casting Time: 1 action
- Range: Self
- Components: S, M (a drop of blood and a drop of holy water)
- Duration: Concentration, up to 1 minute
As a action, you can cast this spell. When you cast this spell, you become illuminated by blood-red light from an unknown source above your head. For duration of the spell you deal additional damage with your weapon or spell attack witch are equal to your spell modifier. The effects last until you either lose concentration or the duration of the spell ends.
Creature with the creature type undead gains 10 temporary hit points until there next long rest, and this temporary hit points do not stack with any other temporary points.
Bless You
1st-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a sprinkling of holy water)
- Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d6 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Bolt of Guidance
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage.
Ceremony
1st-level abjuration (ritual)
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (25 gp worth of powdered silver, which the spell consumes)
- Duration: Instantaneous
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
- Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
- Bless Water. You touch one vial of water and cause it to become holy water.
- Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
- Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
- Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
- Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Divine Favor
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Your prayer empowers you with divine radiance. Until the spell ends, you gain a 1d10 witch can be add to any attack or saving throw.
Faith Shield
1st-level abjuration
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (a small parchment with a bit of holy text written on it)
- Duration: Concentration, up to 1 minute
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Additionally* undead , fiend have disadvantage on attack against a creature with this blessing.
Heroic Blessing
1st-level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
Additionally once per turn a creature with this blessing its first attack is made with advantage and 1d12 to its damage roll.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Heavenly Rebuke
1st-level evocation
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A golden white light streaks from the havens against the the creature that damaged you is momentarily surrounded by holy light. The creature must make a Dexterity saving throw. It takes 2d8 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Additionally undead , fiend or any creature that have either vulnerability to radiant or have sunlight vulnerability makes the Dexterity saving throw with disadvantage.
Holy Heavenly Fire
1st-level evocation
- Casting Time: 1 action
- Range: Self 15ft-cone
- Components: V, S
- Duration: Instantaneous
A stream of holy flames courses from your hand. Each hostile creature in the 15ft-cone must make a Dexterity saving throw. It takes 2d4 radiant damage on a failed save, or half as much damage on a successful one.
Additionally undead and fiend makes the Dexterity saving throw with disadvantage.
Alternatively you can use this holy fire to cure all allied creature from being Poisoned ,Paralyzed orPetrified .
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d4 for each slot level above 1st.
Holy Enchantment
1st-level enchantment
- Casting Time: 1 action
- Range: touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch a non magical, Null-Ore Drakmarite or Demoarite weapon infusing it with holy power. The weapon becomes a holy weapon and will deal radiant damage instead of its normal damage.
Additionally the weapon glows with a warm holy light witch illuminates a 15ft area around you and will deal 1d6 damage to undead ,fiend or any creature that have either vulnerability to radiant or have sunlight vulnerability.
Purify
1st-level transmutation (ritual)
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Sanctuary Protaction
1st-level abjuration
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V, S, M (a small silver mirror)
- Duration: 1 minute
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Heavenly Light Cannon
2nd-level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S
- Duration: Instantaneous
A beam of heavenly light orming a line 60 feet long and 10 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 radiant damage on a failed save, or half as much damage on a successful one.
Additionally undead , fiend or any creature that have either vulnerability to radiant or have sunlight vulnerability makes the Dexterity saving throw with disadvantage.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher add 1d6 per spell slot level.
Healing Pray
2nd-level evocation
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V
- Duration: Instantaneous
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead, fiend 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.
Spiritual Weapon
2nd-level evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Bestow Blessing
3rd-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch a creature, and bestow a blessing upon the creature, the creature becomes blessed for the duration of the spell. When you cast this spell, choose the nature of the blessing from the following options:
- Choose one ability score. While blessed , the creature have advantage on ability checks and saving throws made with that ability score.
- While blessed , the creature have advantage on attack rolls against you.
- While the target is blessed , its attacks and spells deal an extra 1d8 radiant damage to the target.
Beacon of Hope
3rd-level abjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Crusader's Blessing
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d6 radiant damage when it hits with a weapon attack.
Conjure Lesser Celestial
3rd-level conjuration*
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial holy water)
- Duration: Concentration, up to 1 hour
You summon up to a total of eight Cherubs or Heavenly Hounds that appear in unoccupied spaces you can see within range. A Cherubs or Heavenly Hound disappears when it drops to 0 hit points or when the spell ends.
The celestial are hostile to all creatures. Roll initiative for the summoned celestial as a group, which has its own turns. The celestial attack the nearest non-celestial to the best of their ability.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two celestials.
Good Hope
3rd-level enchantment
- Casting Time: 1 action
- Range: Self(25-foot cube)
- Components: V, S,
- Duration: Instantaneous
This spell instills powerful hope in those around you, relieving them of their worries. You inspire hope in those around within a 25-foot cube around you magically curing them of several ailments, which include: being stunned, being paralyzed, being frightened, and preventing yourself and those around you of being charmed (does not affect currently charmed individuals) until the start of your next turn.
Holy Flame Smite
3rd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon roars with divine flame, and the attack deals an extra 2d6 fire damage and 2d6 radiant damage to the target. The creature must make a dexterity save or start to Burn for the duration.
Halo
3rd-level enchantment (ritual)
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a piece of a holy symbol wrapped in a cloth soaked in holy water)
- Duration: 4 hours
Choose a target you can see within range. A halo will appear floating a few inches above their head.
- Upon dropping to 0 hit points the halo begins to shine brighter, imposing disadvantage on any attacks made against the target.
- The warming light immediately grants the creature one successful death save, and grants advantage on death saving throws. Upon becoming stable, the halo bursts, healing the target a number of hit points equal to 1d8 + their Constitution modifier, ending the spell.
- If enough damage is dealt to instantly kill the target, the halo will take the brunt of the force instead. It shatters, ending the spell and leaving the target with 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage from the initial ranged spell attack increases by 1d12 for each slot level above 3rd.
Heavenly Lightning
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30 foot radius)
- Components: S, V, M (a small platinum rod)
- Duration: Instantaneous
You raise your hand towards the stormy sky and summon lightning to hit all creatures in a 30-foot radius circle centered on you. Every target in range must make a Dexterity saving throw. You and creatures you choose have advantage on the saving throw. Any target that fails the save takes 4d4 lightning damage and 1d8 radiant damage, creatures who make the save take half damage.
Additionally undead and fiend makes the Dexterity saving throw with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage from the initial ranged spell attack increases by 1d8 for each slot level above 3rd.
Heavenly Prison
3rd-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: S, V,
- Duration: Concentration, up to 1 minute
You create a cube-shaped heavenly prison around a creature you choose within range. The target must succeed on a Dexterity saving throw or be imprisoned. The prison is up to 10 feet on a side and is made from ½-inch diameter bars spaced ½ inch apart.
During your turn, you can use a bonus action to move the prison up to 30 feet in any direction. If this movement would cause the prison to be more than 120 feet away from you, or if you move more than 120 feet away from the cage, the spell ends.
The imprisoned creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself. If a creature frees itself from the prison or the spell ends, it descends at a rate of 60 feet per round, taking no falling damage when it lands.
Additionally undead and fiend makes the Dexterity saving throw with disadvantage.
Aura of Life
4th-level abjuration
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 10 minutes
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.
Aura of Purity
4th-level abjuration
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 10 minutes
Purifying 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) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Bless Water
4th-level transmutation
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (powdered silver worth at least 250 gp, which the spell consumes)
- Duration: 1 day
This enchantment imbues divine magic into body of water with a surface area no larger than 20 foot cube. For the duration, the enchanted waters become holy water, and you can draw a flask's worth of holy water from it as an action.
If the targeted body of water is already enchanted by or imbued with magic with a duration of 1 hour or longer, the spell fails. Casting this spell on a new target automatically ends the spell on the previous one.
Creature with the creature type of undead or fiend come in contact with the water they must make a dexterity save or take 8d6 radiant damage.
You can permanently bless a body of water by casting this spell in the same location every day for one year. The spell will then last until dispelled.
Celestial Storm
4th-level evocation (ritual)
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a raging storm of blinding light around yourself to hinder your enemies. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature that ends its turn within the spell's radius must make a Constitution saving throw.
On a failed save, the creature takes 2d10 radiant damage and is blinded until the end of their next turn. On a successful save, the creature takes half as much damage, and is not blinded.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Divination
4th-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
- Duration: Instantaneous
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Divine Form of Haven
4th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small silver sword)
- Duration: Concentration, up to 1 minute
Calling upon the divine power of your deity, you imbue yourself with divine powers, witch grants you immunity to Poisoned Frightened Paralyzed for 1 minute.
Additional your weapon attack deal additional 3d10 radiant damage.
Divine Light of Haven
4th-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
A holy light envelops your and burn all evil around you within 30ft of you. The targets must make a Constitution saving throw. A target takes 5d10 radiant damage and is Blinded until the start of your next turn on a failed save, or it takes half as much and is not blinded on a successful one..
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Guardian of Faith
4th-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: 8 hours
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Prayer of Strength
4th-level abjuration
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 hour
Choose up to six willing creatures within range. For the duration, each creature you choose add 1d12 to any Strength checks or save.
Commune
5th-level divination (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (incense and a vial of holy or unholy water)
- Duration: 1 minute
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
Circle of Power
5th-level abjuration
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 10 minutes
Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects.
Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
Flame Strike of Haven
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (pinch of sulfur)
- Duration: Instantaneous
- Spell Lists. Cleric, Paladin
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
Additionally undead and fiend makes the Dexterity saving throw with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
Holy Weapon Burst
5th-level evocation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
As a action on your turn, you can emit a power full burst of holy magic within a 20-foot radius. Each hostile creature must make a dexterity saving throw, or take 8d8 radiant damage, and it is blinded for 1 minute.
Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a successful save, a creature takes half as much damage . At the start of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Additionally undead and fiend makes the Dexterity saving throw with disadvantage.
Judgement
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You cause a ray of divine light to strike a creature within range, leaving it extremely vulnerable to magic. The target must make a Wisdom saving throw. On a failed save, it takes 4d10 + 10 radiant damage and has disadvantage on saving throws made against spells and other magical effects for 1 minute. On a successful save, the target takes half as much damage and doesn't suffer the additional effect.
Mass Cure Wounds
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 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.
Rapture
5th-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
with an outstretched arm a ray of light/dark comes for the heavens/depths to smite your opponent. As an action you can cast this spell at an opponent within range that you can see, the target has to make a Dexterity saving throw; on hit take 10d8 radiant or necrotic half on a save.
The surrounding area either becomes a bright white light (range of this light is 80ft) or all the color is sucked into the beam making the entire area dark(range of dark is 80ft)
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the damage increases by 1d8 for each spell slot above 5th
Celestial Healing
6th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A bright light of healing energy come down form the skies. Chose one creature within range, the chose creature regains hit points equal to a 3d10 and is cure form any conditions it might have or minor curses.
Divine Word
7th-level evocation
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Instantaneous
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
- 50 hit points or fewer: deafened for 1 minute
- 40 hit points or fewer: deafened and blinded for 10 minutes
- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
- 20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Divine Symbol
7th-level abjuration
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
- Duration: Until dispelled or triggered
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
- Death. Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
- Discord. Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
- Fear. Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
- Hopelessness. Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
- Insanity. Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
- Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
- Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
- Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Tree of Life
7th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
In an unoccupied space in range, you conjure a Huge tree that fills a cylinder 5 feet in diameter, with a any height of your choosing up to 60 feet. This tree has AC 16, 100 hit points, immunity to psychic damage, and vulnerability to fire and slashing damage. Its hit points cannot be restored by magic. The tree's leaves glow with an emerald-like luminescence that spreads bright light to a radius of 60 feet, and dim light for another 60 feet.
If a creature starts its turn within the tree's light, or enters it on its turn, you may reduce the tree's remaining hit points by 10 (no action required) for that creature to regain a number of hit points equal to 2d6 + your spellcasting ability modifier if it is neither construct nor undead. The creature is absolved of the blinded, frightened, and poisoned conditions—and for the duration it ignores difficult terrain within the tree's light.
Alternatively, you may expend 10 hit points from the tree to force that creature to make a Constitution saving throw. On a failure, the creature takes 3d6 necrotic damage and for the duration treats movement within the light as difficult terrain. Once the tree runs out of hit points, the spell ends, and the tree rapidly withers away into nothingness.
At Higher Levels. hen you cast this spell using a spell slot of 9th level or higher, the healing and damage both increase by 1d6
Temple of the Gods
7th-level conjuration
- Casting Time: 1 hour
- Range: 120 feet
- Components: V, S, M (a holy symbol worth at least 5 gp)
- Duration: 24 hours
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.
Holy Aura
8th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint's robe or a piece of parchment from a religious text)
- Duration: Concentration, up to 1 minute
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Annihilation
9th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You tear a hole in the very fabric of space and time. This spell is a conversion of the one in "Return to the Temple of Elemental Evil".
Using an incredible blast of force, you tear a temporary hole in the fabric of reality. This hole takes on the form of a sphere of annihilation. You control the sphere as if you possessed a talisman of the sphere. At the end of the duration, the hole seals itself and the sphere disappears, leaving a path of destruction in its wake.
Mass Heal
9th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
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.
True Resurrection
9th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)
- Duration: Instantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
Tribute to the Gods
9th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V,S,M (a melee weapon worth at least 1 sp)
- Duration: 1 hour
You extend your mystical powers and grasp at the soul of your enemy, cutting it in two before obliterating half. When you cast this spell, a creature of your choice within the range of the spell must take a Constitution saving throw. If it fails, the target loses half of its current hit points, and cannot regain hit points above half its maximum until it next finishes a long rest. If it succeeds, the target takes 4d6 necrotic damage, but cannot lose more than half its hit points to this damage. This spell had no effect on undead or constructs.
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Arc of Tamamo-no-Mae | Cantrip | 41 |
| Acidic Splash | Cantrip | 41 |
| Acid Balm | Cantrip | 41 |
| Air Slash | Cantrip | 41 |
| Air Cushion | Cantrip | 41 |
| Aqua Push | Cantrip | 41 |
| Arrow of Dusk | Cantrip | 42 |
| Awful Joke | Cantrip | 42 |
| Arcane Reflect | Cantrip | 42 |
| Arcane Disarm | Cantrip | 42 |
| Arcane Push/Pull | Cantrip | 42 |
| Arcane Weapon Throw | Cantrip | 43 |
| Bardcraft | Cantrip | 43 |
| Banana Slip | Cantrip | 43 |
| Bolt of Shadow | Cantrip | 43 |
| Burning Strike | Cantrip | 43 |
| Blade of Grass | Cantrip | 43 |
| Blood Beam | Cantrip | 44 |
| Blood Claw | Cantrip | 44 |
| Blood Slash | Cantrip | 44 |
| Bubble Spray | Cantrip | 44 |
| Brutal Blade | Cantrip | 44 |
| Cherry Bomb | Cantrip | 44 |
| Chilly Spectral Claw | Cantrip | 44 |
| Create Fire | Cantrip | 45 |
| Cold Boomerang | Cantrip | 45 |
| Cold Wind | Cantrip | 45 |
| Clinging Sludge | Cantrip | 45 |
| Corroding Strike | Cantrip | 45 |
| Conjure Blade | Cantrip | 45 |
| Conjure Rotting Tomatoes | Cantrip | 46 |
| Crystal Stake | Cantrip | 46 |
| Death Lance | Cantrip | 46 |
| Druidcraft | Cantrip | 46 |
| Deadly Volt Blade | Cantrip | 47 |
| Dark Shadows | Cantrip | 46 |
| Death Bolt | Cantrip | 47 |
| Desecrate Strike | Cantrip | 47 |
| Diamond Halo | Cantrip | 47 |
| Dice of Discord | Cantrip | 47 |
| Drop the Bass | Cantrip | 47 |
| Ember Bolt | Cantrip | 47 |
| Ember Spray | Cantrip | 48 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Earth Spikes | Cantrip | 48 |
| Earthen Bullet | Cantrip | 48 |
| Elemental Ward | Cantrip | 48 |
| Emit Spores | Cantrip | 48 |
| Entropy | Cantrip | 48 |
| Emerald-Fire Blade | Cantrip | 49 |
| Emerald Bullets | Cantrip | 49 |
| Friends | Cantrip | 49 |
| Frost Bolt | Cantrip | 49 |
| Frostbite Curse | Cantrip | 49 |
| Frost Beam | Cantrip | 49 |
| Frost strike | Cantrip | 49 |
| Flame Arc | Cantrip | 50 |
| Firecracker Blast | Cantrip | 50 |
| Flare Blitz | Cantrip | 50 |
| Flash Powder | Cantrip | 50 |
| Flare Shot | Cantrip | 50 |
| Furious Charge | Cantrip | 50 |
| Faerie Glitter | Cantrip | 50 |
| Fire Whip | Cantrip | 51 |
| Glass Molding | Cantrip | 51 |
| Glare of Light | Cantrip | 51 |
| Glyph Trap | Cantrip | 51 |
| Gust | Cantrip | 51 |
| Glyph Protaction | Cantrip | 52 |
| Gurgle | Cantrip | 52 |
| Ghostly Hand | Cantrip | 52 |
| Hand of the Necromancer | Cantrip | 52 |
| Hand of Radiance | Cantrip | 52 |
| Haunting Whispers of Dread | Cantrip | 52 |
| Heat Beam | Cantrip | 52 |
| Hardened Stone | Cantrip | 53 |
| Hoarfrost Blade | Cantrip | 53 |
| Hydro Barrier | Cantrip | 53 |
| Ice Blade | Cantrip | 53 |
| Ice Shards | Cantrip | 53 |
| Hydro Barrier | Cantrip | 53 |
| Infestation of Insects | Cantrip | 53 |
| Instil Pain | Cantrip | 53 |
| Implosion | Cantrip | 54 |
| Knee-Jerk | Cantrip | 54 |
| Kunai of Inari | Cantrip | 54 |
| Light Arrow | Cantrip | 54 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Light Blade | Cantrip | 54 |
| Luminous | Cantrip | 54 |
| Lightning Harpoon | Cantrip | 55 |
| Leaves of Poison | Cantrip | 55 |
| Lightning Whip | Cantrip | 55 |
| Lightning Tendrils | Cantrip | 55 |
| Lullaby of Nocteia | Cantrip | 55 |
| Mold Earth | Cantrip | 55 |
| Manna Card | Cantrip | 55 |
| Magi Mine | Cantrip | 56 |
| Mana Hand | Cantrip | 56 |
| Mending | Cantrip | 56 |
| Mind Freeze | Cantrip | 56 |
| Message | Cantrip | 56 |
| Minor Illusion | Cantrip | 56 |
| Mid Trick | Cantrip | 57 |
| Magnetize | Cantrip | 57 |
| Manacles of Pain | Cantrip | 57 |
| Manipulate Snow and Ice | Cantrip | 57 |
| Megaton Punch | Cantrip | 57 |
| Minor Stasis | Cantrip | 57 |
| Metal Shrapnel | Cantrip | 58 |
| Minor Telekinesis | Cantrip | 58 |
| Minor Step | Cantrip | 58 |
| Moonlight Bolt | Cantrip | 58 |
| Moth Swarm | Cantrip | 58 |
| Meow, Meow, Meow | Cantrip | 58 |
| Magma Shot | Cantrip | 58 |
| Nightly Terrors | Cantrip | 59 |
| Ominous Banana | Cantrip | 59 |
| Orb of Light | Cantrip | 59 |
| Pillar of Earth | Cantrip | 59 |
| Pixie Glitter Storm | Cantrip | 59 |
| Poison Splash | Cantrip | 59 |
| Poison Spray | Cantrip | 59 |
| Poisoned Blade | Cantrip | 60 |
| Power Chord | Cantrip | 60 |
| Prestidigitation | Cantrip | 60 |
| Primal Savagery | Cantrip | 60 |
| Pseudopod Strike | Cantrip | 60 |
| Psionic Kunai | Cantrip | 60 |
| Pyrotechnics | Cantrip | 61 |
| Psionic Strike | Cantrip | 61 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Paradox Pike | Cantrip | 61 |
| Plasma Bolt | Cantrip | 61 |
| Resistance | Cantrip | 61 |
| Rain Cloud | Cantrip | 61 |
| Sacrifice Sanity | Cantrip | 61 |
| Sand Blast | Cantrip | 62 |
| Sapping Bolt | Cantrip | 62 |
| Shape Water | Cantrip | 62 |
| Shadow Warp | Cantrip | 62) |
| Shadow Blot | Cantrip | 62 |
| Shadow Strike | Cantrip | 62 |
| Spark Bolt | Cantrip | 62 |
| Shenanigan Dice | Cantrip | 63 |
| Silent Fart | Cantrip | 63 |
| Snow Ball Barrage | Cantrip | 63 |
| Solar Bolt | Cantrip | 63 |
| Shocking Grasp | Cantrip | 63 |
| Song of Courage | Cantrip | 63 |
| Soul Claws | Cantrip | 63 |
| Soul Drain | Cantrip | 64 |
| Shrapnel Stream | Cantrip | 64 |
| Shillelagh | Cantrip | 64 |
| Spare the Dying | Cantrip | 64 |
| Sword Dance | Cantrip | 64 |
| Splitting Chords | Cantrip | 64 |
| Starlight Bolt | Cantrip | 64 |
| Stone Shield | Cantrip | 64 |
| Snow Cloud | Cantrip | 65 |
| Summon Instrument | Cantrip | 65 |
| Spark Shower | Cantrip | 65 |
| Taunt Charm | Cantrip | 65 |
| Tear Flesh | Cantrip | 65 |
| Thunder Sound Blast | Cantrip | 65 |
| Thunderous Strike | Cantrip | 65 |
| Thundering Whip | Cantrip | 66 |
| Twilight Beam | Cantrip | 66 |
| Thorn Vines | Cantrip | 66 |
| Thaumaturgy | Cantrip | 66) |
| True Strike of Flint | Cantrip | 66 |
| Unholy Bell of Dread | Cantrip | 66 |
| Unholy Dark Flames | Cantrip | 66 |
| Unhinged Willpower | Cantrip | 67 |
| Venomous Spit | Cantrip | 67 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Vicious Rants of Denyna | Cantrip | 67 |
| Water Gun | Cantrip | 67 |
| Water Whip | Cantrip | 67 |
| Water Strike | Cantrip | 67 |
| Wind Strike | Cantrip | 67 |
| Wind Cut | Cantrip | 68 |
| Witch Fire | Cantrip | 68 |
| Vicious Mockery | Cantrip | 68 |
| Virtue of Life | Cantrip | 68 |
| Acidic Blast | 1st | 68 |
| Absorb Elements | 1st | 68 |
| Alarm | 1st | 68 |
| Animal Friendship | 1st | 69 |
| Arms of Erebus | 1st | 69 |
| Animate Shadow | 1st | 69 |
| Armor of Fuyumi | 1st | 69 |
| Aqua Armor | 1st | 69 |
| Armor of Flames | 1st | 69 |
| Armor of Luxai | 1st | 70 |
| Armor of Poison Thorns | 1st | 70 |
| Armor of Blood | 1st | 70 |
| Armor of Storms | 1st | 70 |
| Avian Assault | 1st | 70 |
| Arc Lightning | 1st | 70 |
| Ball of Blackwater | 1st | 71 |
| Bound Fire Serpent | 1st | 71 |
| Butterfly Frenzy | 1st | 71 |
| Begone Harlot | 1st | 71 |
| Bane Curse | 1st | 71 |
| Bolster Familiar | 1st | 71 |
| Bind Skull Familiar | 1st | 72 |
| Black Snow | 1st | 72 |
| Blood Spear | 1st | 72 |
| Blood Tentacles | 1st | 72 |
| Bloodsurge | 1st | 72 |
| Blood Hex | 1st | 72 |
| Bodysnatch | 1st | 73 |
| Black Fire | 1st | 73 |
| Catapult | 1st | 73 |
| Cause Fear | 1st | 73 |
| Chaos Bolt | 1st | 73 |
| Chromatic Orb | 1st | 74 |
| Color Spray | 1st | 74 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Charm Jinx | 1st | 74 |
| Command | 1st | 74 |
| Compelled Duel | 1st | 74 |
| Comprehend Language | 1st | 75 |
| Create or Destroy Water | 1st | 75 |
| Carpet of Shadow | 1st | 75 |
| Cell Decomposition | 1st | 75 |
| Chilling Smite | 1st | 75 |
| Clear Thought | 1st | 75 |
| Corrosive Touch | 1st | 75 |
| Create Air | 1st | 76 |
| Cyclone | 1st | 76 |
| Crystal Wave | 1st | 76 |
| Crystal Blades | 1st | 76 |
| Cure Wounds | 1st | 76 |
| Calming Charm | 1st | 76 |
| Detect Mana | 1st | 77 |
| Detect Poison and Disease | 1st | 77 |
| Disguise Illusion | 1st | 77 |
| Dissonant Whispers | 1st | 77 |
| Distort Value Hex | 1st | 77 |
| Dark Beads of Pain | 1st | 77 |
| Dark Orb of Dreed | 1st | 78 |
| Dark Reach | 1st | 78 |
| Death Blossom Skaura | 1st | 78 |
| Death Coil | 1st | 78 |
| Dread Smite | 1st | 78 |
| Deceiving Bolt | 1st | 78 |
| Dissonance Field | 1st | 79 |
| Drain Warmth | 1st | 79 |
| Draining Fungus | 1st | 79 |
| Dusk and Dawn | 1st | 79 |
| Death Rot Blast | 1st | 79 |
| Earth Barrier | 1st | 79 |
| Earth Tremor | 1st | 79 |
| Earth's Coffin | 1st | 80 |
| Ensnaring Vines Smite | 1st | 80 |
| Entangle | 1st | 80 |
| Expeditious Retreat | 1st | 80 |
| Electric Smite | 1st | 80 |
| Ember Chain | 1st | 80 |
| Erase Writings | 1st | 81 |
| Eruption Counter | 1st | 81 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Ethereal Claw Trap | 1st | 81 |
| Fire Ball | 1st | 81 |
| Fairy Fire | 1st | 81 |
| False Life | 1st | 81 |
| False Tracks | 1st | 82 |
| False Blade | 1st | 82 |
| Feather Fall | 1st | 82 |
| Fog | 1st | 82 |
| Fiendish Desecration | 1st | 82 |
| Find Memory | 1st | 82 |
| Fire Hands | 1st | 82 |
| Find Familiar | 1st | 83 |
| Flames of Chaos | 1st | 83 |
| Frost Claw | 1st | 83 |
| Flower Crown of Pain | 1st | 83 |
| Floor of Ice | 1st | 84 |
| Frost Burn | 1st | 84 |
| Freezing Fog | 1st | 84 |
| Gift of Alacrity | 1st | 84 |
| Good Berry | 1st | 84 |
| Grease Trap | 1st | 84 |
| Glacial Smash | 1st | 84 |
| Gravity Orb | 1st | 85 |
| Ground Crush | 1st | 85 |
| Hallucinate | 1st | 85 |
| Hands of the Buried | 1st | 85 |
| Healing Charm | 1st | 85 |
| Horrific Visage | 1st | 85 |
| Hush | 1st | 86 |
| Hex Curse | 1st | 86 |
| Hunter's Mark | 1st | 86 |
| Infernal Rebuke | 1st | 86 |
| Iron Pike | 1st | 86 |
| Ice Missile | 1st | 86 |
| Ice Wind | 1st | 87 |
| Ice Weapon | 1st | 87 |
| Identify | 1st | 87 |
| Illusory Script | 1st | 87 |
| Inflict Wound | 1st | 87 |
| Inflate Ego | 1st | 87 |
| Icicles | 1st | 88 |
| Jump Boost | 1st | 88 |
| Lightning Spear | 1st | 88 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Longstrider | 1st | 88 |
| Last Words | 1st | 88 |
| Laughing Skull | 1st | 88 |
| Life Saping Seeds | 1st | 88 |
| Light Swords Storm | 1st | 89 |
| Liliths's Glamer | 1st | 89 |
| Magnetism | 1st | 89 |
| Manipulate Metal | 1st | 89 |
| Mage Armor of Warding | 1st | 89 |
| Magic Missile | 1st | 89 |
| Missile Lore | 1st | 89 |
| Mid Pain | 1st | 90 |
| Morgana´s Dread Curse | 1st | 90 |
| Mind Broadcast | 1st | 90 |
| Miasma of Selenia | 1st | 90 |
| Mind Scramble | 1st | 90 |
| Magma Spray | 1st | 90 |
| Needles Swarm | 1st | 91 |
| Nauseate | 1st | 91 |
| Net of Darkness | 1st | 91 |
| Night Mist | 1st | 91 |
| Petal Swarm | 1st | 91 |
| Protection from Evil and Good | 1st | 91 |
| Puppet String | 1st | 92 |
| Paralyzing Burn | 1st | 92 |
| Petal Glide | 1st | 92 |
| Pixie's Cyclone | 1st | 92 |
| Polarize | 1st | 92 |
| Ray of Sunshine | 1st | 92 |
| Runa´s Painful Pun | 1st | 93 |
| Ray of Sickness | 1st | 93 |
| Radiant Leap | 1st | 93 |
| Razor Storm | 1st | 93 |
| Remote Explosion | 1st | 93 |
| Repair | 1st | 94 |
| Riddle, Riddle | 1st | 94 |
| Rock Volley | 1st | 94 |
| Sand of Death | 1st | 94 |
| Searing Smite | 1st | 94 |
| Shield Ward | 1st | 94 |
| Steal | 1st | 95 |
| Silent Image | 1st | 95 |
| Silvery Barbs | 1st | 95 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Sleep | 1st | 95 |
| Snare | 1st | 95 |
| Speak with Animals | 1st | 96 |
| Shadow String Trap | 1st | 96 |
| Shield of Darkness | 1st | 96 |
| Stalagmite | 1st | 96 |
| Soul Link | 1st | 96 |
| Soul Missile | 1st | 96 |
| Spear of Rot | 1st | 96 |
| Splashing Spit | 1st | 97 |
| Stasis Trap | 1st | 97 |
| Step Into Darkness | 1st | 97 |
| Stone Bunker | 1st | 97 |
| Thorn Burst | 1st | 97 |
| Thorn Twister | 1st | 97 |
| Tree Skin | 1st | 98 |
| Touch of Unlife | 1st | 98 |
| Transcription | 1st | 98 |
| Toxic Cloud | 1st | 98 |
| Transfer Pain | 1st | 98 |
| Thunderous Smite | 1st | 98 |
| Tenser's Floating Disk | 1st | 99 |
| Thunderwave | 1st | 99 |
| Unseen Servant | 1st | 99 |
| Venom Smite | 1st | 99 |
| Venom Snake Ray | 1st | 99 |
| Vampiric Drain | 1st | 100 |
| Water Tendril | 1st | 100 |
| Water Blast | 1st | 100 |
| Watar Cube | 1st | 100 |
| Witch Bolt | 1st | 100 |
| Witch's Hideous Laughter | 1st | 101 |
| Witch Smite | 1st | 101 |
| Weaponized Laughter | 1st | 101 |
| Wrath Curse | 1st | 101 |
| Wrathful Smite | 1st | 101 |
| Apollia´s Scorching Fire | 2nd | 101 |
| Acidic Venom Blast | 2nd | 102 |
| Air Cannon | 2nd | 102 |
| Alter Self | 2nd | 102 |
| Arcane Lock | 2nd | 102 |
| Animal Messenger | 2nd | 103 |
| Animal Conduit | 2nd | 103 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Augury | 2nd | 103 |
| Anchor Howl Aura | 2nd | 103 |
| Alter Terrain | 2nd | 103 |
| Asphyxiate | 2nd | 104 |
| Arrow Mine | 2nd | 104 |
| Brain Burst | 2nd | 104 |
| Ball Lightning | 2nd | 104 |
| Black Storm of Selenia | 2nd | 104 |
| Bone Lore | 2nd | 104 |
| Bone Guard | 2nd | 105 |
| Blood Boiling | 2nd | 105 |
| Booming Shield | 2nd | 105 |
| Blur | 2nd | 105 |
| Beast Sense | 2nd | 105 |
| Blindness/Deafness | 2nd | 105 |
| Borrowed Knowledge | 2nd | 105 |
| Branding Smite | 2nd | 106 |
| Continual Flame | 2nd | 106 |
| Calm Emotions | 2nd | 106 |
| Crown of Maddening Thorns | 2nd | 106 |
| Chains of Winter | 2nd | 106 |
| Chords of Dissonance | 2nd | 106 |
| Corpse Explosion | 2nd | 107 |
| Corrosive Coating | 2nd | 107 |
| Concussion | 2nd | 107 |
| Crash and Burn | 2nd | 107 |
| Crimson Blood Lightning | 2nd | 107 |
| Carmilla´s Blood Dagger | 2nd | 107 |
| Dark Force | 2nd | 108 |
| Death Lash | 2nd | 108 |
| Dawnbrand | 2nd | 108 |
| Dazzling Blare | 2nd | 108 |
| Decaying Fog | 2nd | 108 |
| Dfensive Dome | 2nd | 108 |
| Draw Blood | 2nd | 109 |
| Darkness | 2nd | 109 |
| Darkvision | 2nd | 109 |
| Dust Devil of Death | 2nd | 109 |
| Dark Tendrils of Salem | 2nd | 109 |
| Elemental Spike Trap | 2nd | 109 |
| Elemental Curse | 2nd | 110 |
| Enhance Ability | 2nd | 110 |
| Enlarge/Reduce | 2nd | 110 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Enthrall | 2nd | 110 |
| Eruption | 2nd | 110 |
| Find Traps | 2nd | 111 |
| Find Steed | 2nd | 111 |
| Flame Blade | 2nd | 111 |
| Flaming Sphere | 2nd | 111 |
| Forcewave | 2nd | 112 |
| Field of Horrors | 2nd | 112 |
| Flatten Self | 2nd | 112 |
| Fountain of Nightmares | 2nd | 112 |
| Frigid Darkness | 2nd | 112 |
| Ghost Fire Orb | 2nd | 112 |
| Gravity Bind | 2nd | 113 |
| Glass Storm | 2nd | 113 |
| Glitter Bust | 2nd | 113 |
| Gentle Repose | 2nd | 113 |
| Gust of Wind | 2nd | 113) |
| Gift of the Spider | 2nd | 113 |
| Heat Metal | 2nd | 113 |
| Heart Breaker | 2nd | 114 |
| Heatvision | 2nd | 114 |
| Hail Storm | 2nd | 114 |
| Howling Voice | 2nd | 114 |
| Ice Tomb | 2nd | 114 |
| Implode Poison | 2nd | 114 |
| Invisibility | 2nd | 115 |
| Immovable Object | 2nd | 115 |
| Killer Kings Explosive Touch! | 2nd | 115 |
| Lesser Restoration | 2nd | 115 |
| Levitate | 2nd | 115 |
| Locate Animals or Plants | 2nd | 115 |
| Locate Object | 2nd | 116 |
| Light Binding Chain | 2nd | 116 |
| Light of Spear | 2nd | 116 |
| Lightning Surge | 2nd | 116 |
| Liquid Ammunition | 2nd | 116 |
| Lilith´s Charm Enchantment | 2nd | 116 |
| Magic Mouth | 2nd | 117 |
| Magic Weapon | 2nd | 117 |
| Morgana´s Acid Arrow | 2nd | 117 |
| Murder of Crows | 2nd | 117 |
| Maximilian's Earthen Grasp | 2nd | 117 |
| Mind Thrust | 2nd | 118 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Mind Spike | 2nd | 118 |
| Misty Step | 2nd | 118 |
| Mercury Tendrils | 2nd | 118 |
| Mirror Image | 2nd | 118 |
| Moonbeam | 2nd | 119 |
| Mischief Surge | 2nd | 119 |
| Needle Hex | 2nd | 119 |
| Ninx's Magic Aura | 2nd | 119 |
| Overload | 2nd | 120 |
| Phantom Trace | 2nd | 120 |
| Phantasmal Force | 2nd | 120 |
| Phantom Laughter | 2nd | 120 |
| Protection from Poison | 2nd | 120 |
| Poison Fog of Nekrazh | 2nd | 121 |
| Power Word Grill | 2nd | 121 |
| Provoke | 2nd | 121 |
| Pulling Shadow Whirlpool | 2nd | 121 |
| Quicksand | 2nd | 121 |
| Ray of Enfeeblement | 2nd | 121 |
| Rope Trick | 2nd | 122 |
| Reinforcement | 2nd | 122 |
| Rainbow Rays | 2nd | 122 |
| Stupify | 2nd | 122 |
| Sapphire Hail | 2nd | 122 |
| See Invisibility | 2nd | 122 |
| Shatter | 2nd | 123 |
| Silence | 2nd | 123 |
| Skywrite | 2nd | 123 |
| Snow Storm | 2nd | 123 |
| Spike Growth | 2nd | 123 |
| Spartan’s March | 2nd | 123 |
| Sharknado | 2nd | 123 |
| Searing Choker | 2nd | 124 |
| Spray of Cards | 2nd | 124 |
| Suggestion | 2nd | 124 |
| Summon Beast | 2nd | 124 |
| Self Projectile | 2nd | 125 |
| Scholar's Passion | 2nd | 125 |
| Serac | 2nd | 125 |
| Shuriken of Darkness | 2nd | 125 |
| Sinister Surroundings | 2nd | 125 |
| Sky Smite | 2nd | 126 |
| Smoke Screen | 2nd | 126 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Star Burst | 2nd | 126 |
| Stone Sleep | 2nd | 126 |
| Storm Shield | 2nd | 126 |
| Solar Smite | 2nd | 127 |
| Selenia's Mind Whip | 2nd | 127 |
| Spectral Dagger Storm | 2nd | 127 |
| Thought Shield | 2nd | 127 |
| Tears of Denial | 2nd | 127 |
| Thunder Down Under | 2nd | 127 |
| Tree Shape | 2nd | 128 |
| Tormenting Image | 2nd | 128 |
| Vine Blade | 2nd | 128 |
| Vengeful Roots | 2nd | 128 |
| Void Rupture | 2nd | 128 |
| Wind Arrows | 2nd | 129 |
| Warding Bond | 2nd | 129 |
| Warding Wind | 2nd | 129 |
| Web | 2nd | 129 |
| Wither and Bloom | 2nd | 129 |
| Witch Lightning Strom | 2nd | 130 |
| Whirlwind Spin | 2nd | 130 |
| Wristpocket | 2nd | 130 |
| Zone of Truth | 2nd | 130 |
| Afterburner | 3rd | 130 |
| Aqua Axe | 3rd | 131 |
| Animate Dead | 3rd | 131 |
| Antagonize Curse | 3rd | 131 |
| Ashardalon's Stride | 3rd | 131 |
| Aura of Vitality | 3rd | 131 |
| Aura of Blades | 3rd | 132 |
| Artisan's enchantment | 3rd | 132 |
| Baba Yaga´s Small Hut | 3rd | 132 |
| Black Maw | 3rd | 132 |
| Black Blizzard Storm | 3rd | 132 |
| Black Fire of Selenia | 3rd | 132 |
| Black Flame Claw | 3rd | 133 |
| Blade Storm | 3rd | 133 |
| Blood Parasite | 3rd | 133 |
| Blood Swarm | 3rd | 133 |
| Blood Rebuke | 3rd | 133 |
| Blinding Heal | 3rd | 134 |
| Blocking Blade | 3rd | 134 |
| Blow Mind | 3rd | 134 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Butterfly Wall | 3rd | 134 |
| Boil Cistern | 3rd | 135 |
| Boulders of Winter | 3rd | 135 |
| Blinding Smite | 3rd | 135 |
| Blink | 3rd | 135 |
| Bestow Curse | 3rd | 136 |
| Cyclone | 3rd | 136 |
| Catnap | 3rd | 136 |
| Chain Heal | 3rd | 136 |
| Call Lightning | 3rd | 137 |
| Clairvoyance | 3rd | 137 |
| Conjure Animals | 3rd | 137 |
| Conjure Lance Storm | 3rd | 137 |
| Conjure Bladestorm | 3rd | 138 |
| Conjure Wraith | 3rd | 138 |
| Counter and Dispel Magic | 3rd | 138 |
| Create Food and Water | 3rd | 138 |
| Chromatic Spray | 3rd | 138 |
| Cobra's Spit | 3rd | 139 |
| Control Sunlight | 3rd | 139 |
| Creeping Darkness | 3rd | 139 |
| Crumble | 3rd | 139 |
| Crushing Gravity | 3rd | 139 |
| Crushing Wave | 3rd | 140 |
| Daylight | 3rd | 140 |
| Dark Dome | 3rd | 140 |
| Dark Lightning Strike | 3rd | 140 |
| Dark Flock of Shadows | 3rd | 140 |
| Decaying Ground | 3rd | 140 |
| Death Cloud | 3rd | 141 |
| Death Touch | 3rd | 141 |
| Desolation Aura | 3rd | 141 |
| Dominating Smash | 3rd | 141 |
| Dragon´s Roar Strike | 3rd | 141 |
| Drill Burst | 3rd | 141 |
| Elemental Weapon | 3rd | 142 |
| Enemies Abound | 3rd | 142 |
| Erupting Earth | 3rd | 142 |
| Elusive | 3rd | 142 |
| Fast Friends | 3rd | 142 |
| Fear | 3rd | 143 |
| False Death | 3rd | 143 |
| Flame Arrows | 3rd | 143 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Fade | 3rd | 143 |
| Flight | 3rd | 143 |
| Fly Eye | 3rd | 143 |
| Fool's Speech | 3rd | 144 |
| Force Surge | 3rd | 144 |
| Frozen Blood | 3rd | 144 |
| Fire Cyclone | 3rd | 144 |
| Frost Ball | 3rd | 144 |
| Gaseous Form | 3rd | 145 |
| Ghostly Clone | 3rd | 145 |
| Ghostly Form | 3rd | 145 |
| Glass Mirror | 3rd | 145 |
| Glacial Pass | 3rd | 145 |
| Glyph of Warding | 3rd | 146 |
| Hypnotic Pattern | 3rd | 146 |
| Haste | 3rd | 146 |
| Hunger of Imhotess | 3rd | 147 |
| Incite Greed | 3rd | 147 |
| Intellect Fortress | 3rd | 147 |
| Iron Maiden | 3rd | 147 |
| Ice Eruption | 3rd | 147 |
| Ice Ballista | 3rd | 148 |
| Instill Madness | 3rd | 148 |
| Invisibility Purge | 3rd | 148 |
| Invoke Scarecrow | 3rd | 148 |
| Killing Shadows | 3rd | 148 |
| Life Flower | 3rd | 148 |
| Lightning Charge | 3rd | 149 |
| Lightning Spike | 3rd | 149 |
| Lock of Guilt Heart | 3rd | 149 |
| Life Transference | 3rd | 149 |
| Litch Blade | 3rd | 149 |
| Lightning Ammunition | 3rd | 150 |
| Lightning Bolt | 3rd | 150 |
| Magic Circle | 3rd | 150 |
| Major Image | 3rd | 150 |
| Magma Explosion | 3rd | 151 |
| Mass Healing Word | 3rd | 151 |
| Meld into Earth | 3rd | 151 |
| Minute Meteors | 3rd | 151 |
| Mage Plate | 3rd | 151 |
| Maw of Hunger | 3rd | 152 |
| Melody of Lasting | 3rd | 152 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Message to the Masses | 3rd | 152 |
| Mind Torture | 3rd | 152 |
| Midas Curse | 3rd | 152 |
| Night Glim Curse | 3rd | 152 |
| Night Guardians | 3rd | 153 |
| Nondetection | 3rd | 153 |
| Phantom Steed | 3rd | 153 |
| Plant Growth | 3rd | 153 |
| Protection from Energy | 3rd | 153 |
| Parasitic Bound | 3rd | 154 |
| Pincushion | 3rd | 154 |
| Pulse Wave | 3rd | 154 |
| Power Stride | 3rd | 154 |
| Phalanx Guard | 3rd | 154 |
| Remove Curse | 3rd | 154 |
| Revivify | 3rd | 155 |
| Radiant Pulse | 3rd | 155 |
| Razor Leaf Storm | 3rd | 155 |
| Reality Rift Slash | 3rd | 155 |
| Red Chili Peppers | 3rd | 155 |
| Repairs | 3rd | 155 |
| Rusting Sands | 3rd | 156 |
| Sapping Smite | 3rd | 156 |
| Scarecrow | 3rd | 156 |
| Scatter Banish | 3rd | 156 |
| Searing Light | 3rd | 156 |
| Seeking Projectile | 3rd | 157 |
| Serpentine Shape | 3rd | 157 |
| Serrated Gus | 3rd | 157 |
| Sharp Shadows | 3rd | 157 |
| Snakes of Darkness | 3rd | 157 |
| Slime Ball | 3rd | 157 |
| Soul Spear | 3rd | 158 |
| Sound Burst | 3rd | 158 |
| Speak with Images | 3rd | 158 |
| Spell Breaking Smite | 3rd | 158 |
| Storm Front | 3rd | 158 |
| Strength of Shadows | 3rd | 158 |
| Summon Anthill | 3rd | 159 |
| Sword of Protection | 3rd | 159 |
| Sending | 3rd | 159 |
| Sleet Storm | 3rd | 159 |
| Stomp of Force | 3rd | 159 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Slow | 3rd | 160 |
| Speak with Plants | 3rd | 160 |
| Speak with Dead | 3rd | 160 |
| Spirit Guardians | 3rd | 160 |
| Spirit Shroud | 3rd | 161 |
| Stinking Cloud | 3rd | 161 |
| Summon Fey | 3rd | 161 |
| Summon Shadowspawn | 3rd | 161 |
| Summon Undead | 3rd | 162 |
| Screaming Bell | 3rd | 162 |
| Star Rain | 3rd | 162 |
| Tiny Servant | 3rd | 162 |
| Tongues | 3rd | 162 |
| Turn Over | 3rd | 162 |
| Thunder Step | 3rd | 163 |
| Umber Stride | 3rd | 163 |
| Undead Non-Living Bomb | 3rd | 163 |
| Unholy Scream | 3rd | 163 |
| Unholy Frenzy | 3rd | 163 |
| Vampiric Blade | 3rd | 164 |
| Viktor's Soul Splinter | 3rd | 164 |
| Viktor's Dark Transport | 3rd | 164 |
| Venomous Web | 3rd | 164 |
| Water Tempo | 3rd | 164 |
| Water Wave | 3rd | 165 |
| Water Walk | 3rd | 165 |
| Water Breathing | 3rd | 165 |
| Water Cannon | 3rd | 165 |
| Wall of Water | 3rd | 165 |
| Wall of Sand | 3rd | 165 |
| Wall of Winds | 3rd | 166 |
| Wings of the Phoenix | 3rd | 166 |
| Arcane Eye | 4th | 166 |
| Abyssal Invocation | 4th | 166 |
| Agonizing Smite | 4th | 166) |
| Anesthesia | 4th | 166 |
| Aura of Lava | 4th | 167 |
| Black Smog of Death | 4th | 167 |
| Banishment | 4th | 167 |
| Blight Curse | 4th | 167 |
| Bane Ammunition | 4th | 167 |
| Barrier | 4th | 168 |
| Black Arrow of Nekrazh | 4th | 168 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Blade Lightning | 4th | 168 |
| Blood Teleport | 4th | 168 |
| Bone Wall | 4th | 168 |
| Charm Monster | 4th | 168 |
| Compulsion | 4th | 169 |
| Confusion | 4th | 169 |
| Conjure Minor Elementals | 4th | 169 |
| Conjure Shadow Demon | 4th | 169 |
| Conjure Woodland Beings | 4th | 170 |
| Corrosive Aura | 4th | 170 |
| Control Water | 4th | 170 |
| Control Air | 4th | 171 |
| Diamond Shard Blast | 4th | 171 |
| Death Ward | 4th | 172 |
| Door | 4th | 172 |
| Dominate Beast | 4th | 172 |
| Elemental Bane | 4th | 172 |
| Ebony Void Tentacles | 4th | 172 |
| Echoes | 4th | 173 |
| Explosion of Death | 4th | 173 |
| Enroot | 4th | 173 |
| Enspell | 4th | 173 |
| Fire & Water Shield | 4th | 173 |
| Freedom of Movement | 4th | 174 |
| Find Greater Steed | 4th | 174 |
| False Vision | 4th | 174 |
| Force Bulwark | 4th | 174 |
| Guardian of Nature | 4th | 174 |
| Gravitational Well | 4th | 175 |
| Giant Insect | 4th | 175 |
| Grasping Vines | 4th | 175 |
| Greater Invisibility | 4th | 175 |
| Glacial Blast | 4th | 175 |
| Gravity Hammer | 4th | 175 |
| Grasping Shadows | 4th | 176 |
| Grass of Death | 4th | 176 |
| Hallucinatory Terrain | 4th | 176 |
| Hands of Elements | 4th | 176 |
| Harkons Light | 4th | 176 |
| Hell’s Gaze | 4th | 177 |
| Hunger/Thirst Curse | 4th | 177 |
| Ice Storm | 4th | 177 |
| Ice Lance Drill | 4th | 177 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Instant Audience | 4th | 177 |
| Illumination | 4th | 178 |
| Instrument of Life | 4th | 178 |
| Know the True Form | 4th | 178 |
| Locate Creature | 4th | 178 |
| Laborer's Bane | 4th | 178 |
| Lava Burst | 4th | 179 |
| Love Stealer | 4th | 179 |
| Light Branding | 4th | 179 |
| Moon Light Burst | 4th | 179 |
| Major Stasis | 4th | 179 |
| Necromancer's Enervation | 4th | 180 |
| Necrotic Rebuke | 4th | 180 |
| Phantasmal Killer | 4th | 180 |
| Polymorph | 4th | 180 |
| Poof | 4th | 180 |
| Phantom Orchestra | 4th | 181 |
| Positive Energy Aura | 4th | 181 |
| Putrid Mist | 4th | 181 |
| Radiant Absorption | 4th | 181 |
| Rend | 4th | 181 |
| Rusting Curse | 4th | 182 |
| Resilient Sphere | 4th | 182 |
| Shadow Flames | 4th | 182 |
| Scream of Agony | 4th | 182 |
| Shadow Hand | 4th | 182 |
| Shake Earth | 4th | 183 |
| Softwood | 4th | 183 |
| Salem´s Crystal Rain | 4th | 183 |
| Soul Tide | 4th | 183 |
| Soul-Stealing Claw | 4th | 183 |
| Spiraling Overgrowth | 4th | 183 |
| Spike Stones Trap | 4th | 184 |
| Splitting Orb | 4th | 184 |
| Steal Voice | 4th | 184 |
| Stone Sphere | 4th | 184 |
| Stone Tell | 4th | 184 |
| Stone Burst | 4th | 185 |
| Sun Ward | 4th | 185 |
| Spirit of Death Reaper | 4th | 185 |
| Sickening Mist | 4th | 185 |
| Stone Shape | 4th | 185 |
| Storm Sphere | 4th | 186 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Toxic Fumes Trap | 4th | 186 |
| Un-Blight | 4th | 186 |
| Vault of Amber | 4th | 186 |
| Veil of Compressed Time | 4th | 186 |
| Virulent Plague | 4th | 187 |
| Wall of Fire | 4th | 187 |
| Wall of Tentacles | 4th | 187 |
| Web of Fire | 4th | 187 |
| Watery Sphere | 4th | 188 |
| Warping Step | 4th | 188 |
| Winds of Change | 4th | 188 |
| Waterspout | 4th | 188 |
| Zantetsuken | 4th | 189 |
| Animate Objects | 5th | 189 |
| Antilife Shell | 5th | 189 |
| Acid Rain | 5th | 189 |
| Banishing Smite | 5th | 190 |
| Blood Rain | 5th | 190 |
| Blasting Beam | 5th | 190 |
| Controlled Tajectory | 5th | 190 |
| Cloud Kill | 5th | 190 |
| Commune with Nature | 5th | 191 |
| Cone of Cold | 5th | 191 |
| Conjure Elemental | 5th | 191 |
| Conjure Volley | 5th | 191 |
| Conjure Roc | 5th | 192 |
| Conjure Skeleton Beast | 5th | 192 |
| Contact Other Plane | 5th | 192 |
| Control Winds | 5th | 192 |
| Control Plants | 5th | 193 |
| Creation | 5th | 193 |
| Carrion Beetles | 5th | 193 |
| Curtain of Shadows | 5th | 193 |
| Dark Transformation | 5th | 194 |
| Dark Bolts of Selenia | 5th | 194 |
| Decrepit Hands | 5th | 194 |
| Deep Forest Emergence | 5th | 194 |
| Diluvian Wave | 5th | 194 |
| Drowning Orb | 5th | 195 |
| Disintegrating Smite | 5th | 195 |
| Drive the Battlefield Crazy | 5th | 195 |
| Devil's Flames | 5th | 195 |
| Danse Macabre | 5th | 195 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Dawn | 5th | 196 |
| Dispel Evil and Good | 5th | 196 |
| Dominate Person | 5th | 196 |
| Dream | 5th | 197 |
| Enervation | 5th | 197 |
| Earth Prison | 5th | 197 |
| Energy Immunity | 5th | 197 |
| Elemental Maelstrom | 5th | 198 |
| Eternal Blizzard | 5th | 198 |
| Far Step | 5th | 198 |
| Fire Volley | 5th | 198 |
| Fires of Entanglement | 5th | 198 |
| Flesh Mending | 5th | 199 |
| Flesh to Jelly | 5th | 199 |
| Force Wave | 5th | 199 |
| Forceful Smite | 5th | 199 |
| Frozen Defenses | 5th | 199 |
| Freedom of the Winds | 5th | 200 |
| Geas | 5th | 200 |
| Greater Restoration | 5th | 200 |
| Gaseous Death | 5th | 200 |
| Ghoul Touch | 5th | 200 |
| Grasp Heart | 5th | 200 |
| Gliding Light | 5th | 201 |
| Glitter Dust | 5th | 201 |
| Gravitational Anomaly | 5th | 201 |
| Hold Monster | 5th | 201 |
| Hallow | 5th | 202 |
| Hell Fireball | 5th | 202 |
| Hell Smite | 5th | 202 |
| Hellfire | 5th | 202 |
| Infernal Calling | 5th | 203 |
| Insect Plague | 5th | 203 |
| Ice Beam | 5th | 203 |
| Kinetic Redistribution | 5th | 203 |
| Legend Lore | 5th | 204 |
| Lightning Rush | 5th | 204 |
| Maelstrom | 5th | 204 |
| Mass Inflict Wound | 5th | 204 |
| Mind Fog | 5th | 204 |
| Monolith of Nekrazh | 5th | 204 |
| Mislead | 5th | 205 |
| Moon Pillar | 5th | 205 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Modify Memory | 5th | 205 |
| Negative Energy Flood | 5th | 205 |
| Nexus Weapon | 5th | 206 |
| Nightmare Curse | 5th | 206 |
| Pan's Hand | 5th | 206 |
| Planar Binding | 5th | 207 |
| Phoenix Form | 5th | 207 |
| Raise Dead | 5th | 207 |
| Radiant Chains | 5th | 207 |
| Repair/Raze | 5th | 208 |
| Scrying | 5th | 208 |
| Seeming | 5th | 208 |
| Skill Empowerment | 5th | 208 |
| Summon Draconic Spirit | 5th | 209 |
| Swift Quiver | 5th | 209 |
| Synaptic Static | 5th | 209 |
| Sanguine Mantle | 5th | 209 |
| Silver Moon Light | 5th | 209 |
| Seppuku | 5th | 210 |
| Shape Flesh | 5th | 210 |
| Siphoning Conduit | 5th | 210 |
| Slice | 5th | 210 |
| Spike Storm | 5th | 210 |
| Stone Drill | 5th | 210 |
| Suffocation | 5th | 211 |
| Sunlight Spear | 5th | 211 |
| Swirling Storm | 5th | 211 |
| Swift Blade Bane | 5th | 211 |
| Telepathic Bond | 5th | 211 |
| Telekinesis | 5th | 212 |
| Teleportation Circle | 5th | 212 |
| Temporal Shunt | 5th | 212 |
| Transmute Rock | 5th | 213 |
| Tree Stride | 5th | 213 |
| Traitorous Blood | 5th | 213 |
| Unnerve | 5th | 214 |
| Vankodek's Black Widow | 5th | 214 |
| War Song | 5th | 214 |
| Water Volley | 5th | 214 |
| Wave of Obliteration | 5th | 214 |
| Witch Fire Burst | 5th | 214 |
| Wall of Force | 5th | 215 |
| Wall of Light | 5th | 215 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Wall of Stone | 5th | 215 |
| Wrath of Nature | 5th | 216 |
| Xenae's Water Prison | 5th | 216 |
| Acid Storm | 6th | 217 |
| Antimagic Blast | 6th | 217 |
| Apocryphic Zone | 6th | 217 |
| Armor of Flesh | 6th | 217 |
| Avalanche | 6th | 218 |
| Aysa's Plasma Cage | 6th | 218 |
| Blade Barrier | 6th | 218 |
| Blue Fire Ball | 6th | 218 |
| Blood Explosion | 6th | 218 |
| Bulletproof | 6th | 218 |
| Chain Lightning | 6th | 218 |
| Circle of Death | 6th | 219 |
| Conjure Fey | 6th | 219 |
| Contingency | 6th | 219 |
| Create Homunculus | 6th | 219 |
| Create Undead | 6th | 220 |
| Cascade of Storms | 6th | 220 |
| Chain of Corruption | 6th | 220 |
| Disintegrate | 6th | 221 |
| Demonic Visage | 6th | 221 |
| Druid Grove | 6th | 221 |
| Disassemble Molecules | 6th | 222 |
| Drought | 6th | 222 |
| Eyebite | 6th | 222 |
| Earth Shatter | 6th | 222 |
| Energy Burst | 6th | 222 |
| Find the Path | 6th | 222 |
| Flesh to Stone | 6th | 223 |
| Forbiddance | 6th | 223 |
| Flesh to Bees | 6th | 223 |
| Flounder | 6th | 223 |
| Flux Wall | 6th | 224 |
| Gravity Sinkhole | 6th | 224 |
| Gravity Fissure | 6th | 224 |
| Globe of Invulnerability | 6th | 224 |
| Harm | 6th | 224 |
| Heal | 6th | 225 |
| Heroes' Feast | 6th | 225 |
| Investiture of Flame | 6th | 225 |
| Investiture of Ice | 6th | 225 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Investiture of Earth | 6th | 225 |
| Investiture of Wind | 6th | 226 |
| Investiture of Acid | 6th | 226 |
| Investiture of Water | 6th | 226 |
| Investiture of Lightning | 6th | 226 |
| Investiture of Light | 6th | 226 |
| Investiture of Darkness | 6th | 227 |
| Landscape of Fear | 6th | 227 |
| Liveoak | 6th | 227 |
| Locate Remains | 6th | 227 |
| Ironwood | 6th | 227 |
| Khiona's Freezing Sphere | 6th | 228 |
| Magnetic Field | 6th | 228 |
| Mental Prison | 6th | 229 |
| Mind Switch | 6th | 229 |
| Magic Jar | 6th | 229 |
| Mass Suggestion | 6th | 230 |
| Move Earth | 6th | 230 |
| Nekrazh´s Bone Crush | 6th | 230 |
| Otherworldly Form | 6th | 230 |
| Passwall | 6th | 231 |
| Pillars of the Earth | 6th | 231 |
| Phoena's Irresistible Dance | 6th | 231 |
| Planar Ally | 6th | 231 |
| Primordial Ward | 6th | 232 |
| Programmed Illusion | 6th | 232 |
| Prismatic Circle | 6th | 232 |
| Remorseless Winter | 6th | 232 |
| Rockform | 6th | 232 |
| Scatter | 6th | 233 |
| Soul Cage | 6th | 233 |
| Sunbeam | 6th | 233 |
| Salem´s Otherworldly Guise | 6th | 233 |
| Shadow Storm | 6th | 234 |
| Soul Bind | 6th | 234 |
| Soul Stream | 6th | 234 |
| Suffocate | 6th | 234 |
| Sphere of Warded Repulsion | 6th | 234 |
| Spell Capture | 6th | 235 |
| Summon Greater Elemental | 6th | 235 |
| Sympathetic Vibrations | 6th | 235 |
| Tenser's Transformation | 6th | 235 |
| Transport via Plants | 6th | 235 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| True Seeing | 6th | 236 |
| Transmogrification | 6th | 236 |
| Tri-Enchant Weapon | 6th | 236 |
| Twisting Tendril | 6th | 236 |
| Vampiric Aura | 6th | 236 |
| Volcano Immolation | 6th | 236 |
| Wall of Thorns | 6th | 237 |
| Wall of Iron | 6th | 237 |
| Wall of Ice | 6th | 237 |
| Wall of Wood | 6th | 238 |
| Wind Walk | 6th | 238 |
| Word of Recall | 6th | 238 |
| Water Sucker | 6th | 238 |
| Woeful Stab | 6th | 238 |
| Animal Madness | 7th | 238 |
| Animate Plants | 7th | 239 |
| Breath of Malice | 7th | 239 |
| Crown of Stars | 7th[ | 239 |
| Control Undead | 7th | 239 |
| Delayed Blast | 7th | 240 |
| Dream of the Blue Veil | 7t | 240 |
| Danmaku | 7th | 240 |
| Dark Abyss | 7th | 241 |
| Dimensional Lock | 7th | 241 |
| Demon Flames | 7th | 241 |
| Extrasensory Strike | 7th | 241 |
| Etherealness | 7th | 242 |
| Ensemble of Elegance | 7th | 242 |
| Finger of Death | 7th | 242 |
| Fire Storm | 7th | 242 |
| Forcecage | 7th | 243 |
| Foul Form | 7th | 243 |
| Greater Geas | 7th | 243 |
| Greater Explosive | 7th | 243 |
| Grove Enroot | 7th | 244 |
| Hive Leech | 7th | 244 |
| Harrowing Insanity | 7th | 244 |
| Incinerating Impacts | 7th | 244 |
| Illusoid | 7th | 245 |
| Last Laugh | 7th | 245 |
| Lucid Control | 7th | 245 |
| Life Drain | 7th | 246 |
| Lightning Strike of Doom | 7th | 246 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Mirage Arcane | 7th | 246 |
| Mage's Sword of Cutting | 7th | 246 |
| Metal to Wood | 7th | 246 |
| Major Mark | 7th | 247 |
| Minor Wish | 7th | 247 |
| Moat of Lava | 7th | 247 |
| Necrotic Breath | 7th | 248 |
| Plane Shift | 7th | 248 |
| Power Word Pain | 7th | 248 |
| Project Image | 7th | 248 |
| Perfect Illusory Self | 7th | 249 |
| Poison Matrix | 7th | 249 |
| Regenerate | 7th | 249 |
| Resurrection | 7th | 249 |
| Reverse Gravity | 7th | 249 |
| Repulsion | 7th | 250 |
| Restore/Bind Soul | 7th | 250 |
| Sequester | 7th | 250 |
| Soul Gathering | 7th | 250 |
| Searing Sun Fire Burst | 7th | 250 |
| Simulacrum | 7th | 251 |
| Teleport | 7th | 251 |
| Threads of Time | 7th | 252 |
| Tether Essence | 7th | 252 |
| Thunder Storm | 7th | 252 |
| Tentacles of the Plague lord | 7th | 252 |
| Updrafts | 7th | 252 |
| Wall of Souls | 7th | 253 |
| Waves of Exhaustion | 7th | 253 |
| Withering Destruction | 7th | 253 |
| Whirlwind | 7th | 253 |
| Air Removal | 8th | 253 |
| Animal Shapes | 8th | 254 |
| Antimagic Field | 8th | 254 |
| Antipathy/Sympathy | 8th | 255 |
| Blood to Acid | 8th | 255 |
| Blood Manipulation | 8th | 255 |
| Clone | 8th | 256 |
| Control Weather | 8th | 256 |
| Dark Star | 8th | 256 |
| Demiplane | 8th | 257 |
| Dominate Monster | 8th | 257 |
| Destructive Slash | 8th | 257 |
Universal Magic Source List
| Name | Spell Level | Page |
|---|---|---|
| Death Wilting | 8th | 257 |
| Eradication Flame | 8th | 257 |
| Earthquake | 8th | 258 |
| Eclipse | 8th | 258 |
| Feeble Mind | 8th | 258 |
| Frozen Tomb | 8th | 258 |
| Glibness | 8th | 259 |
| Glacial Armor | 8th | 259 |
| Gravity Surge | 8th | 259 |
| Greed | 8th | 260 |
| Illusory Dragon | 8th | 260 |
| Incendiary Cloud | 8th | 260 |
| Hell Lightning | 8th | 260 |
| Maddening Darkness | 8th | 260 |
| Maze | 8th | 261 |
| Mighty Fortress | 8th | 261 |
| Mute | 8th | 261 |
| Power Word Stun | 8th | 261 |
| Polar Ray | 8th | 262 |
| Sunburst | 8th | 262 |
| Soul Sunder | 8th | 262 |
| Star Fire | 8th | 262 |
| Telepathy | 8th | 262 |
| Tsunami | 8th | 263 |
| Vacuum Zone | 8th | 263 |
| Astral Projection | 9th | 263 |
| A Comedy of Errors | 9th | 264 |
| Absolute Zero | 9th | 264 |
| Blade of Disaster | 9th | 264 |
| Beckon Kraken | 9th | 264 |
| Brain Wash | 9th | 264 |
| Break | 9th | 265 |
| Consume Essence | 9th | 265 |
| Contained Horrors | 9th | 265 |
| Foresight | 9th | 265 |
| Flash Freeze | 9th | 265 |
| Fimbulwinter | 9th | 266 |
| Gate | 9th | 266 |
| Glacier | 9th | 266 |
| Heartstop | 9th | 266 |
| Invulnerability | 9th | 266 |
| Imprisonment | 9th | 267 |
| Knowledge | 9th | 267 |
| Name | Spell Level | Page |
|---|---|---|
| Lava Stream | 9th | 267 |
| Mass Polymorph | 9th | 268 |
| Meteor Swarm | 9th | 268 |
| Mass Harm | 9th | 268 |
| Miasma of Death | 9th | 268 |
| Obliterate Soul | 9th | 268 |
| Power Word Heal | 9th | 269 |
| Power Word Kill | 9th | 269 |
| Prismatic Wall | 9th | 269 |
| Psychic Scream | 9th | 270 |
| Psychic Wrath | 9th | 270 |
| Pulverize | 9th | 270 |
| Ravenous Void | 9th | 270 |
| Raise/Sink Island | 9th | 270 |
| Replication | 9th | 271 |
| Shapechange | 9th[ | 271 |
| Storm of Vengeance | 9th | 271 |
| Soul Nuke | 9th | 272 |
| Spirit Maelstrom | 9th | 272 |
| Soul Slice | 9th | 272 |
| True Polymorph | 9th | 273 |
| Ultimate Earth Spikes | 9th | 273 |
| Weird | 9th | 273 |
| Wish upon a Star | 9th | 274 |
Arc of Tamamo-no-Mae
Evocation cantrip
- Casting Time: 1 action
- Range: Self 15ft line
- Components: V, S
- Duration: Instantaneous
An arc of purple energy manifests in front of you, cutting through all in your path. Each creature within 10' by 15' line must make a Dexterity saving throw. A creature takes 1d10 psychic damage on a failed save, or half as much damage on a successful one. The arc cuts through any wooden nonmagical objects that aren't being worn or carried.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Its range also increases by 5 feet when you reach 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).
Acidic Splash
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You conjure a bubble of acid that melt your targets. Make a ranged spell attack against the target. On a hit, the target takes 1d6 acid damage and must make a Constitution save vs your spell dc. On failed save the creature takes 1 level of Corrosive until the end of your next turn.
Additionally If there is any creatures with 5ft of the original creature they must succeed on a Dexterity Saving throw or take half of the acid damage only.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Acid Balm
Conjuration cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
You conjure a strong acidic substance on your target's skin, yellow and sticky, that burns to the touch. While grappling a creature, you may deal 1d6 acid damage to it at the end of your turn. This spell requires a free hand to cast and ends if a creature breaks out of your grapple.
Air Slash
Evocation cantrip
- Casting Time: 1 action
- Range: 120ft
- Components: s
- Duration: Instantaneous
You form a blade of air and launch it at incredible speeds at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 slashing damage.
At Higher Levels. damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Air Cushion
Evocation cantrip
- Casting Time: 1 reaction, When you falling from a height of 50
- Range: Self
- Components: s
- Duration: Instantaneous
You blast the ground below you with air that softens your fall. When you fall from a height of 50 feet or lower, you avoid taking any damage from that fall and land on your feet. If you fall from a height greater than 50 feet, you only avoid taking any damage from the first 50 feet of falling.
At Higher Levels. The maximum height of the fall increases to 60 feet when you reach 5th level, 70 feet at 11th level, and 100 feet at 17th level.
Aqua Push
Transmutation cantrip
- Casting Time: 1 action
- Range: 120ft
- Components: S, M (see description)
- Duration: Instantaneous
You move a packet water from a water source within range and hurl it to splash into a creature within range. For the purpose of this spell, a water source is a continguous body of water comprised of at least 5 cubic feet.
One creature you designate within 60 feet of the water source must succeed on a Dexterity saving throw or take 1d6 water damage and become soaked until the end of your next turn. On a failed save, roll 1d4 to determine what effect affects the target:
| d4 | effect |
|---|---|
| 1 | Nothing |
| 2 | The target's movement speed is decreased by 10 until the end of your next turn. |
| 3 | The target is pushed 10 feet away from the water source. |
| 4 | The target is knocked prone. |
At Higher Levels. damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Arrow of Dusk
Evocation cantrip
- Casting Time: 1 action
- Range: 60ft
- Components: S,
- Duration: Instantaneous
A bolt of shadow springs from your hand and toward a creature within range, draining vitality where it strikes. Make a ranged spell attack against the target. On a hit, it takes 1d8 piercing damage. If you score a critical hit, triple the damage. If this damage would reduce a creature to 0 hit points or fewer, it is rendered unconscious, but stable.
At Higher Levels. damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Awful Joke
Enchantment cantrip
- Casting Time: 1 action
- Range: 30ft
- Components: S
- Duration: Instantaneous
You tell an awful, horrible joke that's so bad it causes pain. One living creature that can hear and understand you must make an Intelligence saving throw, if they succeed, they take 1d10 psychic damage and are unable to take reactions until the end of their next turn while they question their meaning in life. If they fail the saving throw, they didn't catch the joke and nothing happens to them.
Arcane Reflect
Evocation cantrip
- Casting Time: 1 reaction, which you take in response to being dealt damage by a ranged attack
- Range: self
- Components: S, M(A melee weapon or shield)
- Duration: Instantaneous
In response to being attacked, you raise your weapon to attempt to deflect the attack with the aid lf magic. When you use this spell , the damage you take from the attack is reduced by 1d8. If you reduce the damage to 0, you’re wielding a melee weapon or shield, and the damage is piercing you can reflect the attack at a target within range as part of the same reaction.
Make a ranged spell attack at a target you can see. The attack has a normal range of 20 feet and a long range of 60 feet. On a hit, the target takes the triggering attack’s normal damage.
At Higher Levels. The Spellsr’s damage reduction increases by 1d8 when you reach 5th level (2d8 11th level (3d8, and 17th level (4d8.
Arcane Disarm
Evocation cantrip
- Casting Time: 1 action
- Range: 60ft
- Components: S,
- Duration: Instantaneous
You select a weapon or object being worn or carried by a Large or smaller creature within range. The creature must make a Strength or Dexterity saving throw (the creature chooses the ability to use). If the item is being carried, this save is made with advantage. On a failed save, the item is pulled directly to you. If you have a free hand, you catch the weapon. Otherwise, it lands at your feet.
Arcane Push/Pull
Evocation cantrip
- Casting Time: 1 action
- Range: 60ft
- Components: S,
- Duration: Instantaneous
You gain the minor ability to move or manipulate creatures and objects with the magic. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. Alternatively, you can push or pull a creature or object you can see.
You use the magic to move a Medium or smaller creature or object not being worn or carried within range. The target must make a Strength saving throw. An object automatically fails this saving throw. On a failed save, the creature or object moves a number of feet in a direction of your choice based on its size. A Tiny creature or object can be moved up to 20 feet, a Small creature or object can be moved up to 10 feet, and a Medium creature or object can be moved up to 5 feet. If at the end of this movement the creature or object strikes another creature or object, it must make a Dexterity saving throw. An object automatically fails this saving throw. On a failed save, they both take 1d4 bludgeoning damage.
At Higher Levels. At 5th level, you can move a Tiny creature or object up to 30 feet, a Small creature or object up to 20 feet, a Medium creature or object up to 10 feet, and the Spell’s damage increases to 2d4 bludgeoning damage. At 11th level, you can move a Small creature or object up to 30 feet, a Medium creature up to 20 feet, and the Spell’s damage increases to 3d4 bludgeoning damage. At 17th level, you can move a Medium creature to up 30 feet, and the spell’s damage increases to 4d4 bludgeoning
Arcane Weapon Throw
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S,M,V( A melee weapon)
- Duration: Instantaneous
As a part of the action used to cast this spell, you must make a ranged magic attack with a melee weapon same type as the weapon’s damage. The weapon then immediately returns to your hand.
At Higher Levels. You can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. Each target must be within 30 feet of the previous target, you must make a separate attack roll for each target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.
Bardcraft
Evocation cantrip
- Casting Time: 1 action
- Range: Sight
- Components: V, S
- Duration: Concentration, up to 1 hour
This spell is a utility belt of handy tricks for bards of all walks to aid in their performances. You create one of the following magical effects:
- You gain the ability to speak and sing in unnaturally high and low vocal registers for up to 1 hour.
- You give yourself makeup and body styling of your choice for up to 1 hour.
- You clean, press, and mend an article of clothing.
- You summon a phantasmal simulacrum of an instrument of your choosing for up to 1 hour. This instrument can be touched only by you and is otherwise indestructible.
- You summon a phantasmal notebook and writing quill for up to 1 hour. These items can be touched only by you and are otherwise indestructible.
The notebook will contain the same contents between castings and can hold up to 100 pages of writing. As part of dismissing the notebook, you may choose to remove all writing from it. The notebook cannot be used as a grimoire or a arcane focus.
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.
Banana Slip
Conjuration cantrip
- Casting Time: 1 action
- Range: Sight
- Components: S
- Duration: Concentration, up to 1 minute
You wave your hands and chant a mystic chant, as banana peel cover the ground within a 25 ft radius of you. Any creature within this area, as well as any creature that moves into this area for the duration of the spell, makes a Dexterity saving throw to avoid slipping on banana peels. On a failed save, the creature slips and falls prone.
Bolt of Shadow
Evocation cantrip
- Casting Time: 1 action
- Range: 80 ft
- Components: V, S,
- Duration: Instantaneous
A bolt of shadow springs from your hand and toward a creature within range, draining vitality where it strikes. Make a ranged spell attack against the target. On a hit, it takes 1d8 necrotic damage.
Additionally the caster of this spell is not revealed when this spell is casted from a hidden location or from darkness.
At Higher Levels. damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Burning Strike
Evocation cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: M (melee weapon)
- Duration: 1 round
Your weapon glows with a burning orange light. Make a melee attack witch, on hit the creature takes additional 1d8 fire damage and must make a dexterity save. On a failed save the creature gain 1 level of Burn until the end of your next turn.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Blade of Grass
Transmutation cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (one or two blades of grass)
- Duration: 1 minute
You imbue one or two blades of grass with nature's power. For the duration, they become sickles (1d6 slashing damage) , and you can use your spellcasting ability instead of Strength for attack and damage rolls using these weapons.
They are considered to be magical weapons. If you let go of a of a sickle created by this spell, the spell ends for it, and it reverts to a nonmagical blade of grass. The spell also ends if you cast it again.
Blood Beam
Necromancy cantrip
- Casting Time: 1 action
- Range: 120ft
- Components: V, S
- Duration: Instantaneous
you point your hand at a creature within range, shooting a blast of blood energy at them. On hit the creature takes 1d10 necrotic damage and must make constitution saving throw. On a failed save the creature gains 1 level of Bleed until the end of your next turn.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Blood Claw
Necromancy cantrip
- Casting Time: 1 action
- Range: 20ft
- Components: V, S, M (2 needles)
- Duration: Instantaneous
You target a creature who has taken damage, the creature must make a dexterity saving throw. On a failed save the creature is attacked by its own blood witch deals 1d12 necrotic damage.
Additionally If the target creature is with the Bleed status effect it makes the saving throw with disadvantage
Blood Slash
Necromancy cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (a melee weapon )
- Duration: Instantaneous
You weapons is coated in a dark crimson red liquid, with a texture of blood. Make a melee attack, witch on a a hit, the creature suffers the weapon attack’s normal effects and then becomes covered in liquid and takes 1d8 necrotic damage and must make a wisdom saving throw or be Frightened until the end of your next turn.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Bubble Spray
Conjuration cantrip
- Casting Time: 1 action
- Range: 60ft
- Components: V, S, M (a bar of soap)
- Duration: Concentration, up to 1 round
A spray of light blue bubbles from your hand creating a bubble wall in 10-foot radius sphere centered on the point for the duration. Any creature in the area have disadvantage on attack rolls and Wisdom (Perception) checks.
Brutal Blade
Evocation cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (A melee weapon)
- Duration: 1 round
You channel the magic in to your weapon, witch glows with a magical aura. Make a melee attack with it against one creature within 5 feet of you. On a hit, the target must make a strength save. On a failed save creature is knocked prone until the end of your next turn and takes 1d12 force damage.
Cherry Bomb
Conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a cherry dipped in glass)
- Duration: Instantaneous
You conjure a small red glowing cherry of unstable magic into your hand and lob or roll it to a point on the ground within range. The cherries explodes at its destination with a loud bang and with a strong smell of cherries which can be heard and smelled up to 30 feet away.
Any creatures within 5 feet of that point must succeed on a Constitution saving throw or take 1d4 thunder or fire damage, and be deafened until the end of your next turn.
At Higher Levels. The spell’s damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)
Chilly Spectral Claw
Necromancy cantrip
- Casting Time: 1 action
- Range: 120 Feet
- Components: S, V
- Duration: 1 round
You create a ghostly, spectral claw in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Create Fire
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 Feet and Self
- Components: S, V
- Duration: 10 minutes
A flickering fire appears in your hand. The fire remains there for the duration and do not harm you nor your equipment. The Fire sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Additional you can use this fire in a number of ways.
You can also attack with the fire, by doing so it ends the effect. When you cast this spell, or as an action on a later turn, you can hurl the fire at a creature within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Additionally by spending up to 1 minute, you can create a bonfire or campfire on ground that you can see within range 60ft. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Cold Boomerang
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a vial of chilled air)
- Duration: Instantaneous
Your create a magical Boomerang of solid ice. Make one ranged spell attacks against on one creature. On hit you deal 1d8 cold damage.
Additionally you can redirect the boomerang to hit a creature with in 20ft of the original creature. Make a second spell range attack 1d8 cold damage.
At Higher Levels. The damage for both strikes increases to 2d8 at 5th level, to 3d8 at 11th level, and to 4d8 at 17th level.
Cold Wind
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S,
- Duration: Instantaneous
You freeze the air around you and then send it at a creature or object within range. The target must succeed on a Constitution saving throw. On a failed save, the target takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Clinging Sludge
Conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S,
- Duration: 1 minute
You hurl a glob of sticky sludge toward a creature within range. Make a ranged spell attack against the target. On a hit, the sludge clings to the sludge for 1 minute and reduce its speed by 10ft for 1 minute. The creature can make a strength saving throw at the start of each of its turn to remove the sludge.
Additionally when a creature is targeted by a attack or a spell that deals fire the sludge will catch on fire and will deal 1d8 fire damage and the creature gain 1 level of burn for the rest of the duration.
Corroding Strike
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a weapon)
- Duration: Instantaneous
Calling forth corroding acid witch wreaths itself around your weapon. You make a melee attack against one creature, on a hit, the creature takes additional 1d8 acid damage and the creature must make a constitution saving throw. On a failed save the creature takes 1 level of Corrosive until the start of your next turn.
Conjure Blade
Conjuration cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 minute
As a bonus action, you create a bladed weapon in your hand that can be used normally. You choose the type of blade between a dagger, a shortsword, a rapier or a longsword, with the corresponding properties and damage type and die. This weapon functions as a nonmagical weapon that you are proficient with. The weapon disappears when the spell ends. You can dismiss the weapon at any time with no action required.
You can only have one instance of this spell at any time. If you cast this spell a second time to conjure a new weapon, the first spell ends. If the weapon leaves your touch, the spell ends at the end of you turn.
Additionally as part of a attack action you can use your reaction to make a second attack with this blade with no modifiers.
Conjure Rotting Tomatoes
Conjuration cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a lump of rotting plant matter)
- Duration: Instantaneous
As you wave your hand, you conjure rotting tomatoes. The number rotting tomatoes you conjure is equal to your spellcasting ability modifier, with a minimum of one tomato. No nutritional value can be gained from eating the tomatoes. Every time the spell is cast, any rotting tomatoes previously created by the spell will immediately rot away to nothing.
As an action, you can throw a rotting tomato at a creature within 30 feet of you. Make a ranged spell attack against the target. On a hit, the target must succeed on a Charisma saving throw or have disadvantage on Charisma and Wisdom rolls until the end of its next turn.
Crystal Stake
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You fire a sharp crystal stake at a creature within range. Make a spell range attack, witch on a hit deals 1d8 piercing damage and the creature must make a strength saving throw or become Prone.
Additionally When you cast this spell against any vampire creature excluding dhampir and elder vampires, the spell is then casted with advantage and deals 1d6 extra piercing damage.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Death Lance
Necromancy cantrip
- Casting Time: 1 action
- Range: 10ft
- Components: V, S
- Duration: Instantaneous
You create black lance of death magic, make a ranged spell attack against a single target within range. On a successful attack, the target takes 1d8 necrotic damage.
Additionally This spell attack is made with advantage against creatures that are bellow half of there maximum hp.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Druidcraft
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Deadly Volt Blade
Evocation cantrip
- Casting Time: 1 bonus action
- Range: 5f
- Components: V, S, M (a melee weapon)
- Duration: 1 round
You imbue your weapon with debilitating force lightning. Make a melee attack action with a weapon against a creature. On a hit the creature takes 1d8 lightning damage and each creature within 10ft must make a dexterity saving throw. On a failed save the creatures take 1d4 extra lightning damage and 0 on a successful save.
Additionally A creature wearing metal armor or is made from metal have disadvantage on the saving throw
Dark Shadows
Illusion cantrip
- Casting Time: 1 minute
- Range: 30 feet
- Components: S
- Duration: 1 hour
Over the course of a minute, the shadows in one 10 foot cube or smaller area grow larger, deeper, and more concealing. A room that is brightly lit becomes dimly lit. The change is so gradual that it requires a Wisdom (Insight) check with a DC equal to the spell save DC to notice it. A creature who successced on the insight check is left alone, but the creature who failed the Insight check is frightened and its speed is reduced by 10ft so long they stay in the shadows.
At Higher Levels. The size of the area that can be affected increases when you reach 5th level (20 feet), 11th level (50 feet), and 17th level (100 feet).
Death Bolt
Necromancy cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You hurl a dark purple ball of death magic at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 necrotic damage.
If the targeted creature is bellow half of its maximum hp the attack is made with advantage
Desecrate Strike
Necromancy cantrip
- Casting Time: 1 bonus action
- Range: Self (5-foot radius)
- Components: S, M (a melee weapon)
- Duration: 1 round
You infuse a weapon with dark magical smoke. Make a melee attack with it against one creature within 5 feet of you.
On a hit the creature takes 1d6 necrotic damage and tendrils of dark magical smoke strike up to three creature within a 5-foot radius. Each creature within the 5-foot radius must make a dexterity saving throw or take 1d4 necrotic damage.
At Higher Levels. This spell's damage increases by 1d6 (or 1d4) when you reach 5th level (2d6 / 2d4), 11th level (3d6 / 3d4), and 17th level (4d6 / 4d4).
Diamond Halo
Enchantment cantrip
- Casting Time: 1 action
- Range: 30ft
- Duration: Instantaneous
You create a magical crown of magical glowing stone around a creature head. The creature must make a Wisdom save. On a failed save the creature takes 1d4 psychic damage and have disadvantage on there next saving throw.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Dice of Discord
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M(a pair of dices)
- Duration: Instantaneous
You create a magical six-sided dice with six random magical effects. Roll a d6 for a random effect
| d6 | Effect |
|---|---|
| 1 | You take 1d8 psychic damage |
| 2 | You deal 1d8 psychic to a creature |
| 3 | You have disadvantage on the next attack roll |
| 4 | A creature lose 10ft of movement speed until the start of there next turn. |
| 5 | A creature gain advantage on the next attack roll |
| 6 | You heal a creature by a 1d8 |
Drop the Bass
Conjuration cantrip
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S
- Duration: Instantaneous
With the scream of a power chord, two fiery portals open within 60 feet of the caster, summoning two speakers the size of the caster. The speakers have a fly speed of 30 feet and can hover.
The speakers give advantage on any Performance check and allows the caster to add their proficiency bonus to any Persuasion or charmed attempt using the guitar as a medium.
Alternatively, the speakers allow the caster to send out 15 feet cone of sound with their vicious licks to deal 1d8 thunder damage to an enemy.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ember Bolt
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You hurl a flaming ember at a creature or object within range. On hit the ember deals 1d10 fire damage and the creature must make a a dexterity save. On a failed save the creature gain 1 level of burn until the start of your next turn.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Ember Spray
Evocation cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, S,
- Duration: Instantaneous
Focus and swing with fire flying through the gaps in your fingers. Sometimes you just need to punch something with fire. Like a shotgun version of Ember bolt, this blast from the caster's hand dissipates quickly, but burns hotter than a normal fire bolt when cast.
Each creature within a 10ft of you must make a dexterity saving throw or take 1d10 fire and 1 level Burn until the end of your next turn.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Earth Spikes
Evocation cantrip
- Casting Time: 1 action or reaction
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You create a magical trap with a sizes of a 5ft cube on the ground witch you can see within range. This spell can be activated as a action or as a reaction when a creature step on the trap.
When activated the creature must make a dexterity saving throw. On a failed save the creature takes 1d12 piercing damage.
Earthen Bullet
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Choose a point you can see on a surface of loose earth within range. There, a small patch of earth swirls briefly before hurling a clod of hardened dirt and stone towards a creature or object within 30 feet. Make a ranged spell attack against the creature or object. On a hit, the target takes 1d6 + 1 points of bludgeoning damage.
At Higher Levels. The spell's damage increases by 1d6 + 2 when you reach 5th level (2d6 + 3), 11th level (3d6 + 4), and 17th level (4d6 + 5.
Elemental Ward
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 round
You protect a creature in range with a subtle magical ward. Choose one of the following damage types:
- acid,
- cold,
- fire,
- lightning,
- necrotic,
- radiant,
- thunder
- water.
Until the start of your next turn, the target has resistance to damage of the chosen type.
Emit Spores
Evocation cantrip
- Casting Time: 1 action
- Range: Self (10-foot cube)
- Components: S, M (any mushroom)
- Duration: Instantaneous
You emit a cloud of toxic green and purple spores. Each creature in range, other than you, must make succeed on Constitution save or take 1d10 poison damage and must make a constitution saving throw. On a failed save the creature gain 1 level of Poisoned until the end of your next turn.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Entropy
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
You create a point of entropy in your hand. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d8 force damage.
The spell's damage is doubled if the target is prone or stunned, This spell also deals double the amount of damage against structures and objects.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Emerald-Fire Blade
Transmutation cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (A melee weapon)
- Duration: 1 round
You weapon ins covered in a bright emerald green flames. When you make a melee attack with the weapon covered in this flames. Make a melee attack witch on hit a creature takes 1d8 fire damage and must make a dexterity saving throw or be Blinded until the start of your next turn.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Emerald Bullets
Evocation cantrip
- Casting Time: 1 action
- Range: Self (20-foot cone)
- Components: S,V
- Duration: Instantaneous
A blast of emerald gems comes from your hands in a 20-foot cone in the direction you face. Each creature caught within that cone must make a dexterity save. On a failed save creatures take 1d12 piercing damage on a failed save and half as much on a successful save.
Friends
Enchantment cantrip
- Casting Time: 1 action
- Range: Self
- Components: S, M (a small amount of makeup applied to the face as this spell is cast)
- Duration: Concentration, up to 1 minute
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
Frost Bolt
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You fire a bolt made of ice from your hand. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold damage and the creature must make constitution save. On a failed save the creature gain 1 level of Frozen until the end of your next turn.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Frostbite Curse
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Frost Beam
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You invoke arcane frost, freezing dry an adversary and their allies. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage and must make constitution save. On a failed save the creature gain 1 level of Frozen until the end of your next turn.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Frost strike
Evocation cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (a small block of ice or other frozen liquid)
- Duration: Instantaneous
You enhance your next attack with the bitter cold of winter itself. Make a melee attack witch, on hit the creature takes additional 1d8 cold damage and the creature's must make a constitution saving throw. On a failed save the the creature gains 1 level of Frozen until the start of your next turn.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Flame Arc
Evocation cantrip
- Casting Time: 1 action
- Range: Self 10ft line
- Components: S
- Duration: Instantaneous
You hurl an arc of fire at a point within range. Each creature within 10ft wide and a 10ft long line must succeed on a Dexterity saving throw or take 1d8 fire damage and gain 1 level of Burn until the start of your next turn.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Firecracker Blast
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M ((a pinch of powdered magnesium)
- Duration: Instantaneous
You launch a dazzling flurry of colorful magical flecks at an opponent. These flecks explode on impact, creating a sound that can be heard up to 100 feet away. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 radiant or fire damage, and it can't take reactions until the start of its next turn.
Additionally any creature within 5ft of the original creature takes half of the damage.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).
Flare Blitz
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Your body is coated in flames, as you launch yourself spiraling towards your target. Choose one creature you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. After a hit, you land in an empty space within 10 feet of your target.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Flash Powder
Conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You create a burst of powder that explodes, confusing and harming a creature within range. The target must succeed on a Dexterity saving throw or becoem blindeduntil the end of your next turn.
Flare Shot
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, M (a ranged weapon)
- Duration: 1 Instantaneous
You shoot a projectile of brightly coloured light, from the weapon used in the spell's casting and make a ranged attack. The creature must make a wisdom or dexterity saving throw or become dazed until the end of your next turn.
Furious Charge
Abjuration cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You create a shield of force on your shoulder and ram into a creature you can reach. Make a melee spell attack against the target. On a hit, the target takes force damage equal to 1d8 + strength and if it is Medium or smaller must make a Strength saving throw. On a failed save, the target is pushed 10 feet directly away from you and knocked prone.
You can instead cast this spell as a bonus action after you have used your action to dash, and have moved at least 10 feet straight towards the target of your attack.
At Higher Levels. . This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Faerie Glitter
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You hurl a mote of sparkling energy at a creature or object within range, make a ranged spell attack against the target. On hit the creature takes 1d8 radiant damage and becomes outlined by a colored glow.
While outlined in this way, the target emits dim light in a 5-foot radius, has disadvantage in Dexterity (stealth) checks and can't benefit from being invisible. This effect ends if you lose concentration on this spell.
At Higher Levels. You may throw one extra mote with this spell when you reach 5th level (two motes), 11th level (three motes), 17th level (four motes). When you do so, you can't target a single creature with more than one mote.
Fire Whip
Evocation cantrip
- Casting Time: 1 bonus action
- Range: 15 feet
- Components: V, S
- Duration: Instantaneous
You create a whip of burning fire that burn at one creature of your choice that you can see within range make a melee spell attack against the target. On hit the creature takes 1d6 fire damage, and must make a dexterity saving throw. On a failed save the gains 1 level of Burn until the end of your next turn.
Alternatively you can forgo the burn status effect to instead to pull the creature up to 5 feet closer to you.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Glass Molding
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
You choose an amount of glass that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You move the glass up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You instantaneously melt or harden the glass.
- You instantaneously shatter or mend the glass.
- You cause the glass to form into crude shapes or animate at your direction for 1 hour.
- You change the glass’ color or opacity
If you cast this spell multiple times, you can have no more than three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Glare of Light
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Instantaneous
A small beam of holy light is directed from you towards an enemy, make a ranged spell attack. On a hit, the target takes 1d8 radiant damage and starts to glow for 1 minute and will have disadvantage on stealth rolls. The Light illuminates the area 30 feet around its travel path if going through darkness or dim light.
At Higher Levels. The damage increases by 1d8 when you reach 5th (2d8), 11th (3d8), and 17th level (4d8).
Glyph Trap
Abjuration cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (a few droplets of ink or paint)
- Duration: Concentration, up to 1 hour
You cast a glowing pool of magic upon the ground by drawing a glyph with paint, or something that can mark a surface, that damages and hinders anyone who wanders through or is pushed into it.
Designate an unoccupied area to draw the glyph to receive the magical glyph which then hides the glyph from normal sight: anyone attempting to see the glyph must succeed on a Wisdom (Perception) check with a DC equal to your spell save DC (see invisibility, blindsight, and truesight detect it automatically). Anyone other than you who steps onto the glyph's area of effect must succeed on a Constitution saving throw or take 1d4 force damage.
The trap dissipates immediately after it deals damage but leaves behind the drawn glyph, now visible by everyone, and unable to be active again until the glyph is entirely removed, which takes about a minute. You can't have more active glyphs than your proficiency modifier.
At Higher Levels. The trap dissipates immediately after it deals damage but leaves behind the drawn glyph, now visible by everyone, and unable to be active again until the glyph is entirely removed, which takes about a minute. You can't have more active glyphs than your proficiency modifier.
Gust
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S,
- Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or take 1d8 bludgeoning damage and be pushed up to 5 feet away from you. A flying creature has disadvantage on this saving throw.
- 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 affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
- A small gust of air moves one unattended object that weighs no more than 5 pounds. The object is pushed up to 10 feet in any direction. 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.
Glyph Protaction
Abjuration cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 round
You extend your hand and trace a of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Gurgle
Conjuration cantrip
- Casting Time: 1 action or as a reaction
- Range: 20 feet
- Components: V, S
- Duration: 1 round
You spew out a ball of bubbling poison that quickly pools together, coalescing around one creature within range and attempts to enter its body. The target must succeed on a Constitution save, on a failed save the creature takes 1d10 poison damage and posioned until the start of your next turn.
You can cast this spell as a reaction which you take in response to being damaged by a creature within 60 feet of you that you can see
Ghostly Hand
Necromancy cantrip
- Casting Time: 1 bonus action
- Range: 120ft
- Components: V, S, M (a few grains of dirt from a graveyard)
- Duration: Concentration, up to 1 minute
You create a hand of ghostly energy. Make a range attack with this hands , witch on a hit you deal 1d8 necrotic damage.
Additionally if the targeted creature have taken necrotic damage or have been frightened this spell deals 1d12 necrotic damage.
At Higher Levels. The spell creates more than one hand when you reach higher levels: two hands at 5th level, three hands at 11th level, and four hands at 17th level. You can direct the hands at the same target or at different ones. Make a separate attack roll for each hands.
Hand of the Necromancer
Necromancy cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A bone finger)
- Duration: Instantaneous
A sickly green lightning springs from your hand to deliver deadly necrotic energies to a creature you try to touch. Make a melee spell attack against the target, witch on hit deal 1d10 Necrotic damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Hand of Radiance
Evocation cantrip
- Casting Time: 1 action
- Range: self 15ft-cone
- Components: V, S
- Duration: Instantaneous
You raise your hand, and burning radiance erupts from it. Each creature within range must make a dexterity saving throw. On a failed save the creature takes 1d6 radiant damage and is Blinded
At Higher Levels. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Haunting Whispers of Dread
Enchantment cantrip
- Casting Time: 1 Action
- Range: 60ft
- Components: V
- Duration: Instantaneous
You whisper haunting words in to a creature mind. The creature must make a wisdom save, On a failed save the creature takes 1d6 psychic or necrotic and can take a reactions until the start pf your next turn.
At Higher Levels. he spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Heat Beam
Evocation cantrip
- Casting Time: 1 Action
- Range: 100 feet
- Components: V, S
- Duration: Instantaneous
You concentrate your firepower into a single beam of fire and fire it toward an enemy within range. Choose a target within range. On hit the creature takes 1d10 fire damage and must make Dexterity saving throw or gain 1 level of Burn until the start of your next turn.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Hardened Stone
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (a stone, which the spell consumes)
- Duration: Instantaneous
You get a rock and involve it with magic energy, transforming the normal rock on a hardened stone. Make a ranged spell attack against a target. On a hit, the target takes 1d8 bludgeoning damage and if the creature is Large or smaller, you push the creature up to 20 feet away from you on a straight line.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Hoarfrost Blade
Evocation cantrip
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: V, S, M (a melee weapon)
- Duration: Instantaneous
You create a magical blade of dark frost. You make a melee attack with it against one creature within 5 feet of you.
A hit creature takes 1d10 cold or necrotic your choice and the creature must make a wisdom save, on a failed save the creature is frightened until the end of your next turn.
At Higher Levels. At 5th level, the attack deals an extra 1d10 cold damage. This bonus damage increases by 1d10 at 11th level (2d10) and 17th level (3d10).
Hydro Barrier
Abjuration cantrip
- Casting Time: 1 reaction, taken in response to an incoming attack)
- Range: Self
- Components: V, S, M (a quart of water))
- Duration: Instantaneous
You reflexively throw water from your person or from a body of water within 5 feet of you in front of yourself, reducing the damage of an incoming attack by 2.
- You are additionally treated as being resistant to fire damage from the incoming attack.
- Any spell or effect that blocks the magic missile spell also blocks this spell.
Ice Blade
Conjuration cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
You deftly pull moisture from the air, which solidifies in the form of a sword. When you cast the spell, and as an action for the duration, you can make a melee spell attack against a target within 5 feet of you. On a hit, the target takes 1d8 cold damage. If you cast the spell again, the previously made sword disappears.
At Higher Levels. damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ice Shards
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Choose a point in range. Shards of ice rain on creatures in a 5-foot radius sphere centered on the point. Each creature in this radius must succeed on a Dexterity save or take 1d8 cold damage.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Infestation of Insects
Conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You create a swarm of small Insects like mites, fleas,flies, and other small Insects to appear momentarily in a 10ft cube within range. Each creature in the cube must make Constitution save. On a failed save the creature takes 1d6 poison damage and the swarm can move up 10 feet in a random direction.
Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement do provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
- Swarm have a ac of 15 and 5hp
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Instil Pain
Evocation cantrip
- Casting Time: 1 bonus action
- Range: 50 feet
- Components: V, S
- Duration: Instantaneous
- Spell Lists. Druid, Huntsman, Mage(Wizard/ Sorcerer), Slayer, Warlock
One creature of your choice that is within 50 feet of you, aware of you must make a wisdom save on a failed save the creature takes 1d8 psychic. If the creature is Frightened, Stunned, or Paralyzed they take 1d12 psychic damage.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Implosion
Evocation cantrip
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
The caster touches or even grazes his target by uttering the incantation which boils down to a word. The target must succeed on a Constitution saving throw or take 1d8 force damage. Any target that cannot resist this spell (objects, unconscious creatures, etc.) take double the damage.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Knee-Jerk
Enchantment cantrip
- Casting Time: 1 reaction,
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
this spell can only be cast as a reaction to an attempted Dexterity check or Dexterity saving throw. You point at a creature within range that you can see clearly, sending whispered harassment to its mind. The creature visually becomes uncomfortable and is forced it to experience a slight muscle spasm.
It must make a Wisdom saving throw, suffering a 1d6 penalty to Dexterity checks and saving throws for one minute on a failure. You can not compel any specific actions, nor can the spasm cause damage if it strikes another creature.
Kunai of Inari
Evocation cantrip
- Casting Time: 1 action
- Range: 100 feet/ self 15ft-cone
- Components: S,V
- Duration: Instantaneous
You launch small kunai´s of golden fire at one creature within range, make a ranged spell attack against the target. On a hit, the target takes 1d10 fire or radiant damage
Additionally You can cast this spell as a 15ft-cone. Each creature within the cone must make a dexterity saving throw. On a failed save the creature takes 1d6 damage.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Light Arrow
Conjuration cantrip
- Casting Time: 1 action
- Range: 120ft
- Components: V , S
- Duration: Instantaneous
You create a radiant bolt of pure light. On a hit it deals 1d10 radiant. On hit any creature with in a 10ft must succeed on a Dexterity saving throw or take 1d4 radiant damage. The target gains no benefit from cover for this saving throw.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage.
At Higher Levels. The spell creates more than one arrow when you reach higher levels: two arrow at 5th level, three arrow at 11th level, and four arrow at 17th level. You can direct the arrow at the same target or at different ones. Make a separate attack roll for each arrow.
Light Blade
Evocation cantrip
- Casting Time: 1 bonus action
- Range: 5 feet
- Components: V, S
- Duration: 1 round
You enchant a blade with light and impale a creature or object within range with it. Make a melee spell attack against the target. On a hit, it takes 1d8 radiant damage, or 1d12 if it is an aberration, fiend or undead.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage.
At Higher Levels. The spell's damage increases by 1d8 or 1d12 when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Luminous
Evocation cantrip
- Casting Time: 1 action
- Range: 100 feet and Touch
- Components: V, M (a firefly or phosphorescent moss)
- Duration: 1 hour/2 hours
You create a light source appear as torch, lanters, or glowing orb. This magical light can be used as power full stationarity light or as a less power full source bu a mobile light source.
- Stationarity You touch one object that is no larger than 20 feet in any dimension. The bright light have a 20-foot radius and dim light for an additional 20 feet. The light last for 1 hour or until dismiss it as an action.
- Mobile You create up a moblie light with a 10-foot radius and can be moved up to 60ft. The light last for 2 hour or until dismiss it as an action.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage.
Lightning Harpoon
Evocation cantrip
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V
- Duration: Instantaneous
You create a magical harpoon of electricity that strikes at one creature of your choice that you can see within 20 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d10 lightning damage if it is within 5 feet of you.
Additionally You have advantage on the attack roll if the target is wearing armor made of metal
At Higher Levels. The spell creates more than one harpoon when you reach higher levels: two harpoon at 5th level, three harpoon at 11th level, and four hook at 17th level. You can direct the harpoon at the same target or at different ones. Make a separate attack roll for each harpoon.
Leaves of Poison
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S, V, M( 3 poison ivy leaves)
- Duration: Instantaneous
A swirling sphere of poison ivy leaves appears in casters hand, witch the caster can launch at one creature. On hit you deal 1d10 poison damage and the creature must make a constitution save. On a failed save the creature is poisoned until the end of your next turn.
At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Lightning Whip
Evocation cantrip
- Casting Time: 1 bonus action
- Range: 15 feet
- Components: V, S
- Duration: Instantaneous
You create a whip of lightning energy that strikes at one creature of your choice that you can see within range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 lightning damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
Additionally A creature wearing metal armor or if the creature is made from metal it have disadvantage on the saving throw.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Lightning Tendrils
Evocation cantrip
- Casting Time: 1 action
- Range: self 10-foot radius sphere
- Components: V, S
- Duration: Instantaneous
Summon tendrils of electricity to shock multiple opponents. Select up to 3 targets within range. Each target must make a Dexterity saving throw or take 1d6 lightning damage.
Additionally You have advantage on the attack roll if the target is wearing heavy metal armor or if the creature is made from metal
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)
Lullaby of Nocteia
Enchantment cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Your lullaby makes a targeted creature within range become. The creature must make a Wisdom saving throw or become tired and delirious. On a failed save the creature become Dazed until the end of your next turn.
Mold Earth
Transmutation cantrip
- Casting Time: 1 action
- Range: 50 feet
- Components: S
- Duration: Instantaneous or 1 hour
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.
Manna Card
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a deck of card)
- Duration: Instantaneous
You touch a set of cards and imbue them with magic. Make a range spell attack. On hit you deal 1d8 force or psychic.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Magi Mine
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Concentration, up to 1 minute
You infuse a 5-foot square with volatile magical energy, causing it to explode if touched. That square glows with fluctuating orange light. If any creature of Small or larger size moves over it, they take 1d6 force damage and the mine spell ends. You can have a number of these active equal to your spellcasting ability modifier (minimum 1).
If two magi mines are cast such that they overlap, both detonate, dealing 2d6 force damage to all creatures occupying that space.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mana Hand
Conjurationn cantrip
- Casting Time: 1 action
- Range: 50 feet
- Components: S
- Duration: 1 minute
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 50 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 15 pounds.
Additionally The hand can make 1 malee attack witch on a hit deals damage equal to your spell modifier + pb.
Mending
Transmutation cantrip
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (two lodestones)
- Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell cant repair a magical items.
- Mecanical Healing This spell's heals construct by 1d4.
Mind Freeze
Enchantment cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V,
- Duration: 1 Round
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic or cold damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Message
Enchantment cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V,, S, M (a short piece of copper wire)
- Duration: 1 Round
- Spell Lists. Bard, Cleric ,Dancer , Druid, Huntsman, Mage(Wizard/ Sorcerer) Paladin, Slayer,
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.
Minor Illusion
Illusion cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a bit of fleece)
- Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Mid Trick
Enchantment cantrip
- Casting Time: 1 action
- Range: 30ft
- Components: V, S
- Duration: Concentration, up to 1 minute
Choose a target within range that isn’t hostile toward you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.
On a successful save, the creature realizes that you tried to use the magic to influence its awareness and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the GM’s discretion), depending on the nature of your interaction with it. This power has no effect on undeads or constructs.
Magnetize
Transmutation cantrip
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S
- Duration: Instantaneous
As an action, you magnetize all metal in front of you in a 15 foot cone. Items containing metal that weigh 15 pounds or less become magnetized. As part of the action you can choose whether throw the metal in any direction up to 15 feet, crush it into a center, or expel it outwards in a circle. Creatures in the way must make a Dexterity saving throw or take 1d4 bludgeoning damage. Once the metal is moved it is no longer magnetized.
Manacles of Pain
Conjuration cantrip
- Casting Time: 1 action
- Range: 100ft
- Components: V, M (a piece of iron)
- Duration: Concentration, up to 1 minute
You cause black chains of smoke to encircle a creature you can see within range. The target must make a Dexterity saving throw. On a failed save the creature is is restrained by chains and at the start of each of your turn you deal 1d8 necrotic damage to the restrained creature. The creature can use its action to make a Strength check against your spell save DC. On a success, it frees itself from the chains.
Manipulate Snow and Ice
Transmutation cantrip
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: Instantaneous
You choose a portion of snow or ice that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You can excavate snow and ice, reshaping it, move it along the surface, freezing it, condensing it into snow and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage
- You cause shapes, colors, or both to appear on the ice or snow, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the ice or snow 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.
- One Medium or smaller creature standing on snow that you choose must succeed on a Strength saving throw or have its movement speed reduced by 20 feet. Alternatively, one medium or smaller creature standing at snow must make a Strength saving throw, or be throw on the ground, knocked prone.
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.
Megaton Punch
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You coat your fist in pure magic as you wind up a haymaker. Make a melee spell attack against a creature. On hit, the target takes 1d10 force damage, and if the creature is Large or smaller, you push the creature up to 10 feet away from you in a straight line.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th (2d10), 11th (3d10), and 17th level (4d10).
Minor Stasis
Transmutation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
When cast, Minor Stasis causes an object, creature, or collection of items weighing less than or equal to 16 lbs. in total to be stopped in time, unable be moved by an internal or external force. Targets stay stopped in time until either the time duration passes or a moving object or creature touches the target. The spell fails to execute if it will exceed the 16 lbs. maximum stasis weight, and multiple different targets can be in stasis at the same time. Velocity from before the target was put in stasis is applied while in stasis.
At Higher Levels. The amount of time that an object or objects can be kept in stasis increases to 4 hours at 5th level, 12 hours at 11th level, and 48 hours at 17th level.
Metal Shrapnel
Transmutation cantrip
- Casting Time: 1 action
- Range: 80ft
- Components: V, S, M (A tiny shard of metal)
- Duration: Instantaneous
You manipulate a pieces of metal like a spike or weapon that you cans. The metal will form a small spiked ball. Each creature within 10ft must make a dexterity saving throw or take 1d6 piercing damage.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Minor Telekinesis
Conjuration cantrip
- Casting Time: 1 action, Concentration up to 1 action.
- Range: 30ft
- Components: V, S
- Duration: instantaneous
When you cast the spell, you can exert your will on one object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. You are able to "hold" up to five (5) pounds of an object, you may make a attack roll if the object you are holding is considered a weapon at a target for the weapon's damage if the target is within the range of the spell.
- You are unable to use Minor Telekinesis on any form of ranged weapon. (Unless allowed by DM, if allowed you have to be concentrated on the spell to aim the weapon, load the ammo, etc.)
Minor Step
Conjuration cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You disappear in a cloud of harmless vapor of your choosing and reappear within 15ft feet of your original standing point.
Moonlight Bolt
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You hurl a shard of pure moonlight. Make a ranged spell attack against the target, on a hit the target takes 1d10 cold damage.
Additionally If a shapechanger is hit by the spell, then it must make a Charisma saving throw. If it fails, it also instantly reverts to its original form.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Moth Swarm
Conjuration cantrip
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S
- Duration: Instantaneous
You extend your hand forward and a swarm of moths flies from your hand. Creatures of your choice within the cone must make a Constitution save. On a failed save take 1d10 poison damage and becomes blinded until the end of your next turn.
At Higher Levels. This spells' damage increases by 1d10 at 5th level (2d10), 11th Level (3d10), and at 17th Level (4d10).
Meow, Meow, Meow
Enchantment cantrip
- Casting Time: 1 bonus action
- Range: 40 feet
- Components: V, S
- Duration: Instantaneous
If you look at a creature and say the word Meow Meow Meow, they must make a charisma save. On a failed save creature takes 1d4 psychic and cant take a action or reaction until its next turn.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4)
Magma Shot
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You hurl a orb of magma. Make a ranged spell attack against the target, on a hit the target takes 1d8 fire damage and 1d4 bludgeoning damage and must make a dexterity saving throw or gain 1 level of Burn for 1 minute.
Additionally Any creature within 10ft of the original creature must make a dexterity saving throw or take half damage.
At Higher Levels. damages increased by 1d8 and 1d4, respectively, when you reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th level (4d8 and 4d4).
Nightly Terrors
Conjuration cantrip
- Casting Time: 1 action
- Range: Self
- Components: M (a pinch of black salt)
- Duration: 1 minute
Conjure a pair of formless, black entities next to you from the realm of nightmares that only you can initially see. As a bonus action, you can mentally choose a target within 30 feet of you for the entities to affect.
The chosen creature can now see the entities and must make a Wisdom or Intelligence saving throw, the creature choice witch. On a failed save, the entities circle the target and form into the target's worst fears, dealing 1d12 psychic damage and becomes frightened until the end of the creature next turn.
Ominous Banana
Conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You conjure a magical glowing banana within your hand. Make a range spell attack on one creature. On hit the creature takes 1d8 force damage and any creature within 10ft must make a dexterity save, on a failed save the creatures take 1d4 force damage.
At Higher Levels. This spell's damage increases by 1d8 and 1d4 when you reach 5th level ( 2d8/ 2d4), 11th level (3d8 / 3d4), and 17th level (4d8 / 4d4)
Orb of Light
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A sparkling ball of light fires from your hand and strikes a single target. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage. If the target is an undead, fiend, or has the sunlight vulnerability trait, it takes 1d12 damage instead.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Pillar of Earth
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You create a pillar made of sand and stone to burst from the ground that you can see within range. The pillar is a cylinder that has a diameter of 5 feet and a height of up to 10 feet. You can alter the shape and direction of this pillar to come out at an angle or curve around a corner, but you do not have enough control to create fine details on it.
If the pillars hit a creature must make a dexterity save, on a failed save the creature 1d12 bludgeoning damage. The pillar has 10 hit points and an AC of 10 and is capable of supporting a creature of size Large or smaller.
At Higher Levels. The spell creates more than one pillar when you reach higher levels: two pillars at 5th level, three pillars at 11th level, and four pillars at 17th level. You can stack these pillars to increase their total height by 10 feet per pillar stacked.
Pixie Glitter Storm
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a handful of glitter)
- Duration: Instantaneous
You point at a creature within range, and they are assailed with a magical storm of glitter. They must make an Intelligence save or take 1d6 psychic damage and be Dazed until the start of their next turn.
At Higher Levels. The spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Poison Splash
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You create a sickly green and yellow bolt of toxins, make a range spell attach against one creature, or two creatures within 5 feet of each other, within range. A target must succeed on a Dexterity save or take 1d10 poison damage and have become posioned on until the start of your next turn.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th (2d10), 11th (3d10), and 17th (4d10) level.
Poison Spray
Evocation cantrip
- Casting Time: 1 action
- Range: 15-foot cone
- Components: V, S
- Duration: Instantaneous
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage and gains 1 level of posioned until the start of your next turn.
Poisoned Blade
Transmutation cantrip
- Casting Time: 1 bonus action
- Range: self
- Components: M (A weapon)
- Duration: 1 Round
You coat your weapon with a deadly poison created by magic. As part of the action used to cast this spell, you must make an attack with a weapon against one creature within the spell's range, otherwise the spell fails.
On a hit, the target suffers the normal effects, takes an extra 1d6 poison damage and must make a Constitution saving throw. On a failed save, it is also posioned until the end of your next turn.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Power Chord
Evocation cantrip
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: S, M (A pick)
- Duration: Instantaneous
With the scream of a power cord, a thunderous riff erupts from you. Each creature that can hear you within range must succeed on a Constitution saving throw or take 1d6 thunder damage. The powerful sound you produce can be heard up to 60 feet away.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Prestidigitation
Transmutation cantrip
- Casting Time: 1 action
- Range: 20ft
- Components: V, S
- Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Primal Savagery
Transmutation cantrip
- Casting Time: 1 action
- Range: 20ft
- Components: V, S
- Duration: 1 minute
You channel primal magic to cause your teeth or fingernails to sharpen with corrosive magic, ready to deliver deadly attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
At Higher Levels. The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Pseudopod Strike
Conjuration cantrip
- Casting Time: 1 bonus action
- Range: 10 feet
- Components: V, M (a vial of slime)
- Duration: Instantaneous
You momentarily conjure a translucent tendril of corrosive ooze extending from one of your hands and use it to lash at a nearby enemy. Make a melee spell attack against one creature within range. On a hit, the target takes 1d4 bludgeoning damage, plus 1d6 acid damage.
At Higher Levels. damages increase by 1d4 and 1d6, respectively, when you reach 5th level (2d4 and 2d6), 11th level (3d4 and 3d6), and 17th level (4d4 and 4d6).
Psionic Kunai
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You launch a blade that slices the mind. Make a ranged spell attack against the target. On a hit, the target takes 1d10 psychic damage.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Pyrotechnics
Transmutation cantrip
- Casting Time: 1 action
- Range: 60 Feet
- Components: S, V
- Duration: Instantaneous or 1 hour
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:
- Bonfire Fire 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.
- Extinguish Fire You instantaneously extinguish the flames within the cube.
- Fire Show 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
- Flame Expand You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the start of your next turn.
- Smoke. Thick black smoke spreads out from the target in a 10-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 hour or until a strong wind disperses it.
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.
Psionic Strike
Evocation cantrip
- Casting Time: 1 bonus action
- Range: self
- Components: M (A weapon)
- Duration: 1 Round
Using the psychic powers of you mind, you create a psychic aura around your weapon as you attack. Make an attack with a weapon you are holding against one creature within the spell's range. On a hit, the target takes additional 1d8 psychic damage
At Higher Levels. damages increase 1d8, respectively, when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Paradox Pike
Conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
After a quick flourish, you thrust your weapon downward into a small portal. A second portal appears under a creature that you know is within range. In an instant, a magical pike flies upward and strikes the creature. Make a melee spell attack against the target, dealing 1d8 psychic damage on a hit.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Plasma Bolt
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You launch a bolt of hyper-charged matter that attacks your enemies. Make a ranged spell attack roll against a creature within range. On a hit, it takes 1d4 fire damage and 1d4 lightning damage.
At Higher Levels. damages increase by 1d4 and 1d4, respectively, when you reach 5th level (2d4 and 2d4), 11th level (3d4 and 3d4), and 17th level (4d4 and 4d4).
Resistance
Abjuration cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a miniature cloak)
- Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.
Rain Cloud
Transmutation cantrip
- Casting Time: 1 action
- Range: Self (40-foot cube)
- Components: V, S, M (A burned twig doused in lake water)
- Duration: 1 hour
Aimed to be a cantrip that can be used to add effect to a performance or possibly provide water. You cause rain to fall lightly with dramatic thunder to aid in rolls since this spell only uses small hand movements and any creatures in range are soaked.
Sacrifice Sanity
Enchantment cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You rip away a portion of the fabric of your mind, and use it to harm another. Choose a target that you can see in range. They immediately take 1d12 psychic damage. However, you have disadvantage on all saving throws attacks and ability checks until the start of your next turn, as it takes some time to fully recuperate.
At Higher Levels. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Sand Blast
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 round
You hurl a swirling mass of sand at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage.
If the target is a creature, it has disadvantage on Wisdom (Perception) checks that rely on sight and a -5 penalty to its passive Perception score until the end of your next turn. Any unprotected, small flame hit by this spell is smothered and quenched.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sapping Bolt
Necromancy cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You create a bolt of black and green light witch you use to sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d8 penalty roll all saving throws and attack until the end of your next turn.
Shape Water
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
- You can shape the water in to a trident witch have the same stats as a normal Trident.
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.
Shadow Warp
Conjuration cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S
- Duration: Instantaneous
You teleport to an unoccupied space in dim light or darkness within range. If you are not standing in dim light or darkness when you cast the spell, the spell fails.
Shadow Blot
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You hurl a ball of darkness at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic or force damage your choice.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shadow Strike
Evocation cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a weapon)
- Duration: 1 round
You draw upon the power of the shadows witch cover your weapon in a pitch black shadows. The next time you make a melee weapon attack against a creature, on a hit, the creature takes additional 1d4 necrotic damage and the creature must make a Constitution saving throw or become Blinded until the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spark Bolt
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You hurl a small bolt of lightning at a creature or object in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage.
Additionally You have advantage on the attack roll if the target is wearing armor made of metal
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Shenanigan Dice
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You crate a rainbow colored 10 sided dice. Make a ranged spell attack against the target. On a hit, roll a d10 to determine the damage type it deals: Then roll 1d10 for damage.
| d10 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Poison |
| 8 | Water |
| 9 | Radiant |
| 10 | Thunder |
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Silent Fart
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet (10 ft square originating from one creature of your choice within range).
- Components: S
- Duration: Instantaneous
The creature chosen imitate a cloud of air that smells so bad that all creatures in the sphere must succeed a Constitution saving throw or take 1d6 poison damage each round they are in the effected area. The cloud lasts 1 minute but is dispelled by a stiff breeze.
At Higher Levels. The spell's radius of the sphere increases by 10 ft. when you reach 5th level(40ft.)11th level(50ft.)and 17th level(60ft).
Snow Ball Barrage
Evocation cantrip
- Casting Time: 1 action
- Range: Self 15ft-cone
- Components: V, S
- Duration: Instantaneous
You cause snowballs to erupt from your hands. Each creature within the cone must make a Strength saving throw. on a failed save the creature is knocked back by the barrage 10 feet.
Solar Bolt
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A torch or glowing object)
- Duration: Instantaneous
A bolt of solar energy streaks from your hand to smite a creature within range that then detonates into a blast of brilliant light reminiscent of the Sun.
Make a ranged spell attack roll against a creature within range; if the attack hits, the creature takes 1d4 radiant or fire damage and the creature become blinded until the start of their next turn.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage.
At Higher Levels. At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shocking Grasp
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
Additionally You have advantage on the attack roll if the target is wearing heavy metal armor or is made of metal.
At Higher Levels. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Song of Courage
Enchantment cantrip
- Casting Time: 1 bonus action
- Range: 5 feet
- Components: V, S, M (A weapon)
- Duration: Concentration, up to 10 minutes
You begin to play a song that fills your allies with courage. Each creature of your choice within 60 feet of you that can hear you has advantage on saving throws against being charmed or frightened.
Soul Claws
Evocation cantrip
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
Your soul shapes into a wicked claw that pierces the body of a creature you touch. Make a melee spell attack against a creature. On a hit, the creature takes 1d12 necrotic damage and must make a constitution saving throw. On a failed save the creature have a 1d6 penalty to all attack rolls until the end of your next turn.
Soul Drain
Necromancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Your hands sap health from others to bolster yourself. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d4 necrotic damage, and you gain hit points equal to half of the damage dealt.
At Higher Levels. The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Shrapnel Stream
evocation cantrip
- Casting Time: 1 action
- Range: 15ft cone
- Components: V, S
- Duration: Instantaneous
You create a small blast of sharp metal shrapnel. Each creature with range must make a Dexterity saving throw. On a failed save the creature takes 1d8 piercing, or slashing damage.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Shillelagh
Transmutation cantrip
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (mistletoe, a shamrock leaf, and a wooden weapon)
- Duration: 1 minute
Any weapon with the weapon type of club or staff you are holding and is made from wood 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.
Spare the Dying
Divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Sword Dance
Conjuration cantrip
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: V
- Duration: Instantaneous
You create a circle of magical light swords around you. All other creatures within 5 feet of you must succeed on a dexterity save. On a failed save the creature takes take 1d6 force damage and starts to Bleed until the end of your next turn.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Splitting Chords
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, M (a musical instrument or a trained singing voice)
- Duration: Instantaneous
You magically imbue a portion of the soundwaves coming from your music, causing damage to an enemy. Select a creature within range that can hear you. That creature must succeed on a Constitution saving throw, or take 2d4 thunder damage and become deafened until the end of your next turn.
Creatures that have a special trait that strengthens their hearing, such as keen senses, make this save with disadvantage. The music created while casting this spell is loud enough to be heard from 100 feet away.
At Higher Levels. This spell's damage increases by 2d4 when you reach 5th (4d4), 11th (6d4), and 17th level (8d4).
Starlight Bolt
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
A bolt of brilliant light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Stone Shield
Evocation cantrip
- Casting Time: 1 bonus action or as reaction when targeted by range attacks
- Range: Self
- Components: V, S, M (Three small stones)
- Duration: 1 minute
You summon a shield of stone if someone attacks you. This shield lasts 1 minute, then crumbles to dust. The shield act as any other shield, granting the user +2 to AC, you are considered proficient with it. This does not stack. If the shield is removed from your hands it will crumble into dust.
Snow Cloud
Conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a small white snow cloud to hover in a 10-foot radius sphere centered on that point. The each within range must succeed on a dexterity save or take 1d8 cold damage and become Frozen until the end of your next turn The target gains no benefit from cover for this saving throw.
Higher Levels. The spell's damage increases by 1d8 once you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Summon Instrument
Conjuration cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 hour
Conjure one handheld musical instrument. You summon one handheld musical instrument of your choice. This instrument appears either in your hands or at your feet as you decide. The instrument is typical for its type.
You may only summon one instrument per casting, and it will only play for you. You cannot summon instruments that are larger than can be held in two hands, such as a piano. The summoned instrument disappears at the end of this spell's duration.
Spark Shower
Evocation cantrip
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S
- Duration: Instantaneous
You bring down sparks of lightning in a small area centered to a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must succeed on a Dexterity saving throw or take 1d10 lightning damage.
Additionally A creature wearing metal armor or is made from metal have disadvantage on the saving throw
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d6).
Taunt Charm
Enchantment cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You attempt to make the target angry at you. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw.
On a fail save, target is immediately hostile towards you and will have advantage on attack rolls against you. Your allies have advantage on attack rolls on the creature.
Tear Flesh
Necromancy cantrip
- Casting Time: 1 action
- Range: touch
- Components: V, S
- Duration: Instantaneous
You cause the matter of a creature or object that you touch to split apart. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage and creature must make a constitution save. On failed save the creature start to bleed for minute.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Thunder Sound Blast
Evocation cantrip
- Casting Time: 1 action
- Range: 15-foot Cone or Self
- Components: S
- Duration: Instantaneous
You send a blast of thunderous sound, which can be heard 120 feet away. Chose one of the following options when casting the spell.
- Cone Each creature in the cone must make a Constitution save. On a failed save, the creature takes 1d10 thunder damage and is pushed 10ft in a strait line.
- Self Each creature within 5 feet of you must make a Constitution save. On a failed save the creature takes 1d12 thunder damage and is pushed 5ft away from you.
Thunderous Strike
Evocation cantrip
- Casting Time: 1 Bonus action
- Range: Self
- Components: M (melee weapon)
- Duration: 1 round
Your weapon vibrates with a thundering sound. Your next attack with the bitter cold of winter itself. The next time you make a melee weapon attack against a creature. On a hit, the creature takes additional 1d8 thunder damage and must make a strength save. On a failed save the creature is knocked Prone until the end of your next turn.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Thundering Whip
Evocation cantrip
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S
- Duration: Instantaneous
You create a shimmering whip of thundering energy in your hand which lashes toward a target creature within range, creating a crack which can be heard up to 100 feet away.
The target must succeed on a Constitution saving throw or take 1d6 thunder damage and be deafened until the beginning of your next turn.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Twilight Beam
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Brilliant swirls of dark and light energy swirl towards your targets in a starry fashion. Make a ranged spell attack against the target. On a hit, the target takes 1d4 radiant damage and 1d4 necrotic damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th Level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam.
Thorn Vines
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (the stem of a plant with thorns)
- Duration: Instantaneous
You create a long, vine-like whip covered in thorns and poisonous flower 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 1d10 piercing and 1d4 poison damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels. The spell creates more than one vine when you reach higher levels: two vines at 5th Level, three vines at 11th level, and four vines at 17th level. You can direct the vines at the same target or at different ones. Make a separate Attack roll for each vines .
Thaumaturgy
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
True Strike of Flint
Divination cantrip
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: S
- Duration: up to 1 round
You extend your hand and point a finger at a target in range. You magic grants yourself a brief insight into the target's defenses. You gain advantage on your first attack roll against the target.
Unholy Bell of Dread
Necromancy cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You point at one creature you can see within range, and the sound of a ominous church bell fills the air around it for a moment.
The target must succeed on a Wisdom saving throw or take 1d12 necrotic damage. If the target is missing any of its hit points, the creature must make a second wisdom save, on a failed save the creature becomes Frightened until the end of your next turn.
Unholy Dark Flames
Necromancy cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Flame-like malevolence descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d10 necrotic damage and become Frightened. The target gains no benefit from cover for this saving throw.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Unhinged Willpower
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
As an action, you transform your sheer willpower into a damaging force that's damage aligns with your alignment and choose a target within range.
- Good - Radiant
- Neutral - Force or Psychic
- Evil - Necrotic
The target must resist your will with their own and make a Charisma save and does so with disadvantage if they're charmed. On a failed save, the target takes 1d8 damage that matches with your alignment, or half on a successful save.
At Higher Levels. The damage increases by 1d8 when you reach level 5 (2d8), level 12 (3d8), and at level 17 (4d8).
Venomous Spit
Evocation cantrip
- Casting Time: 1 action or as a reaction when targeted by melee attacks
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You twist your body back then snap forward with a hissing open maw releasing a venomous spit. Make a ranged spell attack against an object or creature within range.
On a hit, the target takes either 1d8 poison or acid damage, as you decide when casting this spell. Any creature within 5ft of the impact zone must make a dexterity save or take 1d4 damage.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Vicious Rants of Denyna
Evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
You use the you magic to give your rant a deadly effect. A creature must make a a wisdom save. On a failed save, the target takes 1d8 psychic damage and has disadvantage on the next ranged weapon attacks and range spell attacks.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Water Gun
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You shoot compressed water at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 water damage and becomes soaked.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Water Whip
Transmutation cantrip
- Casting Time: 1 bonus action
- Range: 15 feet
- Components: S, M (A pint of water)
- Duration: Instantaneous
You pull out a pint of water from somewhere on your person or from a body of water within 5 feet of you, using it to lash out at an opponent. Make a melee spell attack witch on a hit you deal 1d4 water damage and becomes soaked.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Water Strike
Evocation cantrip
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (A melee weapon)
- Duration: 1 round
You weapon is drowned a aqua blue bubbles. The next time you make a melee weapon attack against a creature, on a hit, the creature takes additional 1d8 water damage and the creature starts to becomes soaked for 1 minute.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Wind Strike
Evocation cantrip
- Casting Time: 1bonus action
- Range: Self
- Components: V, S, M (A melee weapon)
- Duration: 1 round
You weapon is surrounded by sharp winds. The next time you make a melee weapon attack against a creature, on a hit, the creature takes additional 1d8 slashing damage and the creature starts to bleed for 1 minute.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Wind Cut
Evocation cantrip
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S,
- Duration: Instantaneous
You lash out a deadly blade of wind in a arc. Make a ranged spell attack against the target. Each creature within 10ft wide and 20ft long line must succeed on a Dexterity saving throw or take 1d10 slashing damage and start to Bleed for 1 minute.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Witch Fire
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S,
- Duration: Instantaneous
You conjure a mysterious screaming purple and green fire, which burns the body and soul. Make a spell range attack. On hit the creature takes 1d10 fire or necrotic, and must make a wisdom save, on a failed save the creature is Frightened until the end of your next turn.
At Higher Levels. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (410).
Vicious Mockery
Enchantment cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Virtue of Life
Abjuration cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 round
You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.
1st-level
Acidic Blast
1st-level Evocation
- Casting Time: 1 action
- Range: 60f
- Components: V, S
- Duration: Instantaneous
A ball of green acid energies streaks toward a creature within range. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. On a failed save, it takes 2d6 acid damage and 1 level of Corrosive for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Absorb Elements
1st-level abjuration
- Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, necrotic, radiant, thunder or water damage.
- Range: Self
- Components: S
- Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Alarm
1st-level abjuration (ritual)
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a tiny bell and a piece of fine silver wire)
- Duration: 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Animal Friendship
1st-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a morsel of food)
- Duration: 24 hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.
Arms of Erebus
1st-level conjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S
- Duration: Instantaneous
You invoke the power of Erebus, the Dark Mage of shadows. Tendrils of dark shadows erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a strength save. On a failed save, a target takes 2d8 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Animate Shadow
1st-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (Piece of coal, Candle)
- Duration: Concentration, up to 1 minute
You bring to life the shadow of a creature you can see within range. The target must make a Wisdom saving throw: On a failed save, their shadow animates into a malevolent attacker. For the duration of the spell, the shadow stays attached to the target, sharing its space and constantly assailing the target, granting advantage on all attacks against it.
In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the target's turns. At the end of each turn, the target can attempt a Wisdom saving throw to dispel the shadow and end the effect.
Armor of Fuyumi
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a cup of ice cube)
- Duration: 1 hour
A protective magical ice surrounds you, manifesting as a spectral ice and frost that covers you and your gear. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 10 cold damage and the creature must make a Constitution saving throw or get 1 level of Frozen for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Aqua Armor
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a cup of water)
- Duration: 1 hour
A protective magical water surrounds you, manifesting as a spectral water and covers you and your gear. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 water damage and the creature must make a Dexterity saving throw or become Soaked for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Armor of Flames
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A source of fire)
- Duration: 1 hour
A protective magical fire surrounds you as golden flames covers you and your gear. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 10 fire damage and the creature must make a Dexterity saving throw or gain 1 level of Burn for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the fire damage increase by 5 for each slot level above 1st.
Armor of Luxai
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A sliver of Shavarran Birch)
- Duration: 1 hour
A protective light surrounds you that covers you and your gear. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 radiant damage and must make a wisdom saving throw or be Blinded for 1 minute.
And you emit a bright light in a 20-foot radius and dim light for an additional 10 feet.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increase by 5 for each slot level above 1st.
Armor of Poison Thorns
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a rose's thorn)
- Duration: 1 hour
You touch a willing creature and cause thorny vines to grow over its body. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 poison damage and each creature within 10ft of you must make a dexterity saving throw or gain 1 level of Poisoned for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Armor of Blood
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M ( a drop of blood)
- Duration: 1 hour
You touch a willing creature and cause its body to be cover in a red liquid. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 necrotic damage and the creature must make a dexterity saving throw or gain 1 level of Bleed for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Armor of Storms
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a stick from a ok wood)
- Duration: 1 hour
You touch a willing creature and cause thorny vines to grow over its body. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 10 lighting or thunder damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Avian Assault
1st-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a feather of any bird)
- Duration: Instantaneous
You summon a small bird of magical energies and send it flying at a a creature within range. The bird is an ominous omen that the target may not understand, causing mental stress to the creature. The creature make a wisdom save.
On a failed save the creature takes 2d8 necrotic or psychic damage. On a successful save the creature takes half damage. If the creature is immune to the frightened condition, it makes the wisdom save with advantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Arc Lightning
1st-level evocation
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S,
- Duration: Instantaneous
You cast lightning from your hand. Make a range spell attack witch on hit deals 2d6 lightning damage and lightning will jump to a different creature within 20ft of the original creature. The creature who the lightning jumps to must make a dexterity saving throw or take 1d6 lightning damage. On a successful save half damage.
The number of jumps the lightning can do is equal to your spell modifier.
Additionally A creature wearing metal armor or is made from metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher. The damage increases by 1d6 for each slot level above 1st
Ball of Blackwater
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
A small sphere of tainted water about 1 foot wide flies out from your finger to a point you choose within range and then sphere burst open on impact and release the tainted waters. Each creature in a 10-foot-radius sphere centered on that point must make a dexterity saving throw.
On a failed save the creature takes 1d8 water damage and 1d6 poison damage and gain 1 level of Poisoned for 1 minute. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher. The damage increases by 1d8 and 1d6 (either water or poison) for each slot level above 1st
Bound Fire Serpent
1st-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a magical fire serpent which appears in your space, and harms other creatures but not you. The serpent effectively fills a 5ft square and sheds bright light in a 10-foot radius, and dim light for a additional 10 feet.
When you cast this spell, you can move the Serpent have a AC of 15 and 40hp and can move up to 20 feet in any direction along the ground. You can move it again on subsequent turns by using a bonus action and the serpent.
The Fire Serpent can attack one creature, make a spell melee attack. On hit the creature takes 2d10 fire damage and the creature must make a constitution save on a failed save the creature gains 1 level of Burn for 1 minute
Butterfly Frenzy
1st-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Instantaneous
The caster use there magical power from the surroundings making hundreds of bright colorful beautiful butterfly illusions that distract and damaging their targets. This spell hits an enemy within range and sight, then hits any enemy within a 10 feet range of the first target.
The creatures must make a wisdom save on a failed save the creature takes take 2d8 psychic damage and become Paralyzed for 1 minute. On a successful save half damage and is 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 damage increased by 1d8 for each level higher than the 2nd.
Begone Harlot
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V
- Duration: Instantaneous
A great clash of thunder is heard and then a booming deep voice is heard commanding "Begone Harlot!!" A creature in range you can see must succeed on a Constitution saving throw, or take 2d10 thunder damage and knocked prone & be pushed 15 feet directly away from you.
- If the creature is a succubus, vampire or a bard they roll the save with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d8 and the range increases by 15ft for each spell slot level above 1st.
Bane Curse
1st-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a drop of blood)
- Duration: Concentration, up to 1 minute
You cast a small curse upon one creature or up to three creatures of your choice that you can see within range must make Charisma save. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must roll a d6 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Bolster Familiar
1st-level abjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a small figurine resembling your familiar)
- Duration: Concentration, up to 1 minute
Your spell empowers one familiar in range with toughness and cunning. For the duration, the familiar's hit point maximum and current hit points increase by 3d6 and its AC increases by 2.
At Higher Levels. When you cast this spell using a spell slot of 2nd-level level or higher, the target's hit points increase by an additional 2d8 for each slot level above 2nd-level.
Bind Skull Familiar
1st-level necromancy (ritual)
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (a skull and 10 gp worth of ground pearl, which the spell consumes)
- Duration: Instantaneous
You bind a lost soul to a skull, creating a floating skull that serves you. The floating skull appears in an unoccupied space within range.
The skull acts independently of you, but it always obeys your commands. In combat, the skull share its turn with you and in combat the skull have one bite attack that deals 1d8 necrotic damge + your spell mod. If the skull is destroyed in combat by a melee it deal 2d8 necrotic damage to the attacker.
The skull have half of the caster hp rounded down and have a Ac of 12, when the skull drops to 0 in turns in to a pile of bone dust.
Black Snow
1st-level evocation
- Casting Time: 1 action
- Range: 60ft
- Components: V, S, M (a small vial of acid and some snow or ice)
- Duration: Concentration, up to 1 minute
You create a 20-foot sphere of black-colored snow that is laced with acid within a point that you can see within range. Each creature within the sphere must make a Constitution save at the beginning of each of their turns.
On a failed save, the target takes 1d6 cold damage and 1d6 necrotic damage, and has its speed reduced by 10 feet for 1 minute. On a successful save, the damage is halved and the target's speed is unaffected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases 1d6 for each slot level above 1st.
Blood Spear
1st-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (Small vial of blood)
- Duration: 1 minute
You draw upon your own blood to manifest a deadly red spear of blood. You make a ranged spell attack on a target within 60 ft of you. On a hit the creature takes 2d6 necrotic damage and must make a constitution save.
On a failed save the the spear deals 1d4 extra necrotic damage and the creature gain 1 level Bleed for 1 minute. On a successful save half damage.
- If a creature is already bleeding the attack is made with advantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases to 1d8
Blood Tentacles
1st-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
- Spell . Cleric, Druid, Huntsman, Mage(Wizard/ Sorcerer), Warlock
You invoke the power of blood magic, to summon tentacles of blood erupt from a creature that dont have all of its hp. All creature within 10 feet excluding the creature that the spell was casted on must make a dexterity save, on a failed save the creatures take 2d8 necrotic damage.
The Tentacles last for 1 minute and you can at the start of your next turn as a bonus action command the tentacles to attack any creatures within 10ft make one melee attack, on a hit the blood tentacles deals 1d6 necrotic damage. The creatures that have the tentacles can make a wisdom or constitution save. On a successful save the spell is ended.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases in 1d8 for every spell slot level above first.
Bloodsurge
1st-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
you touch a creature causing the blood pour out uncontrollably. On hit creature takes 1d10 necrotic damage and must make a constitution save on a failed save the creature gains 1 level of Bleed for 1 minute. On successful save the creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases in 1d10 for every spell slot level above first.
Blood Hex
1st-level Necromancy
- Casting Time: 1 bonus action
- Range: 120 feet
- Components: S, M (a rose in covered in blood)
- Duration: Concentration, up to 1 hour
You put a crimson red mark around a creature that you can see within range. The red mark appears upon the creature chest. Whenever a attack that deals piercing or slashing damage hits the creature it takes 1d8 necrotic damage and the creature must make a constitution saving throw. On a failed save the creature gain 1 level of Bleed for the rest of spells duration. A creature can repate the save at the start of each of its turns.
Additionally You regain a number of hit points equal to half of the 1d8 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases in 1d8 for every spell slot level above first.
Bodysnatch
1st-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 2 hours
This spell allows the user to touch a corpse and turn it into a disguise. Once the disguise is worn, the wearer becomes functionally identical in appearance to how the deceased appeared in life, unless the corpse is older than 1 day at which point the disguise will show signs of decay and not hold up under inspection. The disguise can also only be worn by wearers of the same size class.
After 22 hours, the disguise will return to being a corpse and be too worn out to be used as a disguise again.
Should you fail to act as the deceased realistically, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Black Fire
1st-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: S
- Duration: Instantaneous
You conjure a black flame. This black fire burns the the souls of a creature. Each creature within range must make a constitution Save. On a failed save the creature take 1d10 necrotic and 1d4 fire damage and the creature becomes Petrified for 1 minute. On successful save the creature take half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases in by 1d10 and 1d4 for every spell slot level above first.
Catapult
1st-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
Cause Fear
1st-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Concentration, up to 1 minute
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends.
The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Chaos Bolt
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.
Chaos Bolt
| d8 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Water |
| 8 | Thunder |
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
Chromatic Orb
1st-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a diamond worth at least 50 gp)
- Duration: Instantaneous
You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, thunder, or water for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn.
Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Charm Jinx
1st-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Command
1st-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
- Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop. The target drops whatever it is holding and then ends its turn.
- Flee. The target spends its turn moving away from you by the fastest available means.
- Grovel. The target falls prone and then ends its turn.
- Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Compelled Duel
1st-level enchantment
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. 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 must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.
The spell ends 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.
Comprehend Languages
1st-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pinch of soot and salt)
- Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language and this spell will not works on dead languages or the tongue of the elder ones
Create or Destroy Water
1st-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
- Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Carpet of Shadow
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: 10 minutes
You coat the ground in hard shadows, making the terrain difficult to traverse. Choose terrain equaling four 5 foot squares, each adjacent to at least one other, it now costs double movement to traverse them.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher add 2 squares to the area of effect and for each spell level.
Cell Decomposition
1st-level Necromancy
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: 3 rounds
You touch a creature or object and cause its cells to rapidly age and decompose. At the end of each of your turns, the target takes 1d6 necrotic damage, and, on their turn, they may roll a Constitution save to stop the cells from decomposing any further.
Optionally (to the DM), since affected cells actually fall off and die, only when the decomposed parts are mended to the affected areas are they allowed to be healed, and then, they can only be healed by magical means.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher add 2 squares to the area of effect and for each spell level.
Chilling Smite
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon glows with icey blue light, and the attack deals an extra 1d6 cold damage to the target and causes it to freeze over.
At the start of each of its turns until the spell ends, the target must make a constitution save. On a failed save, it takes 1d6 cold damage and 1 level of Frozen for 1 minute. On a successful save ,the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Clear Thought
1st-level divination
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a semitransparent crystal or piece of glass)
- Duration: 1 hour
You touch a creature to bestow it pristine thought. The target has advantage on Intelligence checks for the duration of this spell. This spell ends prematurely if the target becomes distracted with a taxing mental or physical activity, such as casting a spell or engaging in combat.
Corrosive Touch
1st-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You invoke a magical corrosive energies around your hands. Make a melle spell attack, On a hit the creature must make a constitution save. A creature takes 3d6 acid damage on a failed save and takes 1 level of Corrosive for 1 minute, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher the damage increases by 1d6 for each slot level above 1st.
Create Air
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a small stoppered flask), R (1 gp)
- Duration: Instantaneous
Creates fresh air around target and up to 2 other creatures. When this spell is cast it creates a bubble of clean air around the target. This drives out foul or stale air and turns it to fresh air. It is used most often to create the air bubble around a person who has fallen overboard and has drifted out of the air envelope of the ship. This air bubble lasts for 5 rounds then the vacuum of space takes over.
If the target is affected by a spell or an event like the cloudkill spell, it will shield them from the effects by creating a vacuum around them, separating them from the harmful air, before the effect of the spell/event begins again.
At Higher Levels. When using a spell slot of 2nd level or higher the air bubble lasts an additional 5 rounds per spell slot above 1st
Cyclone
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small hailstone)
- Duration: 1 round
You spin the air around in to a small Cyclone, witch is is 10' wide and 15' high and has a move speed of 35'. It moves randomly, and creatures caught within its path must make a Dexterity saving throw or take 4d4 bludgeoning damage and be swept into it. On a successful save, the creature takes half damage and is not swept in.
There can only be a maximum of 6 Small or Medium creatures or 2 Large creatures in the cyclone at one time. If this maximum is reached, creatures that would be swept in automatically succeed their saving throw.
At the beginning of your next turn, the cyclone dissipates and all creatures within it are left prone in the spot it dissipated at.
At Higher Levels. When you cast this spell using a spell slot of 2nd or higher add 5 feet of range, move speed, or 5 feet to each of the dimensions of the cyclone.
Crystal Wave
1st-level evocation
- Casting Time: 1 action
- Range: Self (20-foot cone)
- Components: V, S, M (a small hailstone)
- Duration: 1 round
After you touch the ground, a thin sheet of crystal rapidly extends forth in a 15-foot cone, then ruptures, causing crystal shards to launch skyward.
Each creature in the cone must make a Dexterity saving throw. A creature takes 3d8 slashing damage on a failed save, or half as much on a successful one. After you have cast the spell the area becomes difficult terrain for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 18 for each slot level above 1st.
Crystal Blades
1st-level Evocation
- Casting Time: 1 action
- Range: Self (15-foot cube)
- Components: V, S
- Duration: Instantaneous
You create a magical circle of sharp and deadly crystal blades around you. Each creature in a 15-foot cube originating from you must make a dexterity save. On a failed save the creature takes 2d8 piercing damage or slashing and gain 1 level of Bleed for 1 minute. On a successful save the creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Cure Wounds
1st-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.
Calming Charm
1st-level enchantment
- Casting Time: 1 reaction
- Range: 60 feet
- Components: V
- Duration: 1 round
You speak calming words to a creature you can see within range. The creature must succeed on a Wisdom saving throw or stop any attack actions it doing.
The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Additionally this spell can force a barbarian out from its rage on a failed save.
Detect Mana
1st-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Poison and Disease
1st-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a yew leaf)
- Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Disguise Illusion
1st-level illusion
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 hour
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Dissonant Whispers
1st-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw.
On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit.
On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Distort Value Hex
1st-level illusion
- Casting Time: 1 minute
- Range: Touch
- Components: V
- Duration: 8 hours
Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.
Dark Beads of Pain
1st-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create three small black beads that seem to sap away the light around them. Each bead targets a creature of your choice that you can see within range. The targets must succeed on a Dexterity saving throw or take 2d10 necrotic damage and become Restrained for 1 minute. On a successful save half damage.
Additionally at the start of each of your turns you can chose to deal 1d4 necrotic damage to a creature who is restrained in the beds.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more bead for each slot level above 1st.
Dark Orb of Dreed
1st-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a dark orb in a point of space that you can see within range. It is large size, with a diameter of ten feet.
When you cast this spell, all creatures whose space is occupied by the dark orb must make a Wisdom saving throw, taking 2d6 necrotic damage on a failed save and becomes incapacitated by extreme dredd for 1 minute. On a successful save half damage.
As an action on your following turns until this spell ends, you can move the dark orb up to thirty feet, but no more than 120 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the dark orb deals additional 1d6 necrotic damage for every level above 1st.
Dark Reach
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
One creature of your choice that you can see within range must make Strength saving throw as their shadow is essentially strapped down and immobilized, restricting their own movements. On a failed save, they are restrained for the duration of the spell.
A creature restrained by this spell can use its action to make a Strength check against your spell save DC. On a success, it frees itself. This spell does not affect creatures that do not cast shadows.
Death Blossom Skaura
1st-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
You invoke the power of the shadow, and darkness that surround, your body as a dark flower. This spell may only be used if you are below half of your maximum Hit Points. You assault all creatures within 10ft. who each make a Dexterity Saving Throw.
They take 4d8 necrotic damage the creature gain 1 level of Death Rot for 1 minute on a failed save , and halved on a successful save. Using this spell is tiring, and you will lose 10 of your Hit Points after the spell has taken effect. This damage cannot damage you past 1 Hit Point.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d8 and 5 hp lose for each spell slot above 1st.
Death Coil
1st-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You invoke the dark magics to conjure magical snakes of darkness, the snakes move toward a creature within range, attempting to constrict it.
The creature must make a strength or dexterity save the creature choice witch one. On a failed save the creature restrained for the duration and takes 2d6 necrotic damage and will take additional 1d6 necrotic damage at the start of each of your turns. A creature can repate the save at the star of each of its turn
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d6 for each spell slot above 1st.
Dread Smite
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a piece of iron)
- Duration: Instantaneous
As part of this spell, make an attack with a melee weapon, if hits, your attack does 1d6 additional psychic damage and the creature must make a wisdom saving throw or Frightened for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases by 1d6 for every level above 1st.
Deceiving Bolt
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 round
A bolt of magic streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 psychic damage, and must make a Wisdom saving throw.
If fails the nearest creature is perceived as an enemy by the target, and must use there next attack against that creature.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Dissonance Field
1st-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You twist time and space in a 10-foot radius circle, causing all movement in the area to be halved. Each creature in the circle makes a wisdom save. On a fail, creatures concentrating on spells are immediately interrupted. Creatures that fail the saving throw cannot cast spells for another round after dissonance field disappears.
Drain Warmth
1st-level necromancy
- Casting Time: 1 action
- Range: 10 feet
- Components: S
- Duration: Instantaneous
Your hands reach out and shiver with a dark and cold force, the target must make a constitution saving throw or take 4d4 cold damage on a failed save and lose resistance to fire damage. On a successful save half damage.
This spell does not work on constructs, undead or targets who are currently under the effect of extreme heat.
Draining Fungus
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: S, V, M (a fragment of a fungi)
- Duration: 1 minute
You magical create a filed of magical fungi with a 10-foot radius sphere centered on a point within range and the area becomes difficult magical terrain for 1 minute.
This fungi emit draining green spores, each creature who enters or starts within the area must make a constitution saving throw or become infected by the spores. A creature infected by the spore takes 1d6 poison damage and you regain a number of hit points equal to half the damage dealt.
At the end of this spell's duration, or when the infected creature is reduced to 0 hit points, whichever happens first you regain a number of hit points equal to the damage inflicted by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2rd level or higher, its poison damage increases by 1d6 for every two slot levels above 1st.
Dusk and Dawn
1st-level enchantment
- Casting Time: 1 action
- Range: 50 feet
- Components: S
- Duration: Instantaneous
You create or destroy ambient light. This spell functions either as the spell Light or Darkness, with a 20 foot range for each, centered on a point within 50 feet
If you have mastery of the Shutters and clouds path, increase the range to 100 feet
Death Rot Blast
1st-level Necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Instantaneous
Point a finger at a creature within range, shooting a thin beam of black and yellow magical energy at them. On hit the creature takes 1d8 necrotic damage and must make constitution saving throw. On a failed save the creature gain 1 level of Death Rot for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2rd level or higher, its poison damage increases by 1d8 for every two slot levels above 1st.
Earth Barrier
1st-level abjuration
- Casting Time: 1 reaction, which you take when you are hit by an attack
- Range: 10 feet
- Components: V, S
- Duration: 1 minute
You call forth a wall of earth and stone in an unoccupied, 5-foot cube within range when you would be hit by an attack. The barrier is immobile and has an AC of 10 and 27 hit points.
The barrier can act as total cover to creatures adjacent to it. If this cover causes the attack to miss, the barrier takes the damage instead.
Earth Tremor
1st-level evocation
- Casting Time: 1 action
- Range: self 15ft cone
- Components: V, S
- Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a dexterity save. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked Prone.
If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each at least 10 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Earth's Coffin
1st-level transmutation
- Casting Time: 1 action
- Range: 50ft
- Components: V, S
- Duration: Concentration, up to 1 minutes
You use you magical power to mold the ground around a creature within range and put them in to a coffin made from the earth. Make a range spell attack, the creature must make a dexterity save. On a failed save the creature is Restrained by the coffin and at the start of each of your turns the restrained creature takes 2d8 bludgeoning damage. On a successful save the spell have no effect.
Additionally at the start of each of your turns you can chose to deal 1d8 bludgeoning damage to the restrained creature for the duration of the spell. A creature can repate the save at the star of each of its turn
Ensnaring Vines Smite
1st-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a strength save. On a failed save the creature is restrained by the magical vines and takes 1d6 piercing or acid damage.
A Large or larger creature has advantage on this saving throw. On a successful save vines shrivel away. A creature restrained by the vines or one that can touch the creature can use its action to make a strength check against your spell save DC. On a success, the target is freed.
Small or tiny creature have disadvantage saving throw.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Entangle
1st-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a strength or dexterity save or be Restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Expeditious Retreat
1st-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Electric Smite
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell’s duration, your weapon spark with lightning and the attack deals an extra 2d6 lightning damage to the target.
Additionally A creature wearing metal armor or is made from metal have disadvantage on the saving throw
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Ember Chain
1st-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You crate 3 magical chains of ember and smoke, make a 3 range spell attack and you can target one creature or split up the attack among 3 creatures. On hit you deal 1d10 fire damage and creatures must make a dexterity save, on a failed save the creatures gain 1 level of Burn for 1 minute.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Erase Writings
1st-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Remove writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces.
With this spell, you can also remove spells similar to Glyph of Warding, Arcane Runes, Illusory Script or a Symbol spell from surfaces . Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing must be determined by rolling percentile dice (1d100).
On a roll of 90 or less, the spell succeeds in erasing the nonmagical writing despite someone holding the source of the writing.
Magic writing must be touched to be erased, and you also must succeed on an Intelligence (Arcana) check. The DC equals 10 + the spell’s level. On a successful check, the script or spell is erased. If you fail to erase glyphs of warding, arcane runes or the like, you accidentally activate it instead.
Eruption Counter
1st-level evocation
- Casting Time: 1 bonus action
- Range: Touch
- Components: S, M (A melee weapon)
- Duration: 1 round
You ready your weapon as it glows with magical power. The next time a creature makes a attack against you, roll 2d10 force
If you roll higher, their attack fails, and if you are within 5 feet of them, you can make an attack against them with the weapon used as a component. On a hit, it deals an extra 1d8 damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you roll an extra 1d10 for both the counter and the damage for every level above 1st.
Ethereal Claw Trap
1st-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: M (the finger of a creature you've killed)
- Duration: 4 hours
After touching an object that is not being carried or worn, you place a curse on it that harvests the cold regrets of a creature that you've killed. The next creature that attempts to pick up the object must succeed on a Wisdom saving throw or be grabbed by a ghastly transparent claw manifesting from the object.
The claw deals 2d10 cold damage and 1d6 necrotic damage when this happens. If the Wisdom save succeeds, no necrotic damage is dealt, the cold damage dealt is halved, and the claw manifests only to slap whoever picks up the object.
Fire Ball
1st-level evocation
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S
- Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 10-foot radius Sphere centered on that point must make a Dexterity saving throw. On failed save the creature take 2d6 fire damage on a failed save and 1 level of Burn for 1 minute. On successful save half damage.
The fire spreads around corners. It ignites flammable Objects in the area that aren't being worn or carried.
At Higher Levels.* If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Fairy Fire
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in brightly colored light (your choice of color). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity save. On a failed save the creature takes 1d12 psychic or radiant, damage and for the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
False Life
1st-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small amount of alcohol or distilled spirits)
- Duration: 1 hour
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
False Tracks
1st-level illusion
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 10 minutes
For the duration of this spell, your footprints are those of a normal animal of your choice. If part of your clothes or hair get snagged on undergrowth, it will appear to be bits of animal fur. Dropped objects do not change their appearance. When the spell ends, your footprints and snagged clothing change resume their normal appearance.
False Blade
1st-level abjuration (ritual)
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (A memento of someone you care deeply about)
- Duration: Concentration, up to 10 minutes
You give your attacks the blessing of safety. For the duration of this spell, whenever a creature would suffer injuries from an attack you inflicted, it appears as superficial grazes and headaches. In addition, until the duration ends, if you or a spell you cast reduces a creature to 0 hit points, it will fall unconscious and become stable without dying. If a creature would be killed instantly by you or a spell you cast, it instead drops to 0 hit points, falls unconscious, and becomes stable.
This spell does not offer protection from indirect damage sources, such as falling, traps, or other creatures' attacks, even if you cause them. It also does not affect spells cast or attacks made at a distance of farther than 120 ft. Finally, cursed items you wield are unaffected by this spell, so any damage or harmful effects those items cause may still occur normally and be lethal.
At Higher Levels. If you cast this spell with a spell slot of 2nd level, this spell can affect a willing creature you touch when casting the spell. If cast using a spell slot of 3rd level or higher, you can affect one additional willing creature for every level above 2nd.
Feather Fall
1st-level transmutation
- Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
- Range: 60 feet
- Components: V, M (a small feather or a piece of down)
- Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Fog
1st-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
Fiendish Desecration
1st-level evocation
- Casting Time: 1 action
- Range: 100 ft, 20 ft sphere
- Components: V, S
- Duration: Instantaneous
You speak an unholy evocation, and black energy erupts in a 20ft sphere centered on a point that you can see. Each creature within the area that does not have an evil alignment must make a Constitution save or take 2d12 psychic damage and get knocked back 10 ft.
Find Memory
1st-level enchantment
- Casting Time: 1 minute
- Range: Self
- Components: S, M (a copper piece)
- Duration: Concentration, up to 1 hour
You regress into your own mind and look in your past, allowing you to treat a roll of 9 or lower on the d20 die for all Intelligence checks to be treated as a 10.
At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the value that lower rolls are treated as increases by 1 for every level above 1st.
Fire Hands
1st-level evocation
- Casting Time: 1 action or as a reaction when targeted by a melee attack.
- Range: Self (15-foot cone)
- Components: V, S
- Duration: Instantaneous
As you wave you hands in a elegant movement, as a thin sheet of flames surround your hand, when you cast the spell a burst of fire shoots forth from your outstretched hands. Each creature in a 15-foot cone must make a dexterity save. On a failed save the creature takes 1d6 fire damage and 1 level of Burn for 1 minute. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1s
Find Familiar
1st-level conjuration (ritual)
- Casting Time: 1 hour
- 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
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices may be available at the DM's discretion.
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. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
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.
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.
Flames of Chaos
1st-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: S, M (any kind of ring)
- Duration: Instantaneous
You point your finger at a target in range and multi colored flames emerge from the ground. The target must make a Constitution saving throw. On a failed save, the caster rolls a 1d10 and forces the target to take 2d8 damage of the type rolled, according to the table.
| d10 | damage |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Necrotic |
| 7 | Poison |
| 8 | Psychic |
| 9 | Radiant |
| 10 | Thunder |
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the damage increases by 1d8 for each slot level above 1st.
Frost Claw
1st-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S
- Duration: Instantaneous
A freezing claw made of a icey blue ice blasts from you hands , witch freezes anything in its path. Each creature in a 15-foot cone must make a constitution or dexterity save. On a failed save the creature takes 2d8 cold damage and gain 1 level of Frozen for 1 minute. On a successful save ,half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Flower Crown of Pain
1st-level conjuration (ritual)
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
A crown of withered flowers appears above the creature's head. The creature must make a wisdom save. On a failed save the creature takes 2d10 , acid, necrotic, or poison damage your choice and is Paralyzed for 1 minute. On a successful save the creature takes half damage.
At the start of each of your turns you can deal 1d8 extra acid, necrotic, or poison damage to the creature.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Floor of Ice
1st-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (Approximately 1 oz of water)
- Duration: 10 minutes
Choose an area of solid terrain or water surface you can see within range. Up to four 5 foot-square sections of this terrain become iced over, with sharp icicles protruding upward randomly across the surface. These sections become difficult terrain.
If a creature starts its turn in the affected terrain or enters it on their turn, it must succeed on a Dexterity save or fall prone and take 2d8 piercing damage.
Each time a creature moves more than 5 feet through this terrain while not prone, it must repeat the saving throw or suffer the same effects. Nearby intense or magical heat will melt the ice after 1 round.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, for each spell level above 1st you may either increase the piercing damage by 1d8, or increase the area of effect by two additional 5-foot square sections.
Frost Burn
1st-level Evocation
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
A blast of frost shoots out when laying your hand upon a creature, the targeted creature must make a constitution save. On a failed save the takes 2d12 cold damage. On a successful save the creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of damage dealt by the spell increases by 1d12 cold damage.
Freezing Fog
1st-level evocation
- Casting Time: 1 action
- Range: Self (10-foot circle or 15-foot cone)
- Components: V, S
- Duration: Concentration, up to 1 minute
A spray of a cold mist witch freezes the air in a small area. You choose whether to affect a 10-foot circle centered on you or a 15-foot cone in front of you. For the duration, this ice turns the ground in the area into difficult terrain.
Any creatures who starts there turn in the mist must make a constitution save. On a failed save. the creatures takes 4d6 cold damage and is Blinded for 1 minute. On successful save the creatures take half damage. When the spell ends, the frost dissipates harmlessly.
At the start of each of the creatures turn it must make a constitution saving throw or gain 1 level of Frozen dor 1 minute
Gift of Alacrity
1st-level divination
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: 8 hours
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
Good Berry
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a sprig of mistletoe)
- Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
Grease Trap
1st-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit of pork rind or butter)
- Duration: 1 minute
When the grease appears, each creature standing in its area must succeed on a dexterity save or fall prone and become covered in a flammable grease. A creature that enters the area or ends its turn there must also succeed on a dexterity save or fall prone.
If fire hit the grease it lit it on fire and dealing 1d8 fire damage and gain 1 level Burn for 1 minute.
Glacial Smash
1st-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small fragile rock or a piece of ice)
- Duration: Instantaneous
You conjure a large chunk of ice from the ground that crash in to a creature in range. The target must make a Dexterity saving throw, or take 2d8 cold damage on a failed save and become Prone. On a succesful save, the target takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of damage dealt by the spell increases by 1d8.
Gravity Orb
1st-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A small nugget of iron)
- Duration: Concentration, up to 1 minute
You create a magical orb of gravity at a point of your choice within range. The orb is 3 feet in diameter, and floats 2 feet above the ground.
Each creature that starts or enters within 10 foot radius sphere of the orb must make a strength saving throw or be pulled 10 feet towards the orb and if the creature end within 5ft of the orb the creature becomes both prone and restrained for the duration of the spell. A creature can repate the save at the star of each of its turns.
Additionally large creature or larger or if the creature is wearing heavy armor the creature makes the saving throw with disadvantage.
Ground Crush
1st-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (both hands)
- Duration: Instantaneous
If you are on or under ground level, you can place both your hands on the ground and send a magic pulse to command it to mold itself as two walls and crush your objective.
If your objective is a creature, it must make a dexterity saving throw or receive 4d4 bludgeoning damage and it gets caught up between the walls, losing all its speed until the end of it's next turn, when the spell ends. If the saving throw succeeds, it only receives half the damage and doesn't get caught up.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, the spells' damage increases by 1d6, for each slot level above 1st.
Hallucinate
1st-level illusion
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You choose a creature you can see within range and make them see a sound or an image that lasts for the duration.
Your target sees an image or hears a sound. This effect cannot deal damage, and cannot occupy a space larger than a five-foot cube.
The target must make a Charisma save against your spell save DC. If successful, the target can determine that it is an hallucination; this can also be determined with a successful Intelligence (Investigation) check against your spell save DC, however, just because they know that they are hallucinating does not mean that they stop seeing things.
Hands of the Buried
1st-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You cause 2 skeletal hands to come out of the ground to attack a creature make two melee attacks. On hit you deal 3d4 bludgeoning damage and the creature make a strength save. On a failed save the creature become restrained for the duration.
The creature can use a action to attempt to break out of the hand which on success the limb would break.
At Higher Levels. Wen you cast this spell using a spell slot of 2nd level or higher, the amount of damage dealt by the spell increases by 1d4.
Healing Word
1st-level evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. 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.
Horrific Visage
1st-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (A drop of blood)
- Duration: 1 minute
You choose a creature within range and reveal the horrors of the void to them. When you cast this spell, choose one point within 30ft of the creature, where an illusory Eldritch Horror appears. It is insubstantial, does not move and does not create any noise.
The target must make an Intelligence Saving Throw against your spell save DC. If successful, the target is unaffected though it can still see any eldritch horrors. If the target fails the saving throw, it perceives the Eldritch Horror as a monstrosity about to attack it and becomes feared.
Whilst feared the creature must use its movement to flee the Eldritch Horrors for the duration of this spell. The creature can use an action to make an Intelligence Save against your spell save DC to reveal the horrors as an illusion.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher summon an additional Eldritch Horror for every level above 1st, which the caster can place at one point within 30ft of the creature.
Hush
1st-level illusion
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Concentration, up to 10 minutes
You touch a creature and imbue it with silence. For the duration, the target has advantage on Dexterity (Stealth) checks to avoid detection while moving.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each spell slot level above 1st.
Hex Curse
1st-level enchantment
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V, S, M (the petrified eye of a newt)
- Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Hunter's Mark
1st-level divination
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: V
- Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d8 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Infernal Rebuke
1st-level evocation
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by bright red and orange flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save and gain 1 level of Burn. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Iron Pike
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a set of nails)
- Duration: Concentration, up to 1 minute
You crate a number of iron spikes from the ground at a point that you can see. Each creature within a 10-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save the creature takes 2d8 piercing damage and is both restrained and gains 1 level of Bleed for the duration.
At Higher Levels. Wen you cast this spell using a spell slot of 2nd level or higher, the amount of damage dealt by the spell increases by 1d8.
Ice Missile
1st-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a drop of water or piece of ice)
- Duration: Instantaneous
You create missile of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 cold damage.
Hit or miss, the shard then explodes. The target and each creature within 10 feet of it must succeed on a Dexterity saving throw or take 1d8 piercing damage.
At Higher Levels. Wen you cast this spell using a spell slot of 2nd level or higher, the amount of damage dealt by the spell increases by 1d6.
Ice Wind
1st-level evocation
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
As you wave you hands together to from a small ice storm around you. Each creature in a 10-foot radius sphere centered on you must make dexterity save. On a failed save the creature takes 3d10 cold damage and gain 1 level of Frozen for 1 minute. On a successful save half damage.
Additionally the area around radius become difficult terrain for duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Ice Weapon
1st-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: None
- Duration: Concentration, up to 1 minute
You freeze the air around you to create a weapon of pure ice. The weapon must be a weapon which you have proficiency.
It uses the same statistics as the weapon chosen with the exception that it uses your spellcasting modifier and does an extra 2d4 cold damage and the creature must make a Constitution saving throw or gain 1 level of Frozen.
Identify
1st-level divination (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
- Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Illusory Script
1st-level illusion (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
- Duration: 10 days
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
Inflict Wound
1st-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch a creature with dark death magic. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
Alternatively you can chose to deal 1d10 necrotic damage and force the creature to make a Constitution saving throw. On a failed saving throw the creature gain 1 level of Death Root for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Inflate Ego
1st-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute
You massively bloat the ego of a hostile creature, and prevent them from backing down. Choose one target in range, and a second target that the first can see. The first target must make a Charisma saving throw, or have their ego bloated. For the duration of the spell, they are effected by the following.
- They cannot take the Dash or Disengage action.
- They cannot willingly be more than 60 feet away from the second target.
At the start of the first target's next turn, they can reattempt the saving throw, ending the spell on a success. Undead, constructs, creatures with a Charisma of 5 or less, and those immune to the charmed condition, cannot be the first target of this spell.
Icicles
1st-level evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: S, V
- Duration: Instantaneous
Icicles starts to rain from the sky or bursting from the ground. Each creature in a 10-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save creature takes 3d8 cold damage and gain 1 level of Forzen for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher spellcasting this spell increases the damage done by 1d8 for each spell level above 1st.
Jump Boost
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a grasshopper's hind leg)
- Duration: 1 minute
You touch a creature. The creature's jump distance is tripled until the spell ends.
Lightning Spear
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a twig from a tree hit by lightning)
- Duration: Instantaneous
You create a bolt of lightning in your hand, similar in shape to a spear and hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 lightning
Additionally You have advantage on the attack roll if the target is wearing heavy metal armor or is made of metal.
Additionally This spell deals double damage to Water Elementals.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d10 for every slot level above 3rd.
Longstrider
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of dirt)
- Duration: 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Last Words
1st-level evocation
- Casting Time: 1 reaction, which you take when you are brought down to 0 hit points
- Range: Self (20-foot radius)
- Components: V
- Duration: Instantaneous
You infuse your last words with destructive magic, causing everything around you to be blasted away with forceful energy. All creatures within 20 feet of you when you cast this spell must make a Strength saving throw. On a failure, a creature takes 3d10 force damage and is knocked 10 ft. away, landing prone. On a success, a creature takes half damage, gets knocked half the distance, and doesn’t land prone. After using this, you instantly gain one failed death save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and the range increases by 5 feet for each level above 2nd. If a spell slot of 6th level or higher is used, you instead gain two failed death saves.
Laughing Skull
1st-level necromancy
- Casting Time: 1 action
- Range: 40 feet
- Components: V, S
- Duration: Instantaneous
you create a ghosty glowing skull of ectoplasm witch exploded on impact with laughter. Each creature 20-foot radius Sphere centered on that point must make a Dexterity saving throw.
A target takes 2d6 necrotic damage on a failed save and become frightened for 1 minute and have a 1d6 penalty to all rolls, and half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d6 per slot level above 1st.
Life Saping Seeds
1st-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (some seeds)
- Duration: 1 minute
You infuse some seeds with magical power , witch drains a creature life and stamina. Choose a creature that you can see within range. That creature must succeed on a dexterity save. On a failed save the seeds will dig in to the creatures skin and will deal 1d8 poison damage.
At the start of each of your turns you can chose to heal your self by 1d4 or deal 1d8 poison damage to the creature. A creature can at the end of its next turn make a strength check to pull out the seeds.
This spell has no effect on creature that are plants, undead or constructs
Light Swords Storm
1st-level evocation
- Casting Time: 1 action
- Range: 120ft/ Self 20-foot radius
- Components: V, S, M (a piece of gold)
- Duration: Instantaneous
You create four magical swords of light with hovers in the air, make four range spell attacks on one creature or up to four creatures. On a hit the swords deal 2d10 radiant damage
Alternatively you can crate many smaller swords of light around yourself. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 2d8 radiant damage on a failed save, or half as much damage on a successful one.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 and 1d8 for each slot level above 1st.
Liliths's Glamer
1st-level illusion
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of ruby dust and a pinch of chalk dust)
- Duration: 3 hours
You subtly change the appearance of yourself or one other humanoid, making that person more or less attractive. This does not make that person look like someone else. Rather, for the positive version, makes the target’s eyes appear to sparkle, their skin clearer and smoother, their teeth straighter and whiter, and their hair thicker and more lustrous; or for the negative version, makes the person seem lackluster and unkempt.
An unwilling target may make a Wisdom saving throw to resist. While the positive version of this spell is active, the target has advantage on all Charisma ability checks designed to illicit a positive reaction. While the negative version of this spell is active, the target has disadvantage on all Charisma ability checks.
Magnetism
1st-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (copper wire coiled around a small magnet)
- Duration: Concentration, up to 1 minute
You activate a magnetic field which allows you to lift and manipulate up to 500 lbs of metal within 30 feet of you. You can move the metal at a speed of up to 30 feet per round, if you attempt to crush a creature using this they must succeed a dexterity saving throw or take 1d10 bludgeoning damage per 100 lbs. Attempting to restrain a creature using this will require them to succeed a strength save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher you may lift an additional 50 lbs of metal.
Manipulate Metal
1st-level transmutation
- Casting Time: 1 minute
- Range: 20 feet
- Components: V, S, M (at least a total of 10 square feet of unworked metal, consumed by the spell)
- Duration: Concentration, up to 1 minute
You use magic to manipulate a small non magical or null ore metallic object changing the the form to to be smaller flatter or stretch the object to a length of 20ft. If the object is worn by a creature you can deal 4d10 bludgeoning, piercing, or, slashing damage to the owner of the object, must make a dexterity save to quick drop the object. On a failed save the creature takes the full damage and half on a successful save.
Mage Armor of Warding
1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a piece of cured leather)
- Duration: 8 hours
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 or if you dismiss the spell as an action. This spell reduce damage by 1d10 from non magical weapon.
Magic Missile
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts 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 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Missile Lore
1st-level divination
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
Touch a spent missile and sense where it came from, both the precise location from where shot, and race and group of the shooter. The caster senses both the direction the shooter was moving, and also the race, sub-race, tribe, city, village, and party as applicable, but only when these have a name. So for example if the shooter was part of an unnamed band of undead, the caster can tell what kind of undead but not what band it was.
Mid Pain
1st-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: S
- Duration: 1 minute
Using diabolical eldritch powers, you reach your voice into the minds of your foes and issue forth a soul-splitting scream. Target up to three creatures that you can see. Each target must make a wisdom saving throw, taking 1d8 psychic damage on a failure, or half as much damage on a success.
Creatures affected by this spell must repeat the saving throw at the beginning of each of their turns, ending its effects on a success, or taking a further 1d8 psychic damage on a failure.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, this spell deals an extra 1d8 psychic damage for each level after first.
Morgana´s Dread Curse
1st-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You create a lingering sense of psychological trauma in one creature that you can see within range. That creature must make a Wisdom saving throw.On a failed save, it takes 2d4 psychic damage and becomes stunned with fear until the end of your next turn.
During this time, any spells you cast that for a creature to make a wisdom saving throw the spell will deal 2d4 extra psychic damage to it as you weave cynical suppositions into your incantations.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases to 1 minute. At the end of each of its turns, the target can remake the saving throw, ending the effect on itself on a success.
Mind Broadcast
1st-level divination
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a copper piece)
- Duration: 1 round
You embed a psychic mote in a creature's mind and force it to broadcast its thoughts to those nearby. Constructs and Undead are not affected. The target must make a Wisdom saving throw or suffer the effect until the end of your next turn.
On a failure, the target subconsciously advertise their next moves to all creatures within 60 feet. The target has disadvantage on all attacks against creatures that receive these telepathic warnings.
In addition, when the target forces a creature within 60 feet of it to make a Dexterity saving throw, that creature has advantage on the roll. A creature need not be intelligent to receive and understand the thoughts being broadcast to it.
Miasma of Selenia
1st-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (A bit of blood)
- Duration: Concentration, up to 1 minute
A torrent of poisonous red miasma or purple , erupts from your outstretched hand in a direction you choose. Each creature in a in a 20-foot radius sphere must make a constitution saving throw. On a failed save the creature takes 2d10 poison and gain 1 level of Poisoned for 1 minute. On a successful save half damage.
Additionally the area in the cone becomes difficult terrain and any creature who enters or start there turn in the miasma must make a constitution save or take additional 1d8 poison damage. On a successful the creature takes half damage.
Mind Scramble
1st-level enchantment
- Casting Time: 1 action or as a reaction when a creature is casting a spell
- Range: 120 feet
- Components: S,V
- Duration: 1 round
You speak a random set of words witch, temporarily scrambles the mind of a creature. Make a spell attack roll against an enemy within range. On a hit, they take 2d8 psychic damage, and have disadvantage on saving throws until the start of your next turn.
Additionally if the targeted creature is casting a spell and fails the saving throw the spell have a 2d8 penalty to its damage roll or you add 2d8 to any saving throw the spell have.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 per level above 1st.
Magma Spray
1st-level evocation
- Casting Time: 1 action
- Range: Self (50-foot line)
- Components: S, V
- Duration: Instantaneous
You spray magma in a 50ft long and 10ft wide. Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 fire damage and 1d8 bludgeoning damage and 1 level of Burn for 1 minute. On a successful save half damage.
Additionally the area within the line becomes a difficult terrain for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and 1d8 per level above 1st.
Needles Swarm
1st- level Conjuration
- Casting Time: 1 action
- Range: Self 15ft-cone
- Components: V, S
- Duration: Instantaneous
You create and launch a barrage of flying, magical needles dripping poison at a creature of your choice that you can see within range.
Each creature within range must make a dexterity saving throw. On a failed save the creature takes 4d4 poison damage and gain 1 level of poisoned for 1 minute. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 per level above 1st.
Nauseate
1st-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of dung, decayed flesh, or some other disgusting item)
- Duration: 1 minute
You attempt to cause a creature that you can see in range to have its vision distorted and to feel a terrible stomachache.
They must succeed on a Constitution save, on a failed save the creature have disadvantage on saves against poison, If the creature have resistance or immunity to poison its treated as a normal damage. An affected creature can repeat the save at the start of each of its turns.
Net of Darkness
1st-level illusion
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You cast the spell, and the surrounding shadows shift at your command, flying toward your targets and wrapping themselves around them as a spider net. You target up to three creatures that are no more than 30 feet apart when you cast the spell.
Each target must make a dexterity save. On a failed save the creature is wrapped in darkness and if the creature try to move it takes 2d8 necrotic damage. On a successful save the creature is unaffected.
Additionally if this spell is casted when the caster is in darkness the spell will force creature to make the saving throw with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Night Mist
1st-level necromancy
- Casting Time: 1 action
- Range: 30ft
- Components: V
- Duration: Instantaneous
You are briefly shrouded by a black and purple mist, and teleport on to a creature up to 30 feet away. Make a melee attack on a hit the creature take 1d6 necrotic damage, and you regain hp equal to the damage dealt.
Petal Swarm
1st-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S, M (a handful of petals from a pretty flower)
- Duration: Instantaneous
You fire a colorful blast of projectiles from your hand which resemble glowing flower petals. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 psychic or radiant damage on a failed save, or half as much damage on a successful one.
The projectiles created by this spell cause no pain at all. Although they cause damage, the hit point loss inflicted by this spell represents a sensation of euphoria which saps the strength from a creature's body, and as such is wholly nonlethal.
A creature reduced to 0 hit points by this spell falls unconscious, rendering them stable and at no risk of dying.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Protection from Evil and Good
1st-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
- Duration: Concentration, up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of this spell increases by 1d6 per slot level above 1st, and the range increases by 10 feet.
Puppet String
1st-level enchantment
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Instantaneous
Your gesture forces one humanoid you can see within range to make a wisdom save. On a failed save, the target must move up to its speed in a direction you choose.
In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.
Paralyzing Burn
1st-level evocation
- Casting Time: 1 action
- Range: 40ft
- Components: V,S
- Duration: Instantaneous
A black and yellow light appears from your hand. Make a range spell attack, witch on hit you deal 2d6 necrotic damage and the must make a Constitution saving throw. On a failed save the creature becomes paralyzed for 1 minute. The creature can reapte the save at the start of each of its turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Petal Glide
1st-level conjuration (ritual)
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S, M (a flower petal)
- Duration: Concentration, up to 1 minute
You manifest a large, lightweight, and daisy-like flower as tall as a human. It appears harmlessly in your hand or anywhere within the range of this spell. When the stem of this conjured flower is gripped in the hand, it magically rotates to generate thrust.
A Medium or smaller creature who grasps the stem in its hand immediately flies straight upward a distance of 30 feet, and gains a fly speed of 30 feet for so long as it holds the stem.
The benefiting creature cannot ascend higher with this fly speed without the aid of an updraft or similar force. If the creature releases the stem or this spell's duration ends, the flower vanishes into thin air.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the gained fly speed increases to 50 feet. (The initial distance flown upward does not increase.)
Pixie's Cyclone
1st-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S
- Duration: Instantaneous
You unleash forth a small but incredibly tumultuous cyclone of air, violently throwing back creatures and loose objects within range. Each affected creature of Large size or smaller must make a Strength saving throw.
Objects automatically fail this saving throw. On a failed save, a creature or object is pushed back up to 10 feet away from you and is knocked prone. If a creature's path of movement is obstructed by a solid wall or other surface while being pushed this way, it takes 2d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, affected creatures are pushed an additional 10 feet and collisions deal an additional 1d8 bludgeoning damage for every level above 1st.
Polarize
1st-level illusion (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Concentration, up to 10 minutes
When the spell is cast, you must have contact with a creature. The creature feels as though they have suddenly been flipped upside down causing their body to feel distorted. They must make a constitution saving throw or suffer 1d4 psychic damage every minute for the duration.
In addition, if the target is hit by a cold spell, the spell deals an extra 1d6 force damage as the cold causes the blood of the target to slosh around violently.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increased by 1d4 for every spell level above 1st, and the damage from cold spells is increased by 1d6.
Ray of Sunshine
1st-level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S
- Duration: Instantaneous
You form a concentrated beam of light infused with solar power to strike your enemies down with a flash of light. Each creature within a line 60 feet long and 5 feet must make a Dexterity saving throw. On a failed save, the target takes 3d6 fire damage and 1d6 radiant damage and gain 1 level of Burn and become Blinded for 1 minute. On successful save, the target takes half as much damage.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the targeted creature takes an additional 1d6 damage for every spell slot above 1st.
Runa´s Painful Pun
1st-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You make a horrid but insightful play on words. Up to three target creatures within range that can understand you must make a Wisdom saving throw or develop an incredibly painful headache. Creatures that can't be charmed automatically succeed on this saving throw. On a failed save, a creature takes 4d8 psychic damage and gains one level of exhaustion to a maximum of 4 for the duration .
At the end of each of its turns, a creature affected by this spell may remake the saving throw, ending the effect on itself on a success.
Creatures with a high intelligence score of 16 or higher takes 3d10 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's damage increases by 1d8/1d10 per spell level above 1st.
Ray of Sickness
1st-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save the creature gains 1 level of Poisoned 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Radiant Leap
1st-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A drop of holy water)
- Duration: Instantaneous
Channeling the holy power in your body you use it to propel yourself up to 15 feet horizontally or vertically in a straight line. Upon landing you release the power that allowed you to leap dealing 1d8 Radiant damage to all enemies within 10 feet of where you landed.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and the distance you can travel increases by 5 feet for each slot level above 1st.
Razor Storm
1st-level conjuration
- Casting Time: 1 action
- Range: Self (30foot line)
- Components: V, S, M (A Slashing weapon you are proficient with)
- Duration: Instantaneous
As part of the action of casting this spell, make one range spell attack. All creatures within a 30foot line and 5 feet wide line make a dexterity saving throw or take 2d10 slashing damage on a failed save and gain 1 level of Bleed for 1 minute. On successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Remote Explosion
1st-level evocation
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 10 minutes
You magically create in your open palm either a bluish-white sphere or cube rigged to explode. As part of the action used to cast this spell, you can throw this bomb out to a range of up to 20 feet.
The bomb is unusually lightweight, as if made of parchment, and can be pushed or carried on strong winds. The sphere version of the bomb will easily roll down slopes.
As a reaction, you can cause the bomb to detonate with a concussive burst. Any creature within 10 feet of of the bomb when it detonates must make a Dexterity saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from the bomb.
On a success, a creature takes half damage and isn't pushed. Any unattended object within 10 feet of the bomb takes double the full damage and is pushed 10 feet away.
If it doesn't detonate beforehand, the remote bomb will instead detonate at the end of this spell's duration, or if you cast this spell again before the end of the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Repair
1st-level transmutation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (one adhesive or tools, a minimum of 1 sp's worth of pertinent materials if no metal or rarities are required, or at least 1 gp's worth otherwise (consumed)
- Duration: Instantaneous
You touch a damaged object or construct and attempt to restore it to a functional state. Up to 5 feet of the object or construct is affected at a time, and it regains hit points equal to 1d10. This spell can repair magical objects, but cannot restore magic to an object.
Depending on the composition of the object or construct you are repairing, the DM may decide to increase the cost of the materials consumed for the spell to function.
At Higher Levels. The hit points recovered increases by 1d10 for each slot level above first, and each second slot level above first increases the affected area of the object by 5 additional feet.
Riddle, Riddle
1st-level evocation
- Casting Time: 1 action
- Range: Self (40-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
You call upon an extraplanar entity, an alien intellect or devious fiend, becoming a conduit for its power as you speak out a complex riddle.
Creatures that cannot hear you or do not have a spoken language are unaffected; however a creature understands the riddle even if it cannot understand your language, so long as it has at least one spoken language.
Until a creature answers the riddle correctly by succeeding on an Intelligence save, it is subject to 2d6 psychic damage at the start of each of the creature’s turns for the duration spell or until riddle is answered right.
If the creature fail 3 times they take 1d10 psychic damage Stunned for the duration of the spell.
Rock Volley
1st-level evocation
- Casting Time: 1 action
- Range: Self 20-foot radius sphere
- Components: V, S,
- Duration: Instantaneous
You summon magical rocks hovers around your and then shoot them at creatures within a 20-foot radius sphere centered around you.
Each creature must make a dexterity save. On a failed save the creature takes 3d6 bludgeoning damage and is Prone until the end of the creature next turn. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the targeted creature takes an additional 1d6 damage for every spell slot above 1st.
Sand of Death
1st-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S
- Duration: Instantaneous
As you hold your hands out with your palms facing your targeted direction, a strong blast of sand shoots out from the center of your palms.
Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 slashing damage on a failed save and gain 1 level of Bleed for 1 minute. On a successful saving throw half damage.
Additionally the area around radius become difficult terrain for duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Searing Smite
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage and the creature must make a Dexterity saving throw. On a failed save the creature gain 1 level of Burn for 1 minute. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
Shield Ward
1st-level abjuration
- Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the missile spell
- Range: Self
- Components: V, S
- Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Steal
1st-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You attempt to rob a creature you can see within range of one of its possessions. This could be a weapon in their hand, a pouch of coins, or even bits of clothing. The stolen item then appears in your hand.
The target must make a Wisdom saving throw. On a failed save, you steal one nonmagical item that the creature is wearing or carrying that isn't armor.
On a successful saving throw the spells fails and make a a sound like a sad trombone alerting all creature within 300 feet.
Silent Image
1st-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit of fleece)
- Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.
Silvery Barbs
1st-level enchantment
- Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Sleep
1st-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
- Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Snare
1st-level abjuration
- Casting Time: 1 minute
- Range: Touch
- Components: S, M (25 feet of rope, which the spell consumes)
- Duration: 8 hours
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC.
On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
Speak with Animals
1st-level divination (ritual)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Shadow String Trap
1st-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a handful of black ribbons)
- Duration: Instantaneous
You cause a multitude of string-like shadows to from a deadly trap of shadows within a area that is no larger than a 20-foot cube. Until the spell ends or triggered.
When a creature enters the cube you know its exact location but not what type of creature it is. You can as a bonus action activate the trap, witch force the creature to make a dexterity save, on a failed save the creature take 4d6 necrotic damage.
Additionally if this spell is casted when the caster is in darkness the spell will force creature to make the saving throw with disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the the of the cube by 5 feet for each slot level above 1st.
Shield of Darkness
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A faintly glowing lavender field of shadowy energy appears and surrounds you or a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Additionally if this spell is casted when the caster is in darkness you gain 4+ to your ac for the duration.
Stalagmite
1st-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You touch the ground causing a large spike to be formed a point in range that you can see, before vanishing.
Any creatures within a 10ft of the point where the stalagmites burst form the ground must succeed on a Dexterity saving throw. On a failed save the creature takes 2d10 piercing damage and gain 1 level of Bleed for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Soul Link
1st-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: : Concentration, up to 1 minute
You generate a glowing orb of soul energy witch you can use to strike down your foes. Make a range spell attack on a creature. The creature must make a Wisdom or Dexterity saving throw. On a failed ave the creature takes 2d10 damage and the creature is linked with you. On a successful save the spell fail.
For the next 1 minute any time you take damage the creature must make a Wisdom saving throw or take the half of the damage.
However the creature can at the start of each of its turn make a Wisdom saving throw on a successful save the spell will deal damage to the caster.
Soul Missile
1st-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You fire an arrow of soul energy against a target that you can see. Make a ranged spell attack against the target, dealing 2d8 Necrotic damage on a hit and the creature must make a wisdom saving throw or become Frightened for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 2nd.
Spear of Rot
1st-level necromancy
- Casting Time: 1 action
- Range: 60ft
- Components: V, S
- Duration: Instantaneous
A spear of sickening greenish energy. Make a range spell attach witch on a hit you deal 2d8 necrotic damage and must make a Constitution saving throw. On a failed save gains 1 level of Death rot until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Splashing Spit
1st-level evocation
- Casting Time: 1 action or 1 reaction, which you take in response to being damaged by a melee attack.
- Range: 120 feet
- Components: S
- Duration: Instantaneous
You twist your body back then snap forward with a twist of the neck releasing a glob of enchanted spit that splashes out from its target.
Make a ranged spell attack against a single target, if any others you wish to target are within 15 feet of the original target make a secondary spell attack against them. On a hit, the initial target takes 1d12 acid damage and dexterity saving throw. On a failed save the creature gain 1 level of Corrosive for 1 minute.
Stasis Trap
1st-level transmutation
- Casting Time: 1 action to arm, 1 bonus action to activate
- Range: 10 ft. (10 ft. sphere)
- Components: V, S
- Duration: up to 1 minutes
You arm a 10 ft. diameter sphere of space in range with a stasis mine. When you detonate the trap using a bonus action. The creature must make a dexterity save, on a failed save the creature is Restrained for the duration. A restrained creature can repate the save at the start of each its turn. On a successful save the spell fails.
Step Into Darkness
1st-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: 1 minute
Upon casting this spell, for 1 minute you become one with the shadows. witch allows you to move around undetected and unrestricted and this spell do not work magical detection and terrain. If you move in to a area with bright lights you must make a wisdom or constitution save to stay in the shadow.
Stone Bunker
1st-level transmutation (ritual)
- Casting Time: 1 action
- Range: Self (5-foot cube)
- Components: S, M (a small rock, which the spell consumes)
- Duration: 8 hours
You shape the ground beneath your feet to erect a dome, cube, pyramid, or other basic shape of hard rock to protect yourself. This rocky shelter counts as a structure with an AC of 12 and has 60 hit points, and covers a cubic volume, 5 feet on a side, centered on you.
You may use an action to dismiss the spell. When the spell ends or is dismissed, the rock forming the tent slides seamlessly and harmlessly around you into the ground from whence it came.
This shelter provides protection from the elements, shielding you from the effects of extreme heat and extreme cold. In addition, it grants you and any other creatures inside it total cover from attacks originating outside of it. If an attack or spell would target you, it targets the stone tent instead.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cube volume protected by the tent increases to 10 feet on a side at 2nd level, 15 feet at 4th level, 20 feet at 6th level, 25 feet at 8th level, and 30 feet at 9th level. It also has 10 additional maximum hit points and 2 additional AC for every level above 1st.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st
Thorn Burst
1st-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
You next attack you make a range weapon attack and hit the creature takes the weapons normal damage and sharp thorns will burst from the creature and will shower all creature within 10 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Thorn Twister
1st-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
You conjurer sharp black thorns around you. Each creature with a 10-foot radius sphere centered on you must make a Dexterity saving throw. On a failed save the creature takes 3d10 piercing damage and gains 1 level of Bleed for 1 minute and is Restrained. On a successful save half damage.
Tree Skin
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: S, M (dried bramble bush stalk)
- Duration: Concentration, up to 1 minute
You touch a creature, making wooden thorns and spines grow all over its body and its AC can’t be less than 16, regardless of what kind of armor it is wearing. If the creature have no armor its ac become 18,
Additionally Until the spell ends, whenever the target of the spell takes damage from melee attacks, it can use its reaction to deal 2d8 piercing damage against the attacker.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher spellcasting this spell increases the damage done by 1d8 for each spell level above 1st.
Touch of Unlife
1st-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch an undead creature and concentrate raw unholy energies into them, bolstering their life force. The target regains 2d6 hit points. If the target is not an undead, it must make a Constitution saving throw, taking 2d6 necrotic damage on a failure.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount healed/damage dealt increases by 1d6 for every level above 1st.
Transcription
1st-level transmutation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a writing implement and a bottle of ink; a blank piece of paper or some other medium)
- Duration: Instantaneous
You instantly and flawlessly copy up to an entire page of non-magical text and/or images that you can see to another page or receptive medium. During the transcription process, you can decide to have the contents translated into a language of your choice. You must be fluent in the source and the destination language in order to do this.
This spell can transcribe magical text or images, such as written spells, to another medium. However, casting the spell this way incurs an additional material cost: 25 gold pieces worth of rare inks is consumed per the spell level of each copied spell. Additionally, the total level of the transcribed spells must be equal to or lower than the level this spell is cast at, otherwise the spell fails.
At Higher Levels. The amount of pages of content able to be transcribed increases exponentially for each spell slot above 1st, up to 256 pages at 9th level.
| Spell level | Pages Transcribed |
|---|---|
| 2nd | 2 |
| 3rd | 4 |
| 4th | 8 |
| 5th | 16 |
| 6th | 32 |
| 7th | 64 |
| 8th | 128 |
| 9th | 256 |
Toxic Cloud
1st-level conjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S, M (a leaf)
- Duration: Concentration, up to 1 minute
You create a cloud of poisonous smoke that lasts for the duration. A creature that enters or start its turn within the cloud must succeed on a Constitution saving throw or take 1d12 poison damage and 1 level of Poisoned or half on a successful save half damage. A
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses the cloud after 1 round.
Additionally you become heavily obscured by the cloud for the duration of the spell.
Transfer Pain
1st-level necromancy
- Casting Time: 1 reaction
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You place a magical seal on a creature that you have touched. When the creature with the seal is hit by a attack half the damage is split between the attacker and the creature that got attacked.
Thunderous Smite
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (A melee weapon)
- Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 1d6 thunder damage to the target.
Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Tenser's Floating Disk
1st-level conjuration (ritual)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a drop of mercury)
- Duration: 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
Thunderwave
1st-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cube) or a 10-foot radius
- Components: V, S
- Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube or or a 10-foot radius originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 15 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Unseen Servant
1st-level conjuration (ritual)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of string and a bit of wood)
- Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell
Venom Smite
1st-level Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (A melee weapon)
- Duration: Concentration, up to 1 minute
You enhance your weapon attack with deadly magical neurotoxin, The next time you make a melee weapon attack against a creature. On hit a must make constitution saving throw on a failed save the creature takes extra 1d6 poison damage and gain 1 level of Poisoned for 1 minute.
Additionally If the creature rolls 1 on the saving throw the creature gains 2 level of Poisoned.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Venom Snake Ray
1st-level Evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Make a ranged spell attack against a creature within range. A snake made of venom lashes out to infect the target creature, which on a hit deals 3d6 poison damage. A hit creature must succeed on a dexterity saving throw or be Restrained and for 1 minute.
At the start of each of your turns you deal 1d4 poison and the creature must succeed on a constitution save or gain 1 level poisoned for 1 minute. On a successful save the creature takes half damage.
At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the poison damage increases by 1d6 for each slot level above 1st.
Vampiric Drain
1st-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You hand is covered in a red mist witch can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 2d4 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
However this spell do not work on undead, constructs, fiend or celestial .If you try to use this on a nine tailed kitsune you will take damage equal to twice the original damage dealt
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st level.
Water Tendril
1st-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a body of water containing at least 10 cubic feet)
- Duration: Concentration, up to 1 minute
The water you touch grows a prehensile limb-like tentacle from the point you touch, which obeys your spoken commands for the duration. You can issue a command when you first cast the spell as part of the cast time, and as a bonus action on subsequent turns for the duration. The command can be one of the following:
- Attack. The tentacle lashes out at a creature or object you designate within 15 feet of it. Make a melee spell attack against the target. On a hit, the target takes 1d10 water damage. The tentacle can attack a creature that is already grappling.
- Grapple. The tentacle wraps around a Large or smaller creature within 10 feet of it. The target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC or be grappled. The target can use its action to repeat this ability check to end the condition. The tentacle can only grapple one creature at a time.
- Manipulate. The tentacle pushes, enwraps, or interacts with an object or willingly creature as you designate, but lacks individual fingers or dexterity. It acts with a Strength score equal to your casting ability score.
The tentacle is fixed to the body of water at the point you touch. It cannot move from that point, but will move if the body of water does. If the body of water is evaporated, frozen, or reduced to less than 10 cubic feet, the tentacle is destroyed and the spell ends.
Water Blast
1st-level evocation
- Casting Time: 1 action
- Range: Self (80-foot line)
- Components: V, S,
- Duration: Instantaneous
A stream of water forming a line 80 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save the creature takes 2d8 water damage, and is Soaked for 1 minute and push it up to 20 feet away from you
At Higher Levels. When casting this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each level above 1st.
Watar Cube
1st-level transmutation (ritual)
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (holy water which the spell consumes)
- Duration: Instantaneous
You summon a cubical mass of water in any unoccupied space within range, where it remains and retains its shape for the duration. The cube can be of any size you designate, up to a 20 foot cube. The cube retains its shape, but otherwise acts as normal water, as if suspended and contained in a nonexistant cubical container.
If summoned above the ground in open air, the water cube it will float at that point in the air for the duration. Creatures and objects can pass through this manifestation as normal water, but must swim or otherwise traverse it accordingly.
An attack or spell made in or through the cube of water is subject to disadvantage or other effects as it would be underwater
Additionally if a creature enters or start in the cube they become Soaked for 1 minute.
Witch Bolt
1st-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a twig from a tree that has been struck by lightning)
- Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target.
Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically.
The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.
Additionally You have advantage on the attack roll if the target is wearing metal armor or is made of metal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Witch's Hideous Laughter
1st-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (tiny tarts and a feather that is waved in the air)
- Duration: Concentration, up to 1 minute
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Witch Smite
1st-level Evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spells duration, your weapon flares with a pink-blue energy and the attack deals an extra 1d8 psychic damage to the target.
Additionally, the target must succeed on wisdom save, on a failed save you choose one ability save and the creature have disadvantage on ability save made with the chosen save.
At Higher Levels. When you cast this spell at 3rd level or higher, it deals an additional 1d8 damage for every level above 2nd.
Weaponized Laughter
1st-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
The caster tells a joke so funny it causes pain. The user can target up to three targets within 15 feet of each other, and in range of the spell. The target(s) take 2d6 thunder damage must make a Wisdom saving throw.
On a failed save, they become incapacitated until the end of their next turn. On a successful save, they take half damage and are marked as a prude.
At Higher Levels. When casting this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Wrath Curse
1st-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute
You point your finger, and dark energy washes over a target you can see within range. The target must make a Wisdom saving throw. On a failed save the creature takes 2d10 necrotic damage and is cursed. On a on a successful save half damage.
Additionally every time the cursed creature makes a attack it must make a Wisdom saving throw or take 2d4 necrotic damage.
Wrathful Smite
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 psychic damage.
Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
2nd-level
Apollia´s Scorching Fire
2nd-level evocation
- Casting Time: 1 action
- Range: self 15ft-cone
- Components: V, S, M (a red dragon's scale)
- Duration: Instantaneous
You create three rays of orange fire and hurl them at a creature within range. You can hurl them at one target or several. Make a ranged spell Attack for each ray. On a hit, the target takes 2d6 fire damage and the creature must make a dexterity saving throw or gain 2 levels of Burn for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Acidic Venom Blast
2nd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a vial of diluted poison)
- Duration: Instantaneous
A concentrated ball of acidic venom ejects your hand to a point you choose within range and explodes upon impact.
Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d8 acid damage and 1d6 poison damage on a failed save and the creature gain 1 level of level of Corrosive and 1 level of poisoned for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and 1d6 for each slot level above 2nd.
Air Cannon
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
Thrusting your open palm forward, you shoot a concentrated force of wind towards any creature you can see within 60 feet of you. Make a ranged spell attack against the creature. On a hit, the target takes 3d8 bludgeoning damage and is pushed 20ft away from your.
Any creature within 5 feet of the target must make a Dexterity saving throw or take 1d8 bludgeoning damage and be pushed 10ft way.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher add 1d8 per spell slot level.
Alter Self
2nd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 hour
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
- Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
- Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
- Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Arcane Lock
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
- Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the 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 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Animal Messenger
2nd-level enchantment (ritual)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a morsel of food)
- Duration: 24 hours
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Animal Conduit
2nd-level divination (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
A willing beast you touch becomes your conduit. For the duration, you can perceive the world through all of the beast's senses, including touch, sight, sound, and smell. You also gain the benefits of any special senses the beast has, such as tremorsense or darkvision. You continue to see through the beast's senses instead of your own until you use an action to switch back, or your concentration ends.
While you are using the beast's senses, you are blinded and deafened to your own surroundings. Your speed is reduced to 0 and you are effectively incapacitated; the only action you can take is to switch back to your own senses. You can still choose to end your concentration on this spell at any time, even while incapacitated by its effect.
Augury
2nd-level divination (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
- Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good and bad results
- Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Anchor Howl Aura
2nd-level enchantment
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V
- Duration: 1 round
You release an enraging shout laced with magic. Any hostile creature within 60 feet of you that hears your shout must make a Wisdom saving throw. On a failed save, a creature on its next turn must use its action to attack or otherwise harm you with whatever method it believes to be the most effective, and moves into whatever position is most appropriate for this attack.
If an affected creature is unable to attack or harm you, it takes whatever action it can to be aggressive towards you. A creature that cannot hear or cannot be charmed is unaffected by this spell.
At Higher Levels. . When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Alter Terrain
2nd-level transmutation
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (A piece of the desired terrain)
- Duration: 1 hour
This does not affect the inside of buildings or other constructed terrain. The caster chooses a terrain: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or the Underdark. The spell creates minor alterations to the land to resemble the chosen terrain. When the spell ends, the terrain returns to its original form and is no longer considered difficult terrain.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the attacker is pushed more 5 feet for each level above 2nd.
Asphyxiate
2nd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You designate one creature within range and trick their body's muscular and pulmonary systems to seize up on their own, robbing them of their breathing entirely. The target must make a Constitution save or begin to Suffocate, and drop prone for the duration of the spell.
The creature may make an additional Constitution save at the beginning of each of its turns, ending the spell on a success. This spell has no effect on creatures that do not breathe.
Arrow Mine
2nd-level transmutation
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S, M (four or more arrows or bolts)
- Duration: 8 hours
You plant up to five pieces of nonmagical ammunition like arrows or bullets in to the ground within range and lay magic upon them to protect an area.
The trap takes up a 15-foot cube and you can trigger the spell as a bonus action or as a reaction when a creature other than you comes within 10 feet of it, once triggered the piece of ammunition flies up to strike it.
Each creature within the cube must make a dexterity saving throw or take 1d6 piercing damage. On a failed save the creature takes 1d6 piercing damage for each piece to a maximum of 5d6. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
Brain Burst
2nd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You focus violent mental energy on a creature you can see within range, the target must make a wisdom saving throw against. On a failed save the creature takes 4d10 psychic damage and become Stunned for 1 minute. On a successful save the creature takes half the damage.
At Higher Levels. When you cast this spell using a spell slot of third level or higher increase the range by 10 feet for each slot level above 2nd
Ball Lightning
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A 5-foot diameter sphere of pulsating lightning appears in the 30ft up in the air of choice within range and lasts for the duration. Any creature that ends its turn within 10 feet of the sphere must make a Dexterity saving throw.
On a failed save the creature 4d6 lightning damage on a failed save, or half as much damage on a successful one.
Additionally A creature wearing armor made of metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Black Storm of Selenia
2nd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You release a cacophony of negative energy that erupts from a point of your choice within range. Each creature in a 15-foot-radius sphere centered on that point must make a Constitution saving throw.
A creature takes 2d6 necrotic and 2d6 thunder damage and is knocked prone on a failed save. On a successful save, the creature takes half as much damage
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage or the thunder damage (your choice) increases by 1d6 for each slot level above 2nd.
Bone Lore
2nd-level divination
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (incense worth at least 10 gp, which the spell consumes, and four ivory items worth at least 10 gp each)
- Duration: Instantaneous
Hold a piece of bone. The spell brings to your mind a brief summary of the significant events in the life of the creature it came from.
The lore might consist of birth, death, major encounters, close relationships of the creature etc. The information obtained will also include relevant names. The information could be merely mundane, or it could include legends or secret events that the creature was an important part of.
Bone Guard
2nd-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (six shards of bone)
- Duration: Concentration, up to 10 minutes
You create six bones that spin and float around you. Each with an innate will to block attacks for you. Each time you are attacked by weapons and spells that deal damage excluding radiant damage or weapons made from silver or null ore and would hit you the The bones block the attack and be destroyed .
You can as a action or as a reaction when a creature moves within 15ft of you, as long you have least one bone left, shoot the bones as a range weapon on the attacker. Make a range weapon attack, witch on hit deals 6d6 piercing and the bone is destroyed even if you miss.
Blood Boiling
2nd-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You casue the blood of a creature to boil. A creature that you can see must make a constitution saving throw.
On a failed save the 4d8 necrotic damage and becomes Paralyzed for duration of the spell and at the star of each of the creature turns they take 2d8 necrotic damage and 1d6 fire damage. On a successful save the creature is unaffected by the spell.
Additionally At the start of each of your turn you can deal 1d6 fire damage to the paralyzed creature for the duration of the spell.
This spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Booming Shield
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch one willing creature and a spectral chest plate manifests on its body, which surges with electricity. While this spell is active, the creature gains +3 to its AC.
Additionally, when it is hit with a melee weapon attack, all creatures within 5 feet must make a successful dexterity or strength save or be pushed 10 feet away from the creature and be knocked prone.
Blur
2nd-level illusion
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Beast Sense
2nd-level divination (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Concentration, up to 1 hour
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast'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 beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Blindness/Deafness
2nd-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Borrowed Knowledge
2nd-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a book worth at least 25 gp)
- Duration: 1 hour
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Branding Smite
2nd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Continual Flame
2nd-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
- Duration: Until dispelled
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Calm Emotions
2nd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You attempt to suppress 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; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Crown of Maddening Thorns
2nd-level enchantment
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged black and sharp thorn appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving 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 on its turn if you choose no creature or if none are within its reach.
Alternatively you can on your turn chose to deal intense pain to the creature witch deals 3d8 psychic damage and will grant the creature advantage on one attack but will give the creature advantage on there next wisdom save.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Chains of Winter
2nd-level evocation
- Casting Time: 1 action
- Range: 40 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create chains of ice which condense around a creature and attempt to pin it to the ground. The creature must make a strength save, on a failed save the creature take 4d8 cold damage and gain 1 level of Frozen and become Restrained for the duration of the spell. On a successful save the spell fails.
Chords of Dissonance
2nd-level evocation
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S, M (a stringed instrument)
- Duration: Concentration, up to 1 hour
Dissonant lyrics hang in the air around the caster, with subsonic vibrations blasting through all creatures within the spell's range. All affected creatures must make a Constitution saving throw or take 1d4 thunder damage each round the caster performs this spell.
At the end of each round, including the round the spell is cast, the caster must make a successful Performance check (DC equals the caster's spell save DC). On a successful check, the spell remains in effect for an additional round. On a failed check, concentration ends. The caster makes this check with disadvantage if they were damaged by a creature or if the caster is forced to make a saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of spell increases by 1d4, and the range increases by 5ft for each spell level above 2nd.
Corpse Explosion
2nd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
As you snap your finger, a dead creature within range explodes with necrotic energy. Each creature in 20-foot-radius sphere centered on the dead creature must make a Dexterity saving throw.
On a failed save the creature takes 2d8 necrotic damage and 1 level of Death Rot for 1 minute. On a successful save half damage.
If you reduce a creature to 0 hit points with this spell, the creature explodes in to small Flesh Blobs witch last for 1 minute. This bloods will attack any creature within 25ft of them make a weapon attack witch on hit they deal 1d4 necrotic damage.
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.
Corrosive Coating
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: S, M (a vile containing acid)
- Duration: Instantaneous
You armor is covered in a thick layer of slime. For the duration, any nonmagical melee weapons made of metal that hits you corrodes. After dealing damage the creature must make a constitution saving throw, on a failed save the creature takes a -5 to all weapon attacks for 1 minute.
Concussion
2nd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You apply your magical might directly onto a target's brain, causing them a headache like none they've ever had before.
Target one creature within range that you can see. That creature must make a Constitution saving throw, becoming Dazed d on a failure. The affected creature may later repeat the saving throw at the beginning of each of its turns, ending the effect on a success. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target two additional creatures for every level above 2nd.
Crash and Burn
2nd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S
- Duration: Instantaneous
When you cast this spell choose a creature or point that you can see within range. You launch your self forward in a 30ft line and 10ft wide. to the point you selected with a blast of fire, each creature caught in the line must make a Dexterity saving throw or take 6d6 fire damage or half damage on a successful save.
Once you reach the point you selected, you take 2d4 Bludgeoning damage from the force of the blast.
At Higher Levels. When you cast this spell using a spell slot of 3 or higher the damage increases by 1d6, the range of the spell also increases by 10 feet for every 2 slots higher than 2. The damage you take increases by 1d4 for every spell slot above 2 used to cast this spell.
Crimson Blood Lightning
2nd-level necromancy
- Casting Time: 1 action
- Range: Self (120-foot line)
- Components: V, S
- Duration: Instantaneous
A stroke of red and black lightning forming a line 120 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity save, on a failed save the creature takes 3d8 lightning and 1d6 necrotic damage and gain 1 level of Bleed for 1 minute. On a successful save the creature takes half damage.
Additionally A creature wearing metal armor or is made from metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and 1d6 damage for every two spell slot levels above 2nd.
Carmilla´s Blood Dagger
2nd-level conjuration
- Casting Time: 1 bonus action
- Range: 150 feet
- Components: V, S, M (A small chunk of raw iron)
- Duration: Instantaneous
You point at a wounded creature that you can see within range and command its blood to surge forth and attack the creature or a different creature.
You make a range attack on the same creature or a different creature, on hit you deal 3d10 necrotic damage and the creature must make a constitution save, on a failed save the creature gain 1 level of Bleed for 1 minute.
Additionally if you target a creature from behind with the blood daggers the attack is made with advantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create a one more blood dagger for every slot level above 2nd level.
Dark Force
2nd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a black pearl worth at least 50 gp)
- Duration: Instantaneous
A mysterious black orb appears in the center of a point you choose within range, which then crackles and rapidly expands to fill a 20-foot radius sphere.
Each creature in the area of the sphere must make a Wisdom saving throw. A target takes 2d6 force damage and 2d6 necrotic damage on a failed save and become incapacitated for 1 minute by fear. On a successful save half damage.
Additionally A creature have disadvantage on the saving throw when in a source of darkness. However creature that are made from shadows regain a number of hp equal to the damage roll.
At Higher Levels. . When you cast this spell using a spell slot of 2nd level or higher, the amount of both the force and necrotic damage caused by the spell increases by 1d6 each for each level above 1st.
Death Lash
2nd-level necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You create three lashes of death magic from any source of shadow or darkness. You can target one or several creature so long there with a source of darkness or shadows. Make a ranged melee attack for each lash, witch on hit deals 2d10 necrotic and the creature must make a dexterity saving throw or gain 1 level of Death Rot for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional lash for each slot level above 2nd.
Dawnbrand
2nd-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A gold medallion depicting the sigil of a god of light)
- Duration: Concentration, up to 1 minute
When you cast this spell, you make a melee spell attack against a single creature in range. On a successful hit, the sigil of a god of light (typically Pelor or Pholtus) appears on that creature's forehead or most similar body part. At the end of each of this creature's turns for the duration, it takes 2d6 radiant damage.
If this damage kills the target, the sigil on their forehead becomes a permanent brand and they may not be risen as an undead.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of this spell increases by 1d6 per each spell slot level above 2nd.
Dazzling Blare
2nd-level illusion
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S
- Duration: Instantaneous
You unleash an overwhelming flash of light in the face of nearby creatures that you choose within range. They must make a Constitution saving throw or take 3d8 radiant, and become dazed for one minute on a failed save. On a successful saving throw half damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 damage for every two spell slot levels above 2nd.
Decaying Fog
2nd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You create a 20-foot-radius sphere of greenish grey fog that cause all living things to decay. Each Creature within the fog must make a constitution saving throw. On a failed save the creature takes 6d6 necrotic damage and gain 2 level of Poisoned and 1 level of Death Rot for 1 minute. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius of each explosion increases to 10 feet. The damage increases by 1d6 for each spell slot above 2nd.
Defensive Dome
2nd-level abjuration
- Casting Time: 1 reaction when targeted by range weapon or spell attack
- Range: 20 feet
- Components: V, S
- Duration: 1 minute
If you or a creature you can see within 20 feet of you. You can use a reaction to have a dome of force spring into being centered on a point you choose within range, and lasts for the duration of the spell or until it is broken.
The dome is 5-foot radius sphere centered and has 40 hit points. The dome absorbs damage from attacks and spells from outside it until its hit points are reduced to zero, at which point excess damage carries over onto creatures and objects inside the dome.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the dome's hit points increase by 10 for each spell slot above 2nd.
Draw Blood
2nd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You point at a wounded creature that you can see within range and command its blood to surge forth. If the target's current hit points are equal to or less than half of its maximum hit points, it must make a Constitution saving throw.
On a failed save, the target takes 3d8 necrotic damage and gain 1 level of Bleed for 1 minute as blood sprays from its wounds all creatures within 15ft of the creature must make a dexterity save or be soaked in blood for 1 minute. On a successful save the creature takes half damage.
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.
Darkness
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (bat fur and a drop of pitch or piece of coal)
- Duration: Concentration, up to 10 minutes
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 it.
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 a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Darkvision
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (either a pinch of dried carrot or an agate)
- Duration: 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
Dust Devil of Death
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of dust)
- Duration: Concentration, up to 1 minute
Choose an unoccupied 10-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 2d10 slashing damage and is pushed 15 feet away from the dust devil and gain 2 level of Bleed. On a successful save, the creature takes half damage.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Dark Tendrils of Salem
2nd-level Necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: S
- Duration: Instantaneous
Each creature in a 20-foot radius Sphere centered on that point must make a dexterity save. On a failed save the creature takes 6d6 necrotic and gain 1 level of Bleed and is Grappled for 1 minute. On a successful save the creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Elemental Spike Trap
2nd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
You place a magical glyph on a surface within range, when a creature trigger the trap by passing by it, the glyph will shoot elemental spikes at the creature.
The creature must make a dexterity save. on a failed save the creature takes 4d10 damage you choice the damage type from acid, cold, fire, lightning, poison, thunder or water. On a successful save the spell fails.
Elemental Curse
2nd-level transmutation
- Casting Time: 1 action
- Range: 120ft
- Components: S, M (A body part treated with preservatives worth at least 5gp, such as a shrunken head or mummified claw)
- Duration: 1 hour
You utter a foul incantation that weakens a target-within-range's resolve against a certain type of damage. The target must make a Wisdom saving throw, becoming vulnerable to your choice of one of the following damage types on a failed save: acid, cold, fire, lightning, poison, thunder or water. Objects automatically fail this saving throw.
This spell has no effect if the target is immune to the selected damage type. If the target is resistant to the selected damage type, they instead lose that resistance for the duration. based on the damage type chosen.
At Higher Levels. . When you cast this spell using a spell slot of 3rd level, you may target an additional creature for every level above 3rd.
Enhance Ability
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (fur or a feather from a beast)
- Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
- Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
- Eagle's Splendor. The target has advantage on Charisma checks.
- Fox's Cunning. The target has advantage on Intelligence checks.
- Owl's Wisdom. The target has advantage on Wisdom checks.At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
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
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).
Enthrall
2nd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save.
On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Eruption
2nd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: S, M (a shard of volcanic glass)
- Duration: Instantaneous
Volcanic magma erupt from the ground in a 20-foot radius Sphere centered around you. Each creature must make a dexterity saving throw. On a failed save the creature takes 3d6 fire damage and 1 level of Burn for 1 minute.
Additionally the area becomes difficult terrain fro 1 minute.
At Higher Levels. hen you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Find Traps
2nd-level divination
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a Glyph Trap , or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Find Steed
2nd-level conjuration
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with each other telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Flame Blade
2nd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (leaf of sumac)
- Duration: Concentration, up to 10 minutes
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage and the creature must make a dexterity save, on a failed save the creature gain1 level of Burn for the duration of the spell.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Flaming Sphere
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
- Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save and gain 1 level of Burn, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.
The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Forcewave
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You launch an invisible wave of force witch is 10ft wide and 60ft long that slams into a creature in range. The target must succeed on a Strength saving throw or take 3d12 force damage and be knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the damage increases by 1d12 for each spell slot level above 2nd.
Field of Horrors
2nd-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You point at a location within range that you can see, and a transparent yawning void explodes of nightmares to fill a sphere with a radius of 15 feet.
Any creature that enters this area, or begins their turn within it, must make a Charisma saving throw. On a failed save the creature takes 4d8 psychic damage and is Frightened for the duration of the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell deals an additional 1d6 fire damage and 1d8 psychic damage for every level above 2nd.
Flatten Self
2nd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M ((A drop of paint)
- Duration: Concentration, up to 10 minutes
Your body contorts, as you become flat as a pancake. You gain the following.
- You can move along solid surfaces without a climbing speed or risk of falling down.
- You can squeeze through any gaps wider than a quarter of an inch.
- Any affect that would forcibly move you now propels you four times as far.
Fountain of Nightmares
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Your summon a magical fountain at a point that you cans see. The fountain creates a 20-foot radius sphere centered around it. For the next 1 minute the fountain crates horrific ghostly black tentacles and gnashing teeth, although it can appear as any sort of terrifying phenomena of your choice.
The fountain can make up to 4 melee attack within is radius, make a make a melle attack for each tentacle witch on hit deals 1d10 necrotic damage and the creature must make a wisdom saving throw. On a failed save the creature becomes fightened and can only take one attack action , bonus action or reaction for 1 minute.
On a successful save the creature only becomes fightened for 1 minute. The fountain have a Ac 18 and 80 hp and will give half cover to a creature.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, additional tentacle for each spell slot level above 2nd.
Frigid Darkness
2nd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A sphere of darkness shoots out towards the target, make a ranged spell attack. On a hit the creature must make a constitution saving throw. On a failed save the creature takes 1d8 cold damage and 2d6 necrotic damage and must make a constitution saving throw or gain 1 level of Frozen. On a successful save half damage.
Additionally if a creature dies by this spell its corpse will rise as a Frost walker for the next 10 minutes.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 and 1d6 per level above 1st.
Ghost Fire Orb
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a black powder and oil)
- Duration: Instantaneous
You conjure an orb of grey and black fire in your hand. Make a range spell attack on a creature. On hit the creature takes 2d10 necrotic and 1d10 fire damage and the creature must make a dexterity saving throw. On a failed save the creature is cursed for 1 minute. On a successful save the creature is uneffected by the death curse.
When a the creature takes necrotic damage it must make a dexterity or wisdom saving throw. On a failed save the creature will spawn a Will-o'-Wisp within 5ft of the creature.
The Will-o'-Wisp will stick around for 1 minute and will attack any creature with in range.
Gravity Bind
2nd-level transmutation
- Casting Time: 1 action
- Range: 70 feet
- Components: V
- Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Grey strips of gravity energy loop around the creature. The target must succeed on a Strength saving throw, or have there movement speed reduced by 15ft.
Additionally a airborne who fails its save falls to the ground and takes 3d6 force damage.
Glass Storm
2nd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small orb of glass, which is consumed by the spell)
- Duration: Concentration, up to 1 minute
You create a storm of sharp crystal glass imbued with magic at a point within range, as a 10-foot-radius tornado appears at the point. Each creature within range must make a dexterity or strength saving throw. On a failed save the creature takes 6d4 piercing damage and is Restrained and gain 1 level of Bleed for 1 minute.
You can as a bonus action move the tornado 15ft in any direction and any square the tornado passes becomes difficult terrain.
Glitter Bust
2nd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (Glitter)
- Duration: Instantaneous
You unleash brightly colored glittery dust from your hands. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 of your choice from radiant, psychic or force damage on a failed save and is blinded , 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 1d6 for each slot level above 2nd.
Gentle Repose
2nd-level necromancy (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
- Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Gust of Wind
2nd-level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S, M (a legume seed)
- Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Gift of the Spider
2nd-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a spider's fang)
- Duration: Concentration, up to 1 minute
You gesture at an ally and the take on a spidery aspect. For the duration of the spell the targets weapon attacks deal an additional 2d6 poison damage and their move speed is uneffected by webs and gains the ability to move up, down, and across vertical surfaces and upside down along ceilings. (climbing speed equal to its walking speed)
At Higher Levels When you cast this spell using a spell slot of 4th level or higher increase the damage by 1d6 for each slot level above 3rd.
Heat Metal
2nd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of iron and a flame)
- Duration: Concentration, up to 1 minute
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 doesn't drop 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.
Heart Breaker
2nd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (A rose)
- Duration: Concentration, up to 1 minute
Happy Love Day! You attempt to charm a humanoid you can see within range with your charms just to shatter there hearts later. The target must succeed on a wisdom save. On a failed save the creature becomes charmed for the duration of the spell. On a successful save the spell fails.
When the spell is interrupted by out side means the both the caster of the spell takes 1d10 psychic damage and the charmed creature takes 3d10 psychic damage and make a constitution save, on a failed save the creature is unconscious for 1 minute.
Heatvision
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a smoldering ember and spectacles which are rubbed together)
- Duration: 1 hour
You touch a willing creature to grant it the ability to see the heat coming from objects and creatures. For the Duration, that creature can use an object interaction to hold their eyes closed for a second.
Upon reopening them, they gain heatvision out to a range of 30 feet for the duration of the spell you can see the the heat coming from a creature or a object witch grants you advantage on perception skill that have with sight to do.
Hail Storm
2nd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You cause big chucks of ice to come falling down from the sky at a point that you can see. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 3d6 bludgeoning damage. On a successful save half damage.
Additionally the area difficult terrain for 1 minute and if a creature is burrowing under ground it takes 2d6 bludgeoning damage from the impact from the ice.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Howling Voice
2nd-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S
- Duration: Instantaneous
You release the furious power of your voice. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 2d10 thunder damage on a failed save and is Deafened for 1 minute , and half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d10 per level above 2nd.
Ice Tomb
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You encase a small area in a tall coffin or tomb like structure made from ice, which has the potential to temporarily immobilize creatures. Choose a point you can see on the ground within range. A spire of ice erupts into existence centered on that point.
The spire of ice fills a cylinder that has a 10-foot radius and a height of 40 feet. Each creature caught inside the spire's area must make a Constitution saving throw. A creature takes 3d8 cold damage and gain 1 level of Frozen for 1 minute on a failed save, or takes half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Implode Poison
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a portion of nightshade root)
- Duration: Instantaneous
You conjure a strain of poison within a creature you can see within range, which then explodes within the target. The target makes a Constitution saving throw. The target takes 3d8 poison damage and 1 level of poisoned for 1 minute. On a successful save half damage.
Additionally if the creature was already poisoned by any means, it has disadvantage on the saving throw, and the spell's damage increases by 1d8 for the target. constructs and undead are unaffected by this spell.
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.
Invisibility
2nd-level illusion
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (an eyelash encased in gum)
- Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Immovable Object
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
- Duration: 1 hour
You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.
Killer Kings Explosive Touch!
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A semiprecious stone worth at least 10 gp)
- Duration: 1 hour
You touch up to three Tiny nonmagical objects, imbuing them with explosive power. You can use a bonus action before the spell ends to detonate one of the affected items, forcing each creature within a 5-foot sphere centered on the item to succeed on a Dexterity saving throw or take 2d12 fire damage, or half as much damage on a successful one. The detonated item is then destroyed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional object for each slot level above 2nd.
Lesser Restoration
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Levitate
2nd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
- Duration: Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
Locate Animals or Plants
2nd-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a bit of fur from a bloodhound)
- Duration: Instantaneous
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Locate Object
2nd-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a forked twig)
- Duration: Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry,furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Light Binding Chain
2nd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
A creature in range you can see is pinned down with chains of golden light. The target must succeed on a strength saving throw or take 3d8 radiant damage and be Restrained and blinded for 1 minute.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
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.
Light of Spear
2nd level-Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S,
- Duration: Instantaneous
You hurl up to 3 spear of light, witch you can hurl them at one creature or several. Make a ranged spell attack for each spear. On hit the creature takes 2d10 radiant damage and the spear will explode in a flash of light.
Each creature within 5ft of the a creature who have been hit by the spear must make a dexterity saving throw or take 1d6 radiant damage and half damage on a successful save.
This light makes it impossible for the affected creature to benefit from being invisible and persists until the beginning of your next turn.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save..
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Lightning Surge
2nd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: Instantaneous
Lightning springs forth from you in a 30-foot cone. Each creature caught within the area must make a Dexterity saving throw. A creature takes 3d6 lightning damage and is Stunned for 1 minute. On a successful save, a creature takes half damage and isn't stunned.
Additionally A creature wearing metal armor or is made from metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals an additional 1d6 lightning damage for every level above 2nd.
Liquid Ammunition
2nd-level transmutation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (An ammunition weapon)
- Duration: 8 hours
Touch a potion, oil, or any comparable measure of liquid and turn it into one arrow, crossbow bolt, or any other ranged ammunition. When used in a ranged attack, the ammunition applies the same effect of its potion as if the target drank or applied it, if it were a potion or oil respectively.
You can turn up to two potions into ammunition this way. You can return any arrows created this way back into potions as a Bonus Action. If the spell ends without the ammunition being fired or returned to potion form, it is destroyed and the potion is wasted.
Lilith´s Charm Enchantment
2nd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 Round
After a few seductive motions, the caster fires a pink orb at a creature, attempting to cause them to be infatuated. Choose one creature within 30ft, they must succeed a Charisma saving throw, or take 3d8 psychic damage, be considered incapacitated for the duration, and cause the creature to be considered vulnerable to any damage dealt by the caster until the start of the target's next turn. On a successful save, they take half damage and suffer no additional effect.
Magic Mouth
2nd-level illusion (ritual)
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
- Duration: Until dispelled
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Magic Weapon
2nd-level transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Morgana´s Acid Arrow
2nd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (powdered rhubarb leaf and an adder's stomach)
- Duration: Instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage and must make a constitution save. On a failed save the creature gain 1 level of Corrosive for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage is increased by 1d4 for each spell slot used above 2nd.
Murder of Crows
2nd-level conjuration
- Casting Time: 1 action
- Range: 40 feet
- Components: V, S
- Duration: Concentration, up to 3 rounds
You reach your hand out towards your target, your skin transitions to the darkest of black. With a snap of your fingers, crows erupt forth and surround your enemies. All creatures within a 10 foot cube must make a dexterity save, on a failed save the creature takes 6d6 piercing damage and gain 1 level of Bleed for 1 minute. On a successful save the half damage,
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage is increased by 1D6 for each spell slot used above 2nd.
Maximilian's Earthen Grasp
2nd-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a miniature hand sculpted from clay)
- Duration: Concentration, up to 1 minute
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
Mind Thrust
2nd-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: 2 round
You thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reactions for 2 t round.
Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Mind Spike
2nd-level divination
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 hour
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence.
While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.
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.
Misty Step
2nd-level conjuration
- Casting Time: 1 bonus action or as a reaction when targeted by a weapon attack that you can see
- Range: Self
- Components: V
- Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Mercury Tendrils
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vail of mercury)
- Duration: 1 minute
You create a poll of magical ,mercury , witch can strike out at a creatures within range. Make a melee spell attack against a creature within 5ft or 60ft if thrown. On hit you deal 2d8 piercing damage.
A creature hit by the tendrils must succeed on a dexterity save, on a failed save the creature is Restrained for duration of the spell.
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.
Mirror Image
2nd-level illusion
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
however weapon attacks made from null-ore will hit as normal and ignores the spell.
Moonbeam
2nd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
- Duration: Concentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Mischief Surge
2nd-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a piece of crust from an apple pie)
- Duration: Concentration, up to 1 minute
You fill a 20-foot cube you can see within range with Fey or Yokai magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
Mischievous Surge
| d4 | Effect |
|---|---|
| 1 | The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. |
| 2 | Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. |
| 3 | Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. |
| 4 | Drops of molasses hover in the cube, making it difficult terrain until the start of your next turn. |
Needle Hex
2nd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (an object filled with several needles)
- Duration: Concentration, up to 1 minute
The target must make a Dexterity saving throw. If the creature fails its saving throw it is surrounded by any manner of small needles for the duration, which prick them as they move. Until the spell ends, whenever the creature first moves or makes an attack, they take 3d6 piercing damage.
If the target attempt to cast a spell, they must first make a Constitution saving throw, as if concentrating on a spell. If the creature fails, its casting is interrupted and spell slot used is lost. After that the spell ends on that creature.
At Higher Levels. When cast at 3rd level or higher, the damage increases by 1d6 for every level above 2nd.
Ninx's Magic Aura
2nd-level illusion
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small square of silk)
- Duration: 24 hours
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
- False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
- Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Overload
2nd-level evocation
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V, S
- Duration: Instantaneous
An explosive field of electrical energy erupts from your body, spreading out 25 feet in all directions. Targets caught in the field must make a Constitution saving throw, taking 3d8 Lightning damage on a failed save, or half as much on a successful one.
Additionally, creatures who fail the saving throw are Stunned until the end of their next turn.
Additionally A creature wearing armor made of metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by an additional 1d8 for every level past 2nd.
Phantom Trace
2nd-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
- Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means.
A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Additionally Once per turn you can move through nonmagical. null-ore or silver objects like walls. However you cant stay hidden within the wall, if you have not moved throw the wall before the end of the turn you will take 3d10 force damage and be pushed out from the wall and become prone and ending the spell.
Phantasmal Force
2nd-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit of fleece)
- Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Phantom Laughter
2nd-level illusion
- Casting Time: 1 action
- Range: Self (20-foot radius)
- Components: V
- Duration: Instantaneous
You fill the air with the sounds of malicious, insane laughter that overwhelm the senses of any who hear it. Each creature within the radius must succeed on a Wisdom saving throw or be frightened until the end of your next turn.
If the target fails the saving throw by 5 or more, they become paralyzed instead for this amount of time.
Protection from Poison
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Poison Fog of Nekrazh
2nd-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (A poisonous death fruit)
- Duration: Concentration, up to 1 minute
You raise your hand and evoke a 10-foot radius sphere of poisonous purple mist at a point you choose within range that you can see. The gas spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 3d8 poison damage and gain 1 level Poisoned and Death Rot for 1 minute on a failed save. On a successful save half damage.
When the spell ends, the cloud continues to linger for a brief moment, its effects persisting until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a creature poisoned by this spell takes 1d8 more poison damage at the start of each of their turns for every level above 2nd.
Power Word Grill
2nd-level Enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You speak a word of power that can infuse your insult with a deadly burn. A creature must make a wisdom saving throw. On a failed save the creature takes 3d12 fire damage and cant take any actions or reactions for the rest of the turn. On a successful save the damage is both the caster and the creature takes 1d12 each.
Provoke
2nd-level enchantment
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (a red flag and an air horn)
- Duration: Concentration, up to 1 minute
You choose a creature you can see within range. You produce bright red colors and loud noises, magically provoking the target to single you out. If the creature can see or hear you, it must succeed on a Wisdom saving throw or be forced to choose you as the target for any attacks it makes for the duration. Each time the affected creature is hit by a creature other than you, it can remake the save, ending the effect on itself on a success. A creature that is immune to being charmed is immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional target for every spell slot level above 2nd.
Pulling Shadow Whirlpool
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You manifest a whirlpool-like, swirling mass of darkness that ensnares and decays your victims. Choose a point on any level ground within range.
For the duration, any creature that begins its turn within 40 feet of this point must succeed on a Strength saving throw or be pulled 20 feet closer to its center. A flying creature has disadvantage on this saving throw.
Any creature that starts its turn within 20 feet of the point, or enters it on its turn, must make a Constitution saving throw. It takes 3d6 necrotic damage on a failure and 1 level of Death Rot, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
Quicksand
2nd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You point at a 10-foot square patch of rock, dirt or sand centered on a point within range. The area becomes quicksand for the duration.
Quicksand is difficult terrain. When the quicksand appears, each creature standing in its area must succeed on a Strength saving throw or become restrained. A creature that enters the area or ends its turn there must also succeed on a Strength saving throw or become Restrained.
Creatures restrained by the quicksand can use its action to make a Strength check against your spell save DC. On a success, it frees itself. On a failure, it sinks further into the quicksand and has disadvantage on subsequent Strength checks made to escape it, until it escapes.
Ray of Enfeeblement
2nd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Rope Trick
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (powdered corn extract and a twisted loop of parchment)
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.
Reinforcement
2nd-level transmutation
- Casting Time: 1 bonus action
- Range: Self, Touch
- Components: V, S, M (a handful of dried spinach)
- Duration: 10 minutes
You touch a creature, reinforcing its body. Choose either Strength, Dexterity or Constitution. Until the spell ends, both the ability score and the ability score maximum will be increased by 3 points.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Rainbow Rays
2nd-level evocation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Instantaneous
You create four multi colored light rays of light and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit the creature takes 4d6 radiant damage and must make a wisdom save, on a failed save the creature gets a conditions of your choice from Poisoned , Charmed , Paralyzed , Soaked, Blinded , Burn, Frightened, Stunned or Frozen.
On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d6 for each level above 1st.
Stupify
2nd-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You rob a creature of rational thought. A creature you can see within range must make on a Wisdom saving throw. On a failure, the target suffers disadvantage on all Intelligence, Wisdom and Dexterity saving throw for the duration.
A creature that successfully saves cannot be affected again by the same caster’s stupify for 24 hours. Regardless of the saving throw, the creature gains no inherent knowledge that they were targeted by this spell.
Sapphire Hail
2nd-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S, M (a sapphire worth at least 100 gp)
- Duration: Instantaneous
Rain down bolts of sapphire energy, devastating your enemies. As past of casting this spell, you toss the sapphire into the air. The sapphire shoots into the sky and rains down blue bolts of energy everywhere within range.
All creatures other than you within range must make a Dexterity saving throw, taking 4d6 radiant or thunder damage on a failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 per additional spell level.
See Invisibility
2nd-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)
- Duration: 1 hour
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Shatter
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a chip of mica)
- Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Silence
2nd-level illusion (ritual)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Skywrite
2nd-level transmutation (ritual)
- Casting Time: 1 action
- Range: Sight
- Components: V, S
- Duration: Concentration, up to 1 hour
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
Snow Storm
2nd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a piece of ice or a small white rock chip)
- Duration: Instantaneous
A storm of magical snow erupts from a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save and 2 levels of Frozen, 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 1d6 for each slot level above 2nd.
Spike Growth
2nd-level transmutation
- Casting Time: 1 actio
- Range: 150 feet
- Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
- Duration: Concentration, up to 10 minutes
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Spartan’s March
2nd-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You release a war cry in, which bolsters your allies with toughness and resolve. Choose up to three creatures within range. For the duration of the spell all the creatures gain advantage on wisdom and strength saves,
Sharknado
2nd-level Evocation
- Casting Time: 1 action
- Range: 60 fee
- Components: V, S, M (A shark tooth)
- Duration: Concentration, Up to 10 minutes
A magical waterspout filled with water elemental in the shape of sharks appears on a point that you can see within range. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw.
On a failed save the creature takes 2d10 slashing damage and gains 1 level of Bleed for 1 minute and is puled closer to the center of the spell. On a successful save half damage
If a creature ends within 5ft of the center of the tornado they take take additional 2d8 slashing damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d10 damage for every level above 2nd.
Searing Choker
2nd-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You reach out and conjure a circle of super-heated metal around your victim's neck. The red-hot choker sheds bright light for 30 feet centered on the target, and dim light out to 60 feet. The choker does not count as being worn by the target.
The target takes 3d4 + 2 fire damage when you cast this spell, and you can repeat the damage each turn for the duration of the spell as a bonus action. On each of its turns, the target may use its action to make a Strength saving throw to attempt to remove the choker. The target has advantage on this save if its size is large or greater.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it deals 1d4 + 1 additional fire damage for every level above 2nd.
Spray of Cards
- Casting Time: 1 action
- Range: Varies
- Components: V, S, M (a deck of cards)
- Duration: Instantaneous
You spray spectral cards from your hands or sleeve; the cards blind or slash at your enemies, and then vanish. Choose one of the following effects for the cards:
- Acid Card Make a range spell attack up to four creatures within 80ft of you. On hit each creature takes 2d10 Acid damage and must make a constitution saving throw or gain 1 level of Corrosive for 1 minute. On a successful save half damage.
- Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or take 1d10 radiant damage and become blinded for 1 minute. On a successful save half damage.
- Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 force damage on a failed save and gain 1 level of Bleed for 1 minute. On a successful save half damage.
- Exploding Card Make a range spell attack up to four creatures within 80ft of you. On hit each creature takes 1d10 force damage and each creature within 15ft of the the creature must make a Dexterity saving throw or take 2d6 piercing damage or half on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of cutting cards increases by 1d10 for every two slot levels above 2nd
Suggestion
2nd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
- Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.
Summon Beast
2nd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
- Duration: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.
Self Projectile
2nd-level transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You and all your worn and carried equipment are momentarily turned into a glowing dart of energy and fly in a straight line towards an enemy. Make a ranged spell attack on one enemy you can see within range, dealing 1d10 force damage on a hit. Additionally, when the attack hits, you appear in space adjacent to your target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you deal an additional 1d10 force damage for every level above 2nd.
Scholar's Passion
2nd-level transmutation (ritual)
- Casting Time: 1 action
- Range: Touch: 1 book, scroll, or document.
- Components: S, M (a drop of black ink)
- Duration: Instantaneous
This spell is used by scholars and scribes to assist them in their work and to care for their books. A wizard creates one of the following effects:
- This spell creates a perfect duplicate of any written or drawn document that you touch onto blank pages you supply. You can copy up to 20 pages of text with one casting of this spell. Magical writing, including spellbook pages, can’t be copied with this spell.
- This spell copies and translates any text that you touch onto blank pages you supply. You can copy up to 20 pages of text with one casting of this spell. This spell can copy the text into any language the caster is capable of understanding.
- With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study— the caster does not gain perfect recall of the information, just whatever they would have gotten from reading it completely once. If you can't read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding).
- This spell will completely repair and clean a mundane book or scroll given that greater than half of the original is still available. It will even restore missing or faded pages. The spell has no effect on a magic book, spell scrolls or spell books.
- This spell will animate a book giving it a mouth and voice to read its pages aloud. The book will speak until finished or told to be quiet.
- This spell will animate a quill and ink. The quill will take dictation or write any conversation made within 30 feet of it for up to a length of 4 hours.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 5, and the slashing damage by 1d10, for every level above 2nd level.
Serac
2nd-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cube)
- Components: V, S, M (a piece of ice)
- Duration: Instantaneous
A freezing wave of ice explodes in a 15-foot cube centred on yourself. Each creature in that area must make a Dexterity saving throw, taking 2d6 cold damage and 2d6 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 3rd level or higher, it deals an additional 1d6 cold damage or 1d6 piercing damage for every level above 2nd.
Shuriken of Darkness
2nd-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a shuriken or dagger, which the spell consumes)
- Duration: Concentration, up to 1 minute
Make a ranged spell attack against a target within range. On a hit, the target is surrounded by magical darkness and smoke, clouding its vision and draining its vitality. The attack deals 2d8 necrotic damage and a 5-foot radius sphere of magical darkness surround the target until the spell ends.
If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Additionally When this spell is casted in darkness or from shadows the attack is made with advantage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd.
Sinister Surroundings
2nd-level illusion
- Casting Time: 1 minute
- Range: Self (60-foot radius)
- Components: V, S,
- Duration: 10 minutes
The land within the radius becomes grim and dismal-feeling for the duration. The area’s appearance is not masked in any way; it merely becomes foreboding and gloomy. All creatures within the spell's area of effect have disadvantage on saving throws against becoming frightened.
You may designate a number of creatures up to your spellcasting modifier to be unaffected by the spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level, the spell's duration increases to 1 hour. If you cast this spell using a spell slot of 4th level, the spell's duration increases to 8 hours. If you cast this spell using a spell slot of 5th level or higher, it lingers indefinitely until dispelled.
Sky Smite
2nd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
A bolt of lightning comes out from the sky to smite a creature of your choice, which then bursts into a flash of light once it hits the target or the ground. A creature of your choice within range of the spell must make a Dexterity saving throw. On a failed save, they take 2d8 lightning damage and 1d8 radiant damage, or half as much on a successful save.
Additionally A creature wearing metal armor or is made from metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of damage increases by 1d8 Lightning damage and 1d8 Radiant damage for every two slot levels above 2nd.
Smoke Screen
2nd-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (any small nearly-perfect sphere worth 1 sp or less, which is consumed by the spell)
- Duration: 1 minute
You hurl the sphere used as the material component of this spell to any point within range. A moment later, it bursts open with a thick cloud of black smoke that covers a 10-foot radius sphere. This smoke spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution save on a failed save the creature takes 2d8 fire damage and start to Suffocate and half as much damage on a successful one.
At Higher Levels. When casting this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each spell slot level above 2nd.
Star Burst
2nd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You launch a glowing blast of star towards a creature you can see within range and then the bolt explodes outward in a shockwave of light. The target and each creature within 10 feet of it must make a Dexterity saving throw.
On a failed save, a target takes 3d6 radiant damage and are Blinded for 1 minute. On a success, they take half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher increase the damage by 1d6 and reduce their movement speed by 5 feet per spell slot above 2nd level..
Stone Sleep
2nd-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a tuning fork and a smooth stone on which to strike it)
- Duration: Concentration, up to 1 minute
You force one creature made of stone to enter a dormant state. One creature in range, of the kind listed below, must succeed on a Wisdom saving throw, or be stunned for the duration. If the target takes damage, or is subjected to another harmful effect, the condition ends immediately.
Creatures that can be affected by stone sleep include animated objects made of stone, such as earth elementals, gargoyles, clay golems and stone golems.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can target an additional creature for every two slot levels above the 2nd.
Storm Shield
2nd-level conjuration
- Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range:
- Range: Self
- Components: V, S
- Duration: 1 round
A shield of lightning protects you from harm, and harms those who would harm you. This effect can either coat yourself or your shield with electricity, or simply be a disk of electrical energy that floats in front of you.
Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. In addition, if a target makes a melee attack against you they take 1d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, you deal an additional 1d6 when attacked for every spell level above 2nd.
Solar Smite
2nd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (A melee weapon)
- Duration: Concentration, up to 1 minute
As part of the action used to cast this spell, you must make a melee weapon attack within this spell's range, otherwise the spell fails. If you hit, your weapon flares up with the light of the sun, empowering your attack. In addition to the attack's normal effects, a hit target takes 4d6 radiant damage.
A hit target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. Creatures with sensitivity to light or sunlight, or vulnerability to radiant damage, have disadvantage on this saving throw.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher the damage die increases by 1d4.
Selenia's Mind Whip
2nd-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: 1 round
You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw.
On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
Spectral Dagger Storm
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a sliver of glass)
- Duration: Concentration, up to 1 minute
You fill the air with spinning daggers in a 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 and must make constitution save on a failed save the starts to Bleed fro the Duration of the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Thought Shield
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 8 hours
You weave a clouding veil over the mind of one creature you touch. For the duration, the target’s mind can’t be read or detected, creatures can’t telepathically communicate with the target unless the target allows it, and the target has advantage on saving throws against any effect that would determine whether it is telling the truth.
Tears of Denial
2nd-level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small vial of holy water)
- Duration: Instantaneous
You offer a prayer to your god to save the target from a horrible fate. The next time the target would become poisoned, petrified, or their form would be altered, this enchantment is instead dispelled.
Thunder Down Under
2nd-level evocation (ritual)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (Brown beans)
- Duration: Instantaneous
A creature of your choice within range must succeed a Constitution saving throw or release a fart so epic it takes damage. The explosive force of the fart deals 3d6 thunder damage to the target and an additional 1d6 thunder damage to all creatures and objects within a 10-foot cone behind the target. This spell has no effect if the target is incapable of releasing flatulence, such as a construct.
Tree Shape
2nd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 8 hours
For the duration, you assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. All clothing and gear carried or worn changes with you. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature.
To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You have an AC of 20, but gain no benefit from shields or other effects that increase AC.
You automatically fail all Dexterity checks and saving throws, and you have a speed of 0 feet. When you cease concentration on this spell, you instantly return to your normal form.
Tormenting Image
2nd-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a shard of a mirror)
- Duration: Concentration, up to 1 minute
You create a horrible illusion that is mentally taxing to look at within a 10 foot square in range. Things like rapid flashing lights, impossible geometry, or otherwise cruel pictures are viable. If a creature starts their turn within range of the spell, and are able to see it, they must make a Wisdom saving throw or take 2d6 psychic damage and become incapacitated for 1 minute , or half as much on a success.
At Higher Levels. When cast at 3rd level or higher, the range increases by 20 feet, and it deals 1d6 more psychic damage for every level above 2nd.
Vine Blade
2nd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a weapon)
- Duration: Concentration, up to 1 minutes
You can wrap living vines around a weapon you touch giving it a life of its own. Until the spell the ends, the weapon has an increased reach of 10ft. for the duration as animate vines propels it towards your foes.
In addition, weapon attack made with it deal an extra 3d8 piercing damage on a hit the creature is covered with vines and must make a strength or dexterity save on a failed save the creature is Grappled and Restrained for the duration of the spell.
At Higher Levels. When cast at 3rd level or higher, the range increases by 20 feet, and it deals 1d8 more damage for every level above 2nd.
Vengeful Roots
2nd-level transmutation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Concentration, up to 1 minutes
The ground in a 20-foot radius centered on a point within range causes foliage and roots to grab and strangles foes. The area becomes difficult terrain for the duration. For the duration, any creature which starts in the affected area or enters it on its turn make a Strength save.
On a failed save, a creature becomes restrained for the duration, and takes 4d6 piercing damage now and at the beginning of each of its turns while it remains so restrained. Any creature affected by this spell can use its action to make a new Strength save, freeing itself on a success.
The affected ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the roots increases by 1d6 for each spell level above 2nd, and the radius is increased by 5 feet for each spell level above 2nd.
Void Rupture
2nd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: S
- Duration: Instantaneous
You thrust out your hands crossed over one another, tearing directly into the aether along the direction you are facing.
Creatures in a 30 foot line must make a Dexterity saving throw, taking 3d8 force damage on a failure, or half as much on a success. Creatures that fail the saving throw are knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, this spell deals an additional 1d8 force damage for every level above 3rd.
Wind Arrows
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A small glass bottle filled with a puff of air)
- Duration: 1 minute
You create a four arrows made from the wind, witch can be fired up to four creature. Make force range spell attack. On hit the arrows deal 4d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, this spell deals an additional 1d4 damage for every level above 3rd.**
Warding Bond
2nd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration)
- Duration: 1 hour
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Warding Wind
2nd-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
- It deafens you and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Web
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit of spiderweb)
- Duration: Concentration, up to 1 hour
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Wither and Bloom
2nd-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a withered vine twisted into a loop)
- Duration: Instantaneous
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save and 1 level Death Rot for 1 minute, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
Witch Lightning Strom
2nd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a twig from a tree that has been struck by lightning)
- Duration: Instantaneous
You summon a of crackling yellow lightning bolts from the sky, witch strike all creatures in range with deadly lightning. Each creature in a 20-foot radius Sphere centered must make a dexterity save, on a failed save the creatures takes 4d12 lightning damage. On a successful save the creatures takes half damage.
Additionally A creature wearing armor made of heavy metal have disadvantage on the saving throw
At Higher Levels. When casting this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each level above 1st.
Whirlwind Spin
2nd-level evocation
- Casting Time: 1 action
- Range: Self (10 foot radius sphere)
- Components: S, M (A martial, two-handed melee weapon worth at least 10 gp))
- Duration: Concentration, up to 1 minute
You swing your weapon around your body in circles, creating a whirling flurry of destruction. All creatures within 10 feet of you must make a Dexterity saving throw, taking 3d6 of the weapon's damage type on a failed save, or half as much on a successful one.
On each of your turns while the spell is active, you may use your action to create another area of flurried destruction that lasts until the end of that turn. You can move the damaging area with you. Your movement speed is halved if you move in this way.
You cannot take this action if you cannot swing your weapon around you and adjacent to a solid wall or being grappled/restrained by a creature.
At Higher Levels. . When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Wristpocket
2nd-level conjuration (ritual)
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 hour
You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
Zone of Truth
2nd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 10 minutes
You create a magical zone that guards against deception 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 the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
3rd level
Afterburner
3rd-level evocation
- Casting Time: 1 action
- Range: Self (120-foot line)
- Components: V, S
- Duration: Instantaneous
You launch forward up to 120 feet in a straight line, leaving a plume of fire behind you as you go. For the duration of the spell you do not provoke attacks of opportunity, you are able to move through the space of hostile creatures, and difficult terrain doesn't slow your movement.
When you move within 5 feet of a creature or move through its space, it must make a Dexterity saving throw or it takes 4d6 fire damage from your trail of fire. On a successful save the creature takes half as much damage. A creature can take this damage only once during a turn.
Aqua Axe
3rd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (one ounce of water, which the spell consumes)
- Duration: Concentration, up to 3 minutes
Your hand (or another appendage) is engulfed in water held in place by a magical field in the shape of an axehead. When this spell is in effect your unarmed strikes deal 4d8 water damage. This water is nonmagical and is affected by extreme heat, spells or magical effects that destroy water.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Animate Dead
3rd-level necromancy
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
- Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Antagonize Curse
3rd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a playing card depicting a rogue)
- Duration: Instantaneous
You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw.
On a failed save, it takes 4d4 psychic damage and will have a 1d12 penalty to all attack rolls and saving throw for 1 minute. the creature can repate the save at the start of each of its turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.
Ashardalon's Stride
3rd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
The billowing flames blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.
When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
Aura of Vitality
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 1 minute
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.
Aura of Blades
3rd-level conjuration
- Casting Time: 1 action
- Range: Self (5 feet)
- Components: V, S
- Duration: Concentration, up to 1 minute
You conjure up a barrier of spinning blades around yourself. A creature takes 4d6 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there. While within the spell's area a creature, other than you, must make a Constitution saving throw. On a failed save, the creature has disadvantage on attack rolls while in the area as the blades assault them.
At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, it deals an additional 1d6 slashing damage for every slot level above 3rd.
Artisan's enchantment
3rd-level enchantment (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (14gp (cost of hiring a skilled worker for a week), which is consumed by the spell)
- Duration: 1 hour
You enchantment a creature with the knowledge of Artisan's Tools. For the duration of the spell, a creature you touch is granted proficiency in a specific set of Artisan's Tools. This tool is randomly determined by the DM, unless you have the set of Artisan's Tools with you when you cast the spell, in which case you may choose. This spell cannot be used to grant expertise in a tool.
Baba Yaga´s Small Hut
3rd-level conjuration (ritual)
- Casting Time: 1 minute
- Range: Self (10-foot-radius hemisphere)
- Components: V, S, M (a small crystal bead)
- Duration: 8 hours
You crate a small hut with chicken legs. The hut can hold up to seven creatures of medium size or smaller You can give order the hut to move in one direction for 8 hours.
The hut gives you a mobile base camp and have a warm atmosphere inside and comfortable and dry space, regardless of the weather outside and grants safety during a short or long rest.
Black Maw
3rd-level conjuration
- Casting Time: 1 action
- Range: Self (90-foot line)
- Components: V, S, M (An alligator or crocodile tooth)
- Duration: Concentration, up to 1 minute
You conjure a line of inky black mass in a line 60 feet lone and 5 feet wide from you in a direction you choose. Each creature that starts its turn in the line or passes through the line on its turn must make a Dexterity saving throw.
A creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. This line moves with you, and you can change the direction of the line as an action while concentrating on this spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level higher than 3rd.
Black Blizzard Storm
3rd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A piece of black cloth)
- Duration: Concentration, up to 5 minutes
You create a 30-foot-radius radius sphere filled with tiny dark shadows that roughly appears to resemble a when a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 4d6 necrotic damage and 1d4 cold damage on a failed save and gain 1 level of Death Rot. On successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 amd 1d4 for each slot level above 4th.
Black Fire of Selenia
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute
You create a large black flame. This black flame appears on a point that you can see within range and take the shape of fire whirl. The flame will pull any creature within 40ft of it. Each creature must make a strength saving throw or take 1d10 necrotic and 2d6 fire damage be pulled 15ft closers to it. On a successful save half damage.
If the creature is pulled within 5ft of black flame it must make a dexterity saving throw or take 3d10 necrotic damage and gain 1 level of Death Rot for 1 minute. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 and 1d8 for each slot level above 4th.
Black Flame Claw
3rd-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: S
- Duration: Instantaneous
Your body is wreathed in dark flames and your eyes glow with a fiendish light as you raise a hand to strike down your target. Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
A creature killed by this spell will give birth to a Black Flame Will-o'-Wisp. This dark version of a Will-o'-Wisp will last for 2 minutes and will attack any creature that is not you. You can only have 1 Black Flame Will-o'-Wisp at any time.
At Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the damage of the initial attack and explosion increases by 1d10 damage for each spell slot level above 3rd.
Blade Storm
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You summon magical Blades that appear around you from magical portals. You hurl them at targets within range, with damage being directed at one or six targets. Make a ranged spell attack for each target you are aiming at. On a hit, a target takes 8d6 slashing damage and must make dexterity save, on a failed save the creature gain 2 levels of Bleed for 1 minute. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Blood Parasite
3rd-level conjuration
- Casting Time: 1 action
- Range: 20 feet
- Components: V, S, M (a dessicated parasite, such as a leech)
- Duration: Concentration, up to 1 minute
You infect a creature within range with blood parasites that slowly eat away at it from the inside. They must make a Constitution saving throw, or take 3d8 necrotic damage and at the start of each of the creature turn the parasite grows after the 2 turns a Blood Slime will be spawn from the creature. The Blood Slime last for 1 hour and will follow the same rule as familiar.
If the creature dies when the parasite is still inside the creature will spawn a Blood Elemental. Unlike the blood slime the Blood Elemental is hostile to all creature excluding the caster.
You can have up to 3 Blood Slime and 1 Blood Elemental at any time.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th.
Blood Swarm
3rd-level conjuration
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (a bloodbloater in a sealed container, which the spell consumes)
- Duration: Concentration, up to 1 minute
As the contained or of blood explodes, four swarms of blood flies begin emerging from the ground in unoccupied spaces within range. They are charmed by you, so long as you are concentrating on the spell, and disappear after a minute.
Additionally, whenever a swarm deals damage with its Bites action, you regain hit points equal to half the damage dealt.
Swarm of Insects for Stats
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon two additional swarms for every level above 3rd.
Blood Rebuke
3rd-level necromancy
- Casting Time: 1 reaction, which you take in response to being damaged by a weapon attack
- Range: 60 feet
- Components: V
- Duration: Instantaneous
When another creature strikes you with a weapon attack, you use your reaction to cast this spell. Your blood lunges towards that creature, and deals 2d6 piercing damage, then latches on. For the duration, the creature must make a Constitution saving throw.
On a failed save the creature takes 2d6 necrotic damage and you regain hit point equal to half the damage you dealt with the spell. On a success save the creature takes half damage and you dont regain any hit points.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, increase the piercing damage by 1d6 for every spell slot level above 3rd.
Blinding Heal
3rd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
Your spell causes the chosen target to begin glowing with a radiant pulse of light and then burst with an incandescent haze of radiant energy, healing them for 2d4 + your casting modifier in Hp. All hostile targets within 20ft of the target must make a constitution saving throw against your spell dc, or be blinded for their next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher. The heal increases by an additional 2d4 and the range of the blind effect is increased by another 10 feet.
Blocking Blade
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon a blade made of mystical energy to protect you or someone near you. When you cast this spell, a glowing blue blade appears in a location you designate within 60 feet of you. The blade grants all creatures of your choice within 5 feet of it a +2 to armor class.
In addition, when a creature within 5 feet of the blade gets hit with a melee attack by another creature, you can use your reaction to make an attack roll against the creature that attacked. Make a melee spell attack roll. On a hit, they take 2d6 force damage.
You can move the blade up to 30 feet as part of your turn, and up to another 30 feet as a bonus action. If the blade is ever more than 120 feet away from you, the spell immediately ends.
At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the damage of the blade increases by 1d6. Starting at 6th level, the range you can summon it at increases to 120 feet, and you can move it up to 45 feet as part of your turn instead of 30 feet.
Blow Mind
3rd-level enchantment
- Casting Time: 1 action
- Range: Self (15 foot radius)
- Components: V
- Duration: 10 minutes
You utter a statement so profound that everyone suffers extreme mental stress trying to understand the magnitude of what you said.
All creatures within range, that can hear and understand you, must make an Intelligence saving throw, taking 4d8 psychic damage on a failure.
In addition, a creature which failed the save cannot take reactions, cannot maintain concentration on spells, and has their movement speed halved.
They may repeat the Intelligence saving throw at the end of each of their turns, ending the effect on a success. If a creature succeeds on this saving throw, they become immune to the non-damaging effects of blow mind for 24 hours.
If you are able to communicate with other creatures using telepathy, you may use it to ignore this spell's restrictions on a target needing to hear and understand you.
Butterfly Wall
3rd-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a butterfly)
- Duration: Concentration, up to 10 minutes
You summon forth a wall filled with fluttering butterflies on the ground at a point you can see within range. You can make the wall up to 30 feet long, 30 feet high, and 10 feet thick, and the butterfly vanish when the spell ends. It blocks line of sight but not movement.
A creature who begins their turn or moves within the wall's space and must make a wisdom saving throw or become charmed by the butterflies and their speed is reduced to 0
On a failed save, a creature becomes charmed by the butterflies and their speed is reduced to 0. A creature can repeat the saving throw at the start of each of its turn, ending the effect on a successful save.
Boil Cistern
3rd-level transmutation (ritual)
- Casting Time: 1 minute
- Range: 5 feet (10-foot cube or cylinder)
- Components: V, S, M ((a piece of tinder which is consumed, a piece of flint and a piece of steel)
- Duration: 24 hours
Boil up to a 10-foot cube or cylinder of still water for 24 hours. As long as there is no current or running water in the area of the spell, this will even work within a larger volume of water, with the boiling area being 'contained' in a 10-ft cylindrical area.
Creatures unfortunate enough to be caught in the boil cistern area of effect must make a DC 15 Constitution save each round to avoid taking 1d6 fire damage. Stone, metal, and skeletal creatures do not have this issue.
- If the water is in a river or stream, tidal area, or is in some other way affected by currents, the spell will dissipate after 1 minute.
- If formerly still water starts moving, the spell will dissipate. Slowly draining the water or slowly adding water to the area will not cause the effect to dissipate. You may drain or add as much as 1 cubic foot per round.
- If you find an eddy of appropriate size at the edge of a stream or river in which the same water mostly recirculates, you may cast this spell there, and it will work.
- If cast this fully underwater, this spell boils a 10-foot sphere of water instead.
- If the area of water that you cast this on is an actual cistern or water tank then you may cast this spell there every day for a year. Once you have done this, the cistern becomes permanently boiling and can provide hot water (for an entire castle for example) as long as the cistern remains intact. Doing this is often how artificers and bone collectors earn their keep.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may boil and additional adjoining 10-foot cube of still water for each level above 3rd.
Boulders of Winter
3rd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You cause moisture in the air to condense creating up to two icy boulders within range. Each boulder is a rough sphere that has a diameter of 5 feet and a height of up to 10 feet. They immediately slam into the ground, damaging and pinning any creature underneath.
If a boulder falls onto a creature of size Medium or smaller, that creature must make a Dexterity saving throw. On a failed save, the creature takes 6d6 cold damage and 2d6 bludgeoning damage and is restrained as the boulder pins them against the ground. On a successful save, a creature takes half as much damage and must then move to the nearest unoccupied space within 5 feet of where the boulder fell.
A restrained creature can use an action to make a Strength check against your spell save DC. On a success, the creature is no longer restrained and must move to an unoccupied space within 5 feet of the boulder they were pinned by.
Beginning on your next turn, you can use your bonus action to cause one or more of the boulders to shatter.
Each creature within 5 feet of a shattered boulder must make a Dexterity saving throw, taking 2d6 cold damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature was being restrained by the boulder when it shattered, they are no longer restrained.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create an additional boulder for every two spell slot levels above 3rd.
Blinding Smite
3rd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Blink
3rd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane).
At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Bestow Curse
3rd-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch a creature, and that creature 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 against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
- While cursed, the target loses 1d10 hit points at the start of each of its turns. Additionally, when you hit the target with a melee weapon attack, you can increase the hit points lost at the start of each of its turns by 1d10. You can only do so once per turn. Any creature can take an action to stanch the wound with a successful Wisdom (Medicine) check against your spell save DC, ending the effect on a success. The wound also closes if the target receives magical healing.
- While cursed, the target can't regain hit points, and its hit point maximum decreases by 3d6 for every hour that elapses. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust.
- While cursed, the target's mind is filled with horrible images and dreams whenever it tries to rest, and the target gains no benefit from finishing a short or long rest.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Cyclone
3rd-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a skull)
- Duration: Concentration, up to 1 minute
You throw a skull that you have infused with your magic, which creates a whirlwind of bones. You can make the whirlwind up to 30 feet wide and 50 feet tall. The whirlwind rages from the skull, and moving the skull moves the whirlwind appropriately.
When the whirlwind appears, all creatures within its radius must make a Dexterity saving throw. On a failed save, they take 3d12 bludgeoning damage, or half as much on a successful save.
Airborne creatures have disadvantage on this save. Creatures that enter the whirlwind or end their turn within the whirlwind must make a dexterity save or take 3d12 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each level above 1st level, and the maximum width and height of the whirlwind increases by 10 feet for each level above 3rd level.
Catnap
3rd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a pinch of sand)
- Duration: 10 minutes
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake.
If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
Chain Heal
3rd-level evocation
- Casting Time: 1 action
- Range: 50 feet, hitting up to 2 other allies within 20 ft of each other
- Components: S
- Duration: Instantaneous
Healing the first target for 3d6 and healing the 2nd target for 2d6 and the third target for 1d6.
At Higher Levels. When you cast this spell with a 4th Level Spell slot or higher it increases the healing done to each target by 1d6 for each spell slot above 3.
Call Lightning
3rd-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point.
Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
Additionally A creature wearing armor made of metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Clairvoyance
3rd-level divination
- Casting Time: 10 minutes
- Range: 1 mile
- Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
- Duration: Concentration, up to 10 minutes
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Conjure Animals
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
- One beast of challenge rating 2 or lower
- Two beasts of challenge rating 1 or lower
- Four beasts of challenge rating 1/2 or lower
- Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it 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 has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
Conjure lance Storm
3rd-level conjuration
- Casting Time: 1 bonus action
- Range: 120 feet
- Components: V,S
- Duration: Concentration, up to 1 minute
You conjure a barrage of arcane lances, and send them forth to strike your enemies. For the duration of this spell, you may use your action to generate and fire a massive bolt of arcana toward an enemy within range. Make a ranged spell attack against the target.
On a hit, the target takes 3d10 piercinge damage and the creature must make a constitution save, on a failed save the creature gain 1 level of Bleed for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Conjure Bladestorm
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You animate up to three nonmagical swords within range. Each sword begins to hover in the air and becomes a Flying Sword, and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. The flying swords' weapons attacks are magical. The flying sword does the damage die of the base weapon in place of the damage die of the flying sword's longsword attack.
The animated swords are friendly to you and your companions. Roll initiative for the animated swords as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once given an order, the animated swords continue to follow it until their task is complete.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can animate up to six swords. When you cast this spell using a spell slot of 7th or 8th level, you can animate up to nine swords. When you cast this spell using a spell slot of 9th level, you can animate up to twelve swords.
Conjure Wraith
3rd-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: S M (A small pouch of ashes)
- Duration: 1 hour
Target one empty space within range, and pour the ashes out of the pouch. One minute later, a wraith will appear to serve the caster. Roll 1d20, and add your Spellcasting modifier. If you roll higher than 15 total, the wraith will serve you. If you fail, the wraith will explode, dealing 1d6 force damage to anything within 30 feet.
The wraith can target any corpse that has been dead for under 1 minute and create a specter, that will follow your orders. Both the specter and the wraith roll for initiative individually. The DM has statistics on both creatures. If the wraith is destroyed and a specter remains, it explodes, dealing 1d6 force damage to anything within 30 feet.
At Higher Levels. When you cast this spell using a spell slot of 4 or higher, the wraith can create one additional specter, per spell slot used.
Counter and Dispel Magic
3rd-level abjuration
- Casting Time: 1 action or as 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
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect.
If it is casting a spell of 4th level or higher, 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.
Alternatively You can as a action chose one creature, object, or magical effect within range.
Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted or dispel spell has no effect if its level is less than or equal to the level of the spell slot you used.
Create Food and Water
3rd-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Chromatic Spray
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S, M (a diamond worth at least 150 gp)
- Duration: Instantaneous
You hold up your open hand and a spray of energy shoots forth from your palm. You choose acid, cold, fire, lightning, poison, or thunder for the type of spray you create. Each creature in a 30-foot cone must make a Dexterity saving throw.
A creature takes 5d6 damage of the type you chose 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 or higher, the damage increases by 1d6 for each slot level above 3rd.
Cobra's Spit
3rd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: S, M (a poisonous snake’s fang)
- Duration: Concentration, up to 1 minute
For the duration of this spell, you gain the ability to spit venom up to 30ft as an action. When you spit venom, choose one creature within range and make a ranged spell attack against it. On a hit, the target takes 4d8 poison damage and 2 levels poisoned until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Control Sunlight
3rd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A burst of pure sunshine forms at a point you choose within range and emits bright light in a 20-foot radius sphere, surrounded by an additional 20 feet of dim light. When the ball of sunshine first appears, all creatures within the area of bright light must make a Constitution saving throw to avoid becoming blinded for duration of the spell.
At the end of a creature's turn in the area of bright sunlight they take 4d6 radiant damage. As a bonus action you can move the ball of light 20 feet in a single direction. The area of bright sunlight affects creatures with sunlight sensitivity.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Creeping Darkness
3rd-level illusion
- Casting Time: 1 minute
- Range: 120 feet
- Components: V, S, M (a whisker from a black cat and a tiny bottle of smoke)
- Duration: Concentration, up to 5 minutes
You create an amorphous cloud of inky darkness that fills a 10-foot cube. When you cast this spell and as a bonus action each round, you can move the cloud 20 feet.
The cloud can enter a hostile creature's space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing.
A creature that starts its turn in the cloud or moves into the cloud for the first time on its turn must succeed on a Constitution saving throw or be blinded and deafened until it leaves the cloud.
Crumble
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
With a final word and gesture, time takes control of the object, eroding it away before your eyes, aging it several centuries in a few seconds, the target of the spell must make a Constitution saving throw or take 6d8 necrotic damage on a failed save.
This spell deals double damage to buildings and constructs, and does not work on plants, undead creatures, or anything that is large or larger.
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.
Crushing Gravity
3rd-level transmutation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M ((a smooth, round rock)
- Duration: Concentration, up to 1 turn
Choose a point on the Ground you can see. A 20-foot radius, as the gravity grows stronger. heavy
Flying Creatures are pulled to the ground and their flying speed is 0 while in this area. The area is also considered difficult terrain for creatures trying to move through it.
When a creature first enters the target area, and at the beginning of each of its turns, that creature must make a Strength saving throw. On a failed save, The creature takes 5d6 force damage, is pulled from their feet and knocked prone, and, while still in this area on their turn, cannot stand up from being prone.
On a successful save, they take half damage and are not knocked prone. Flying creatures fail this save automatically.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Crushing Wave
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: Instantaneous
A wave of water rushes out from you. Each creature in a 30-foot cone must make a Dexterity saving throw or take 4d8 water damage and prone and Soaked for 1 minute. On a successful save half damage.
Any unprotected flames in the area of this spell are smothered and quenched.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th.
Daylight
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 hour
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.
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.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
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 create a source of darkness is dispelled.
Dark Dome
3rd-level abjuration
- Casting Time: 1 reaction, which you take when you are targeted by an weapon attack or spell
- Range: Self
- Components: S
- Duration: Instantaneous
You invoke the power of darkness, conjuring a dome of dark magic that surrounds you in a protective dark barrier, in response to an attack. When you are the target of an attack or spell, you can cast this spell in response and raise a dome of darkness around you.
The attacking creature must make a Dexterity saving throw. On a failed save, the dome reflect the incoming attack back to the attacker.
Dark Lightning Strike
3rd-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Instantaneous
You raise your hand up towards the sky and call down dark lightning upon your enemies. You raise your hand towards the stormy sky and summon a massive bolt of black lightning to hit anyone within a 20-foot of you, then spreads out across the ground an additional 10 feet.
Every target in range must make a Dexterity saving throw. Any target within 10 feet of you that fails the save takes 4d8 lightning damage and half as much on a success.
If creature dies from this black lightning tits corpse will rises as a Skeleton for 1 minute and will follow your commands.
Additionally A creature wearing armor made of metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage and the necrotic damage each increase by 1d8 for each spell level above 3rd.
Dark Flock of Shadows
3rd-level necromancy
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: Instantaneous
You briefly turn into a flurry of ravens, a dark mist, or similar foreboding phenomena before reappearing somewhere else in range. You teleport up to 60 feet to an unoccupied space you can see, forming a 10 foot wide line behind you. Creatures that you designate in the line must succeed on a Constitution saving throw or take 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage and the necrotic damage each increase by 1d8 for each spell level above 3rd.
Decaying Ground
3rd-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You launch a blast of necrotic energy at a point within range you can see, causing the ground there to become decayed and infused with necrotic energy. All the ground within a 20-foot radius of the point becomes difficult terrain for the duration of the spell.
When a creature moves into or within the area it takes 3d4 necrotic damage and 2d4 poison damage for every 5 feet it travels. Any creature that can’t see the area at the time of the casting must make a Perception check against your spell save DC to recognize it as hazardous.
Death Cloud
3rd-level necromancy
- Casting Time: 1 action
- Range: 120 feet (15-foot cube)
- Components: V, S, M (a pouch of bone meal and a dried bundle of wolfsbane)
- Duration: Concentration, up to 1 minute
You fill the lungs of your foes with the stench of death. Upon casting this spell, a cube of horrid black or dark green gas appears, originating from the point you select.
When a creature enters this area for the first time or ends their turn there, they must make a Constitution saving throw or take 6d6 necrotic damage and start to Suffocate as their senses are overtaken by the toxic vapors. On a successful save the creature takes half damage. If the a creature dies by the Death Cloud, the dead creature rises up as a Zombie.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the damage of this spell increases by 1d6 necrotic damage for every spell slot level above 3rd.
Death Touch
3rd-level necromancy
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (a shrunken head)
- Duration: Concentration, up to 1 minute
Your being is filled with necrotic energy, extending to your physical touch and your attacks for the duration. Whenever a creature touches you or hits you with a melee attack, it must make a Constitution saving throw or take 3d6 necrotic damage.
Additionally when a creature dies by this spell the creature comes back as a ghost for the duration of the spell.
Desolation Aura
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V,
- Duration: Concentration, up to 2 minute
Deteriorating energy radiates from you in an aura with a 30-foot radius, making armor brittle and wearing down living things. Until the spell ends, the aura moves with you, centered on you.
Each creature who start or enters within the radius must make a constitution saving throw or take 4d4 acid damage and 1 level of Corrosive for the duration of the spell. On a successful save half damage
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals 1d4 more damage for every level above 3rd.
Dominating Smash
3rd-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: S, M (A heavy, two-handed melee weapon worth at least 10 gp)
- Duration: Instantaneous
You bring your weapon up over your head & attempt a massive overhead attack. Make a melee spell attack roll. If the attack hits, you deal 2d12 force damage. If the attack hits a Large or smaller creature, it must make a Strength saving throw or be knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force damage dealt increases by 1d12.
Dragon´s Roar Strike
3rd-level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S, M (a martial melee weapon worth at least 1 gp)
- Duration: Instantaneous
As you swing the weapon used in casting this spell, you conjure massive waves of energy in the form of a Dragon. You create three 60 foot long, 5 foot wide lines. Any creature within a line must make a Dexterity saving throw, or take 6d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it deals 1d6 more slashing damage for every level above 3rd.
Drill Burst
3rd-level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S, M (a bit of twisted metal)
- Duration: Instantaneous
A drill of pure wind magic forming a line that is 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in that line must make a Dexterity saving throw. A creature takes 4d8 force 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 damage increases by 1d8 for each slot level above 3rd.
Elemental Weapon
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, thunder ,poison , or water. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.
Enemies Abound
3rd-level enchantment
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Erupting Earth
3rd-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a piece of obsidian)
- Duration: Instantaneous
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save and become Prone. On a successful save.
Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
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.
Elusive
3rd-level conjuration
- Casting Time: 1 bonus action or as a reaction
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
Once per round, either as a bonus action or as a reaction to an attack or spell, you can teleport up to 15 feet. You can take the reaction after an attack or spell result has been determined, before damage is rolled.
If the space you teleport to is occupied, you and the occupant take 1d6 bludgeoning damage.
Fast Friends
3rd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 hour
When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Fear
3rd-level illusion
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S, M (a white feather or the heart of a hen)
- Duration: Concentration, up to 1 minute
You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While Frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
False Death
3rd-level necromancy (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of graveyard dirt)
- Duration: 1 hour
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0.
The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.
Flame Arrows
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
You touch a some nonmagical ammunition like arrows or bullets. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 3d6 fire damage and the creature must make a dexterity save, on a failed save the creature gains 1 level of Burn for 1 minute.
The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Fade
3rd-level Illusion
- Casting Time: 1 reaction, which you take when you are damaged
- Range: Self
- Components: S
- Duration: 1 round
Immediately after taking damage, you fade from view and become harder to hit and locate. You and everything you are wearing or carrying becomes invisible until and you can move up to half your walk speed with out provoke a opportunity attack until the end of your next turn. The spell ends early if you attack, deal damage, or force someone to make a saving throw.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, you remain invisible for the duration even if you attack, deal damage, or force a saving throw.
Flight
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a wing feather from any bird)
- Duration: Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.
Fly Eye
3rd-level conjuration
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S, M (a spectacle lens)
- Duration: Concentration, up to 1 minute
You cover the space surrounding your head with invisible sensors that act as eyes. For the duration, you can see in 360 degrees around you, and you have advantage on any saving throws and skill checks that rely on the sense of sight.
Creatures cannot sneak up on you without total cover or by magical means. You may be able to see into areas of cover as declared by the GM. Additionally, you can see past creatures within 30 feet of you as if they were not there.
At Higher Levels. The minimum roll required to critically hit is reduced by a further 1 when cast at 6th spell slot level (2 less), and 9th spell slot level (3 less).
Fool's Speech
3rd-level illusion
- Casting Time: 1 minute
- Range: Self (60-foot radius)
- Components: V, S, M (a small bone whistle)
- Duration: 1 hour
You touch up to eight willing creatures. Creatures affected by this spell gain the ability to speak in a secret language that is incomprehensible gibberish to all other creatures. This language cannot be understood even with magic such as comprehend languages or tongues.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the damage by 1d8 for each slot level above 3rd, and increase the radius by 5 feet for every two slot levels above 3rd.
Force Surge
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: Instantaneous
You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects.
Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.
Frozen Blood
3rd-level transmutation
- Casting Time: 1 action
- Range: 60ft
- Components: S
- Duration: Instantaneous
You flick your hand at a creature that has taken slashing or piercing damage since the end of your last turn, freezing the fresh blood. They take 4d6 cold damage and must succeed on a Constitution saving throw gain 1 level of Frozen for 1 minute. On a successful save half damage.
Additionally if a creature roll a nat 1 on the saving throw the, creature takes 2d4 extra cold damage and sharp spikes of frozen blood blast out from the creature. Each creature within 15ft of the creature must make a dexterity saving throw or take 1d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the later damage is increased by 1d6 for each slot level above 3rd, and the initial damage is increased for every two slots levels above 3rd.
Fire Cyclone
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of ashes from a forest fire)
- Duration: Concentration, up to 1 minute
Targeting a point you can see, you cause a cyclone made of whipping flames. Each within a 20-foot-radius sphere centered on that point must make Strength saving throw. On a failed save the creature takes 3d6 fire damage and gain 2 levels of Burn for 1 minute and is pulled 10 closer to the cyclone. On a successful save half damage.
On your next turn and each turn after that for the duration of the spell you can as a bonus action you can move the cyclone 5ft in any direction of your choice.
When a creature is not entirely inside the cyclone's radius but within 15ft of its center at the start of its turn, it still feels the intense draw of the raging cyclone, and must twice there movement speed to move.
At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the height of the cyclone as well as the distance a creature is thrown upward increases by 5 feet for each level above 3rd.
Frost Ball
3rd-level evocation
- Casting Time: 1 action
- Range: 150 ft (20 ft Sphere)
- Components: V, S, M (a small snowflake)
- Duration: Instantaneous
A small ball of blue and white energy leaves the point of your finger and upon impact explodes, giving a large, sharp sound and covering the area with a ice.
Each creature on a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d8 cold damage on a failed save and gain 1 level of Frozen for 1 minute. On a successful save half damage.
The area around the blast zone is covered in thick ice all creature who start or enter the area must make a dexterity save, on a failed save the creature falls Prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Gaseous Form
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a bit of gauze and a wisp of smoke)
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws.
The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Ghostly Clone
3rd-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (Any jewel or gem dust worth at least 50 gp)
- Duration: Concentration, up to 1 minute
Create 2 partly visible clones of yourself that have a armor class of 10 and 1 hp this can not be increased by any means other than wish.
The clones go immediately after your turn they will do exactly what you want them to do without needing to communicate with them they cannot cast a leveled spell or use a action on there first turn and will disappear if they die or you break concentration.
If a clone were to cast a spell with a spell slot you will lose the according spell slot until the clone disappears where the spell slot will be returned used.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher increase the amount of clones summoned by one and there hp by 3 per spell level above 3rd.
Ghostly Form
3rd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (13 tiny mirrors)
- Duration: Concentration, up to 1 minute
You create a ghostly mist around you, witch makes you ethereal for the duration of spell. During the spell duration attacks made from nonmagical, silver, null ore , holy or demon weapons are made with disadvantage and if the attacks would hit they deal half damage.
Glass Mirror
3rd-level conjuration
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (three slivers of glass, a pinch of sand)
- Duration: Concentration, up to 1 minute
This spell summons a up to 4 magical glass mirrors within range that reflect light in to concentrated beams of light. Make a range spell attack for each beam.
On hit each beam deals 4d6 radiant damage and this beam can attack from any direction that you can see and any creature who is behind cover and you as long you can see a spot behind the cover you can hit the creature.
Each mirror have 20hp hp and you can as a reaction when targeted by range spell attack move the mirror to the the attack. On hit the mirror takes the full damage.
Additionally If you use your reaction to block a spell that deals Radiant damage or have the keyword light in it, you can try to reflect the spell back. Make a range spell attack if you hit the spell is reflect back and the creature who casted the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher. The spells damage increases by 1d6 for each level. Beyond 4th level,
Glacial Pass
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot line)
- Components: V, S, M (a clear gemstone worth at least 10 gp)
- Duration: Concentration, up to 1 minute
You cause a 5-foot square of ice shards to rise out of the ground then move in a 30-foot line. Creatures in that line that it passes through to make a Dexterity saving throw, a creature takes 5d8 cold damage on a failed save, or half as much damage on a successful one.
The shards leave a wake of ice in their path, causing the ground to become difficult terrain for 1 minute.
You may also choose as a reaction to teleport to the location of the shards at anytime, however doing so ends the movement of the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Glyph of Warding
3rd-level abjuration
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
- Duration: Until dispelled or triggered
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Hypnotic Pattern
3rd-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
- Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Haste
3rd-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a shaving of licorice root)
- Duration: Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Hunger of Imhotess
3rd-level conjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a pickled octopus tentacle)
- Duration: Concentration, up to 1 minute
You open a gateway to the dark between the realm of the living and the real of dead, a region infested with undead horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration.
This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away.
No light, magical or otherwise, can illuminate the area. Each creature must make a wisdom saving throw or take 4d6 necrotic damage and become Blinded for 1 minute. On a successful save half damage.
Additionally Any creature who enters or start its turn with the 20-foot-radius after the spell has been casted must make a constitution saving throw , or take 2d4 necrotic damage and the area with in the radius becomes difficult terrain.
Incite Greed
3rd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a gem worth at least 50 gp)
- Duration: Concentration, up to 1 minute
When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you.
Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner.
While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Intellect Fortress
3rd-level abjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 hour
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Iron Maiden
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a iron nail)
- Duration: Instantaneous
You summon an iron maiden around one target Small or Medium. The target must succeed an dexterity save on a filed save on failed save the doors slam shut around them, dealing 8d8 piercing damage and the creature gains 2 levels of Bleed for 1 minute. On a successful save half damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 5th and you can use the spell on targets of Large size.
Ice Eruption
3rd-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a splash of water))
- Duration: Concentration, up to 1 minute
A bright streak flashes from your pointing finger or a blue ball from your mouth to a point you choose. Ice spreads across the ground in a 30-foot square starting from a point within range. For the duration, the ice turn the ground in the area into difficult terrain. Each creature in the area when you cast the spell must make a Dexterity saving throw.
A target takes 6d6 cold damage on a failed save and gain 1 level of Frozen for 1 minute. On a successful one save half damage.
If a creature enters the spell’s area for the first time on a turn or starts its turn there the ground erupts in a blossom of ice spikes dealing 1d8 cold damage and the area becomes difficult terrain.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Ice Ballista
3rd-level evocation
- Casting Time: 1 action
- Range: Self (150-foot line) or 15ft cone
- Components: V, S
- Duration: Instantaneous
A frozen ballista bolt of ice pierces through a line 150 feet long and 5 feet. Each creature in the line must make a Dexterity saving throw. A creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one.
Alternatively You can cast this spell as a 15ft-cone, the save and damage is the same.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d8 for each slot above 3rd.
Instill Madness
3rd-level enchantment
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
One creature of your choice within range, that is aware of you and frightened of you, must succeed on a Wisdom save, on a failed save the creature go in to a madding rage an attack any creature within range regardless of its friendly or not.
Invisibility Purge
3rd-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
You surround yourself with a sphere of power with a radius of 15ft that negates all forms of invisibility. Creatures that succeed a Wisdom saving throw against your spell DC prevents this spell from effecting that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, increase the radius by 5ft per spell level.
Invoke Scarecrow
3rd-level enchantment
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (some straw)
- Duration: Concentration, up to 1 minute
You enchant yourself with the powers of a scarecrow and gain it's terrifying powers. For the duration of the spell, you benefit from the following.
- Terrifying Aura. You emit the scarecrows terrifying aura constantly through magic. When a creature enters or starts its turn within 30 feet of you, they must make a Wisdom save, or become frightened of you until the end of their turn. A creature with a Wisdom score of 14 or higher has advantage on the saving throw, and those with a score below 8 automatically fail.
- Tireless Plantkeeper. Just like a scarecrow you are now a tireless worker that stops at almost nothing. You are immune to the poisoned and paralyzed conditions, and automatically succeed on saves against effects which would put you to sleep.
Killing Shadows
3rd-level transmutation
- Casting Time: 1 action
- Range: Self (
- Components: S
- Duration: Instantaneous
You can target a number of creature within a 20-foot radius sphere centered around you. Each creature must make a dexterity or wisdom saving throw. On a failed save the creature shadow warps around the creature dealing 4d6 necrotic damage and the creature is Restrained for 1 minute. On a successful save half damage.
Additionally if a creature dies from this spell its shadow becomes a Shade witch is under your control for the next 8 hours. You can control up to 2 Shades at any time.
At Higher Levels. When you cast this spell using a spell slot of 4 or higher the damage increases by 1d6 for each spell slot above 3rd used
Life Flower
3rd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
You create a seed of positive energy that buries into the ground at a point within range, and blossoms into a golden flower with a 10-foot radius sphere of golden energy.
Each ally at the start of each of its turns regain a number of hp equal to a 1d8 + spell mod. This spell has no effect on undead or constructs.
The flower have 30hp and a Ac 17.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create an additional seed for each slot level above 3rd. A creature cannot benefit from this spell more than once per turn.
Lightning Charge
3rd-level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V
- Duration: Instantaneous
You turn yourself into a bolt of lightning, blasting straight in a 60-foot and 5-feet wide line in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 5d6 lightning damage on a failed save, or half as much damage on a successful one.
You must end this charge in an unoccupied space at the end of the line. This charge does not go through obstructions like walls and you do not trigger opportunity attacks.
Additionally A creature wearing heavy metal armor or is made from metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Lightning Spike
3rd-level evocation
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
You evoke a spike-shaped bolt of lightning and viciously stab with it. Make a melee spell attack against a target within range, dealing 1d12 lightning damage on a hit. Hit or miss, the bolt explodes, striking the target and everything nearby.
Each creature except for you within 10 feet of the target must make a dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much on a successful one.
Additionally A creature wearing heavy metal armor or is made from metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the secondary explosion deals an additional 1d12 lightning damage for every slot level above 3rd.
Lock of Guilt Heart
3rd-level enchantment
- Casting Time: 1 action
- Range: self 10-foot radius,
- Components: V, S, M (an amount of iron or steel equal to at least 30 GP)
- Duration: 24 hours
A heavy lock that extends out of the victim and locks shut around their very heart and soul. As an action, you may stir up guilty feelings in your target and use this lock on those who have guilt in their hearts.
Choose one target in a 10-foot radius, forcing them to make a Wisdom saving throw. Should they fail, the lock will attach to their heart and soul, giving them disadvantage on all Charisma checks and saving throws and halving their movement speed.
Should they succeed, the lock will fail to attach and the target will be safe from further attacks by the lock for 24 hours.
The lock is invisible to everyone except you. Once the lock attaches, it will not detach until the remaining hours have passed or you dismiss it as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time the lock remains on the victim increases by 8 hours for every level above third.
Life Transference
3rd-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You sacrifice some of your health to mend another creature's injuries. You take 2d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Litch Blade
3rd-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A bladed weapon of your choice)
- Duration: 1 minute
You wreathe your blade in the glowing energy of life and death. On a successful attack roll, the weapon deals its normal damage, along with 2d6 necrotic damage.
You regain hit points half the amount of necrotic damage you deal, and you can convert this into temporary hit points if your regular hit points are at maximum.
If you don't want to get hit points back or temporary hit points you can recover spell slots proportional to the damage you deal. Recovering a spell slot requires you to deal 30 per level of spell slot.
Lightning Ammunition
3rd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 3d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
Additionally A creature wearing heavy metal armor or is made from metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Lightning Bolt
3rd-level evocation
- Casting Time: 1 action
- Range: 100 ft
- Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
- Duration: Instantaneous
You shoot a lightning bolt, witch explode on impact. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. On a failed save the creature takes 6d6 lightning damage on a failed save and become Stunned and half as much damage on a successful one.
Additionally A creature wearing heavy metal armor or is made from metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Magic Circle
3rd-level abjuration
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
- Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:
- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Major Image
3rd-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bit of fleece)
- Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a dung eater's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
Magma Explosion
3rd-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a tiny shard of obsidian and sulfur)
- Duration: Instantaneous
A burning ball of magma flashes from your hand to a point you choose within range and then blossoms with a low roar into an explosion of magma and flames.
Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 fire damage and 4d6 bludgeoning damage on a failed save and starts to Burn for 1 minute, or half as much damage on a successful one.
Additionally the area becomes difficult terrain for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Mass Healing Word
3rd-level evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
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.
Meld into Earth
3rd-level transmutation (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 8 hours
You step into earth or a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Minute Meteors
3rd-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (niter, sulfur, and pine tar formed into a bead)
- Duration: Concentration, up 1 minutes
You create four tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell—and as a bonus action on each of your turns after you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes.
Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
Mage Plate
3rd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a shield)
- Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and an immensely protective magical force surrounds it until the spell ends.
The target’s base AC becomes 15 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time the lock remains on the victim increases by 8 hours for every level above third.
Maw of Hunger
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V,S, M (a mouse trap made of tin)
- Duration: Concentration, up to 1 minute
You create a three-row toothed trap made of solid stone that springs right below a creature you can see in range. The trap is a 10-foot diameter cylinder that is 30 feet tall. A target that is completely inside the cylinder must make a Dexterity saving throw.
On a failed save, the target takes 5d8 bludgeoning damage, and it is restrained for the duration of the spell. On a successful save, the target takes half as much damage and isn't restrained. A creature restrained by the trap can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. If you cast this spell using a spell slot of 5th level or higher, the trap is a 15-foot diameter cylinder that is 40 feet tall. If you cast this spell using a spell slot of 8th level or higher, the trap is a 20-foot diameter cylinder that is 50 feet tall.
Melody of Lasting
3rd-level enchantment (ritual)
- Casting Time: 1 minute
- Range: Self (60 foot sphere)
- Components: V, S, M (An instrument, three other willing creatures)
- Duration: Concentration, up to 1 minute
You and three or more willing creatures within range begin an infectious song that compels nearby creatures to be impenetrable to anything that may wear them down. When the spell is cast, all creatures within range of your choice are cured from stunned, paralyzed, or incapacitated.
Message to the Masses
3rd-level enchantment
- Casting Time: 1 actions
- Range: 1 mile
- Components: V, S
- Duration: Instantaneous
Form a sentence of 20 words or less. The sentence is beamed into the mind of every creature in range in one language they understand, so long as they know a language and have an Intelligence score of 4 or higher. You may determine any number of creatures that are untargetes by this spell. moderation, as constant use of this spell can deteriorate some cognitive aspects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 1 mile for every level above 3rd.
Mind Torture
3rd-level enchantment
- Casting Time: 1 actions
- Range: 60 feet
- Components: V, S, M (an onyx worth at least 150 gp)
- Duration: Instantaneous
A bolt hits a creature in range, and great pain takes over the targets mind. The target must make a Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and falls prone. If the target succeeds on its saving throw, it takes half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the target takes an additional 1d6 damage for each slot level above 3rd.
Midas Curse
3rd-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a gold idol worth at least 120 gp)
- Duration: Concentration, up to 1 minute
You point you finger at a creature within range, a say the words Chrysós Thánatos as a golden light surround the creature.
The creature must make constitution saving throw, or take 1d12 psychic damage and becomes petrified as ts body is slowly turning in to solid gold. On a successful save half damage.
If the creature dies from this spell it becomes false gold and can be sold for small amount of gold.
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.
Night Glim Curse
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A crown of dark blue, glowing light appears around a creature head. The creature must make a wisdom save, on a failed save the creature takes 3d8 necrotic damage and become cursed for the duration of the spell.
A creature with this curse have a 1d10 penalty to all attacks and is Blinded and if the creature rolls a 10 or lower on a attack the creature takes half of the damage to itself.
On a successful save the creature takes half damage and is not cursed.
Night Guardians
3rd-level conjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V
- Duration: Concentration, up to 1 hour
You call forth dream creatures to protect you. They flit around you to a distance of 20 feet for the duration. This spell may only be cast at night or under the night sky. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.
An affected creature’s speed is halved in the area and it can no longer take reactions, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes either 3d8 psychic or 3d8 cold damage (your choice, made when the spell is cast).
On a successful save, the creature takes half damage. moderation, as constant use of this spell can deteriorate some cognitive aspects.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Nondetection
3rd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
- Duration: 8 hours
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
Phantom Steed
3rd-level illusion (ritual)
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
Plant Growth
3rd-level transmutation
- Casting Time: 1 action or 8 hours
- Range: 150 feet
- Components: V, S
- Duration: Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell using 1 action and choose a point on the surface of a body of water, you can choose the following effect instead of the spell's normal effect:
Algal Bloom. This spell channels vitality into the water within a 100-foot radius circle on the surface of a body of water, causing a sudden bloom of life. The surface of the water in the area becomes opaque, covered by vibrant red algae, and the water in a 100-foot-radius, 100-foot-tall cylinder extending down from the surface in the area becomes unbreathable. Creatures within the cylinder that can breathe water are unable to breathe. Additionally, each creature that starts its turn in the cylinder must succeed on a Constitution saving throw or become poisoned until the start of its next turn.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Protection from Energy
3rd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Parasitic Bound
3rd-level necromancy
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
- Range: 60 feet
- Components: V, S
- Duration: up to 1 minute
A coil of flesh tendril out from your body, and seeks out a target to leech onto. Choose one creature in range which isn't an undead or construct. They must make a Dexterity saving throw, or be latched onto by the coil.
While the coil is latched, whenever you take damage, you only take half of what you would normally, as this spell's target takes the other half.
A creature can try to cut the of the tendril of by making a melee attack with disadvantage or make a strength saving throw to rip the tendril of.
Pincushion
3rd-level abjuration
- Casting Time: 1 reaction, which you take in response to being damaged by range attack within 100 feet of you that you can see
- Range: 100ft
- Components: V, S
- Duration: Concentration, up to 1 minute
You weave a magical barrier around yourself, specifically made to catch and return projectiles. When you are targeted by a ranged weapon attack and hit you can reduce the damage by 5d6.
If the damage would be reduced to 0, it is reflected back to the attacker, you roll a range attack if hit the attacker the attacker takes 5d6 piercing damage.
At Higher Levels. When cast at 4th level or higher, the damage is reduced by 1d6, and the returned damage is increased by 1d4, for every level above 3rd.
Pulse Wave
3rd-level evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: Instantaneous
You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one.
And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.
Power Stride
3rd-level transmutation
- Casting Time: 1 action
- Range: self
- Components: V,
- Duration: 1 minute
Your body becomes super enhanced, reaching speeds that can kill others. For the duration of the spell, you gain the following benefits.
- Your movement speed doubles, however, you can only take the Dash action.
- Opportunity attacks cannot be made against you.
- Whenever you move past a creature's space that you were directly beside, they must make a Constitution saving throw, taking 2d6 force damage on a failure. They cannot be forced to make this saving throw more than once every turn. When the spell ends, a wave of lethargy passes over you, causing you to be stunned until the start of your next turn.
At Higher Levels. When cast at 4th level or higher, increase the force damage by 1d6 for every level above 3rd.
Phalanx Guard
3rd-level abjuration
- Casting Time: 1 reaction
- Range: Self
- Components: V, S
- Duration: 1 round
An invisible barrier of magical force stretching in a 15 by 15 foot wall appears in front of you. Anyone directly behind this barrier has 3 quarters cover, including against the triggering attack, and they take no damage from magic missile.
Additionally the spell can make one attack on a creature that moves within 5ft or as a opportunity attack when a creature moves away from the barrier. On a hit the spell deals 5d6 piercing damage.
Remove Curse
3rd-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
At your touch, all minor curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
However, this spell do not remove higher level curses like Black Rot
Revivify
3rd-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
- Duration: Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Radiant Pulse
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A Star Rose Quartz worth at least 100gp)
- Duration: Instantaneous
You channel the power of sun directly down from the sky on a target or a point in range.Radiant energy explodes from the targeted point, striking all hostile creatures within a 20 foot radius sphere.
Each must make a Dexterity saving throw. A creature takes 8d6 Radiant damage on a failed save, or half as much on a successful save.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. . When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each level above 4th.
Razor Leaf Storm
3rd-level Transmutation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S, M (a green leaf)
- Duration: Instantaneous
You fling scores of razor-sharp leaves, which fly and cut into all creatures in a 30-foot cone originating from you, but then disappear.
Each creature in the area must make a Dexterity saving throw, taking 5d6 slashing damage and gain 1 level of Bleed for 1 minute or half that much on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Reality Rift Slash
3rd-level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: S, M (a melee weapon)
- Duration: Instantaneous
You create a large cut in the fabric of space and time and hurl away from you in a straight line. A line of distorted energy emanates from you in a line that is 60 feet long and 5 feet wide in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 5d10 force damage on a failed save, or half as much damage on a successful one. The line of energy passes harmlessly through non-magical objects, ignoring non-magical cover.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can either choose to increase the damage by 1d10 or the range by 20 feet for each individual slot level above 3rd.
Red Chili Peppers
3rd-level conjuration
- Casting Time: 1 action
- Range: 60ft
- Components: S,V
- Duration: Concentration, up to 1 minute
You cause magical vines of red chili peppers to sprout from the ground in a in a 20-foot radius Sphere centered on that point. Each creature within the radius must make a dexterity saving or strength saving throw. On a failed save the creature is wrap in the vines and and take 3d8 fire and is Restrained and grappled for 1 minute. On a successful save half damage.
Additionally after the spell duration is over the vines disappears but the Chili Peppers are left behind and can be used in cocking.
Additionally the area where the vines are summoned becomes difficult terrain
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, it deals an additional 1d8 damage for every level above 3rd
Repairs
3rd-level transmutation
- Casting Time: 1 minute
- Range: 50ft
- Components: V,S,M (a metal file, a bit of string, and a few drops of glue)
- Duration: Instantaneous
You magically restore up to 4 objects or constructs from damage.
Repairs a damaged object as per the mending spell, but has no limit on the number of tears or breaks in the object. The spell can also be used to restore hit points to a damaged construct. If used in this fashion, it will repair 3d6 hp.
At Higher Levels. When you cast this spell using a spell slot of 4 or higher it will restore an additional 1d6 hit points to damaged constructs for each slot level above 3rd.
Rusting Sands
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (any item that contains sand)
- Duration: Concentration, up to 1 minute
Brilliant green sand springs from the caster and quickly devours any objects in its path. Choose one creature or object within range. They must make a Dexterity saving throw or take 8d6 acid damage or half damage on a successful save.
Every nonmagical object made of iron or wood not being worn or wielded by the target becomes rusted or rotted.
Nonmagical armor made of iron or wood gains a 1 levels of Corrosive for every turn for duration of the spell.
Nonmagical weapons made of iron or wood gain a 1d12 penalty to attack rolls and damage rolls for 1 minute
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Sapping Smite
3rd-level necromancy
- Casting Time: 1 bonus action
- Range: Self
- Components: V,
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 3d8 necrotic damage to the target a.
Additionally, the target must succeed on a Constitution saving throw or have a 1d20 penalty to all strength check and save.
On a successful save half damage.
At Higher Levels. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.
Scarecrow
3rd-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, M (a miniature scarecrow made from hay and cloth with two buttons for eyes worth 10 gold)
- Duration: Concentration, up to 1 minute
A large scarecrow appears for the duration in an unoccupied space of your choice that you can see within range. The scarecrow is treated as an object and has an AC of 15 and 20 hit points.
It lasts for the duration or when it is destroyed. The scarecrow occupies that space and all creatures can move through its space as if it was difficult terrain. You awaken the sense of mortality in all affected creatures within range. A construct or an undead is immune to this effect.
Any creature hostile to you that is within 90 feet of the scarecrow and has visual sight on it and any creature within 30 feet of the scarecrow even if it has no visual sight must succeed on a Wisdom saving throw or become frightened of you until the spell ends.
The frightened target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. If the scarecrow is destroyed, all creatures affected by it are no longer frightened .
Scatter Banish
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (leaves, crushed and thrown in the air when casting)
- Duration: Instantaneous
You target one point within 60 feet. Each creature within 10 feet of that point must make a Charisma saving throw.
On a failure, the creature is teleported to a random unoccupied space within 60 feet of the previous location by DM's Choice. This spell cannot place a target in direct danger, such as above a deep pit, in fire, or up in the air.
If the the creature is Huge or larger, they make the saving throw with advantage.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you may target one additional creature for every two slots above 3rd.
Searing Light
3rd-level evocation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Instantaneous
Focusing divine power like a ray of the sun (or moon), you project a blast of light from your open palm. Make a ranged spell attack against a creature within range, dealing 5d6 radiant damage on a hit.
This light is sunlight. Creatures hit by this spell must make a wisdom saving throw. On a failed save, it becomes blinded for 1 minute.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, it deals an additional 1d8 radiant damage for every level above 3rd
Seeking Projectile
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a range weapon)
- Duration: Concentration, up to 1 minute
You touch a piece of ammunition to imbue it with magic to increase the chance to hit the target. When used to attack that creature, the attack roll has advantage.
Serpentine Shape
3rd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
For the duration of the spell, your body becomes more like a snake, though you retain all your previous faculties. You gain a swimming speed of 30 feet. If you already have a swimming speed, increase it by 30 ft.
Your mouth also grows venomous fangs, with which you can make an unarmed strike. If you hit with this attack, you deal 2d6 poison damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for your bite increases by 1d6 for each slot level above 3rd.
Serrated Gus
3rd-level conjuration
- Casting Time: 1 action
- Range: Self (100-foot line)
- Components: V, S, M (a cluster of broken glass)
- Duration: Instantaneous
A barrage of whipping, lashing wind howls from your hand to abrade your enemies, in such force that the air cutting sound can be heard up to 50 feet away.
Each Creatures in a 100 foot line, 5 feet wide originating from you must make a Dexterity saving throw. If a creature fails the saving throw, it takes 7d6 slashing damage, is pushed 5 feet away from the line and knocked prone. On a successful save, it takes half that damage.
Sharp Shadows
3rd-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 hour
Shadows coalesce around you, and harden to points. Whenever a creature targets you with a melee attack, grapled or moves within 10ft of you, it must make a dexterity saving throw or take 4d6 necrotic damage. On a successful save half damage.
Additionally the spells range becomes 20ft when in darkness or in shadows.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher add 2d4 damage for each 2 spell slots above 3rd
Snakes of Darkness
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You launch a hissing snakes of pure darkness from your hand. Make a ranged spell attack against a creature within range. On a hit, the target takes 6d8 necrotic damage and the creature constitution save on a failed save the creature become Paralyzed for 1 minute. On a successful save the takes half damage.
Additionally the spell attack is made with advantage when in darkness or in shadows.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you increase the damage it deals by 1d8 for each slot level above 3rd.
Slime Ball
3rd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (A vial of pitch and acid worth at least 10 gp, which the spell consumes)
- Duration: Instantaneous
A sticky sphere of slime appears in your hand, witch you blast and explodes on impact at a point that you can see. Each creature with a 20-foot radius Sphere centered on that point must make dexterity saving throw. On a failed save the creature takes 5f6 acid damage and Restrained for 1 minute.
Additionally If the creature wearing nonmagical armor it must make a constitution saving throw or gain 1 level of Corrosive for the duration. However if the creature rolls a nat 1 on the constitution saving throw it cumulative -1 penalty to the AC it offers. If the creature armor reach 5 levels bellow its maximum Ac (15-5 =0) the armor destroyed.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage in all instances increases by 1d6 for each slot level above 3rd.
Soul Spear
3rd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
- Duration: Instantaneous
You create a spear from soul energy against a creature within range that you can see. Make a ranged spell attack against that creature, dealing 8d6 necrotic damage on a hit and the creature must make constitution save witch, on a fail gives 1 level of Exhaustion to a maximum of 4 for 1 minute. On a a successful half damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d6 for each slot level above 3rd.
Sound Burst
3rd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a stringed or percussive instrument)
- Duration: Instantaneous
You emit a concussive sound wave, a cone of noise emanating from 20ft up in the air downwards towards a point within range, damaging creatures within the area. Each affected creature must make a Constitution saving throw.
On a failed save, a creature takes 2d8 thunder damage and is stunned for 1 minute. On a successful save, the creature takes half as much damage and isn't stunned and Deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
In addition, the spell emits a painfully loud chord audible out to 600 feet.
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
Speak with Images
3rd-level transmutation (ritual)
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (a paintbrush bristle)
- Duration: 10 minutes
You cause a character in an image or art piece (such as a painting, sculpture, ect.) to come to life and begin speaking. For the duration, the target can speak and understand a language you know, see and hear, and recall events that occurred in the past 24 hours as if the target could see and hear during that time. The target cannot remember events that occurred before or during its creation. The target takes on a personality and alignment befitting of the type of creature it represents.
Additionally A magic user can spend 7 days infusing a painting or any other pieces of art. After 7 days the painting gains a level of sentient equal to that of a humanoid.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the target will be able to remember events that occurred further into the past. 3 days if cast at 4th level, 1 week if cast at 5th level, 1 month if cast at 6th level, 3 months if cast at 7th level, 1 year if cast at 8th level, or since the target was first created if cast at 9th level.
Spell Breaking Smite
3rd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon shines with divine power and deals an extra 3d8 radiant damage to the target, sundering its ability to cast spells.
Until the spell ends, the creature has disadvantage on concentration checks, and whenever the creature attempts to cast a spell, it must make a wisdom save, on a failed save the spell fails and the spell slot you used is wasted.
Additionally This spell ignores spells like mirror image.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Storm Front
3rd-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (an acorn from a tree struck by lightning)
- Duration: Instantaneous
You fire a thin bolt of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 lightning damage and you can teleport to a space within 5 feet of the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Strength of Shadows
3rd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
The absence of light begins to enhance both you and your spells. While you are in dim light or darkness, you gain the following benefits:
- Your movement speed increases by 15 feet.
- You gain a +10 bonus to Dexterity (Stealth) checks.
Summon Anthill
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an antenna)
- Duration: 1 minute
Choose an unoccupied space of dirt, soil, or sand within range. With a rumble underfoot, an anthill appears in the chosen space, followed by a swarm of ants.[ The summoned ants are friendly to you and your companions, and they take their turn(s) immediately after yours.
You can issue commands to them telepathically during the spell's duration, which they follow. If you don’t issue any commands to them, they take no actions, even to defend themselves. When the spell ends, any remaining ants return home.
For the duration of the spell, you can use a bonus action to cause a new swarm of ants to appear from the anthill's space if there are no other swarms remaining.
Additionally the area where the anthil where summoned becomes difficult terrain
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon one additional swarm of ants during the initial casting for each slot level above 3rd.
Sword of Protection
3rd-level abjuration
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a magical sword that start hovering 4 ft over the ground. Until the end of the spell duration or your lose of concentration, the magical sword will defend you. have 80hp.
The sword doesn't take a full square and can share it's space with an medium sized creature. You gain +1 Ac while being at 15ft or less from the magical sword.
Every turn, the magical sword may make a melee spell attack against a creature of your choice within 5 ft of it. On a hit, the target takes 2d8 + your spell casting ability modifier damages.
As a bonus action every turn, you can move the sword up to 20 ft, to a maximum of 60 ft from you. You can also cast this spell and then hold the sword in your hands, allowing you to pretend to use the weapon yourself.
Additionally you can as a reaction when target by a melee attack that you can see within range. You can move the sword to protect yourself from the attack. The sword takes the full damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 min for every spell slot levels above 3rd.
Sending
3rd-level evocation
- Casting Time: 1 action
- Range: Unlimited
- Components: V, S, M (a short piece of fine copper wire)
- Duration: 1 round
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
Sleet Storm
3rd-level conjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a pinch of dust and a few drops of water)
- Duration: Concentration, up to 1 minute
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Stomp of Force
3rd-level evocation
- Casting Time: 1 action
- Range: Self 20-foot-radius sphere
- Components: V, S
- Duration: Instantaneous
You stamp the ground beneath your feet and a burst of energy expands outwards. Each creature within range must make a Strength saving throw.
On a failed save, a creature takes 6d6 force damage and is pushed up to 10 feet away from you and is knocked Prone. On a successful save, a creature takes half as much damage and isn't pushed away from you or knocked Prone.
At Higher Levels. When you cast this spell using a spell slot of 4th Level or higher, the damage is increased by 1d6 for each spell slot above 3rd.
Slow
3rd-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a drop of molasses)
- Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Speak with Plants
3rd-level transmutation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: 10 minutes
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.
Speak with Dead
3rd-level necromancy
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (burning incense)
- Duration: 10 minutes
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy.
This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Spirit Guardians
3rd-level conjuration
- Casting Time: 1 action
- Range: Self (15-foot radius)
- Components: V, S, M (a holy symbol)
- Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Spirit Shroud
3rd-level necromancy
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder or water. (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
Stinking Cloud
3rd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a rotten egg or several skunk cabbage leaves)
- Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range of the cloud. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature who enters or start of its turn within the could must make a Constitution save, on a failed save the creature start to Suffocate and gain 1 level of Poisoned for duration of the spell.
Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A creature who start or enter the could must make a constitution save or become Suffocate and Poisoned.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Summon Fey
3rd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a gilded flower worth at least 300 gp)
- Duration: Concentration, up to 1 hour
You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Summon Shadowspawn
3rd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (tears inside a gem worth at least 300 gp)
- Duration: Concentration, up to 1 hour
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Summon Undead
3rd-level necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a gilded skull worth at least 300 gp)
- Duration: Concentration, up to 1 hour
You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Screaming Bell
3rd-level necromancy
- Casting Time: 1 action
- Range: Self (30 foot cone)
- Components: V, S, M (A small bell made of brass or gold)
- Duration: Instantaneous
You ring a small skull bell and cause it to emit a screaming sounds. Each creature in a 30-foot cone must make a wisdom save. On a failed save the creature takes 8d6 necrotic and is Frightened for 1 minute. On a successful save a creature takes half as much damage and is not knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher increase the damage by 1d6 for each slot level above 3rd.
Star Rain
3rd-level evocation
- Casting Time: 1 action
- Range: 60ft
- Components: S
- Duration: Instantaneous
You call upon powers of the star for help to defeat a creature. Each creature with in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 8d4 radiant damage and become Dazed for 1 minute. On a successful save the creature takes half damage.
Additionally any creature within the radius is covered in star dust witch gives them disadvantage on saving throw against being charmed and on Stealth checks for 1 minute.
At Higher Levels. When you cast this spell using a spell lot of 4th level or higher, the damage increases by 1d4 for each level above 3rd.
Tiny Servant
3rd-level transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: 8 hours
- Spell Lists. Bard, Dancer , Druid, Huntsman, Mage(Wizard/ Sorcerer), Slayer, Warlock
You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the Sprite for stat block for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Tongues
3rd-level divination
- Casting Time: 1 action
- Range: Touch
- Components: V, M (a small clay model of a ziggurat)
- Duration: 1 hour
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Turn Over
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You attempt to swap places with one other creature within 60 feet. Point your finger at the creature you wish to swap with and force them to make a Wisdom saving throw. If they fail, you both teleport to each other's position. The target must be the same general size as you or smaller. A creature can sallow for the teleport without a save.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases to 120 feet.
Thunder Step
3rd-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Umber Stride
3rd-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (A ferret's skull or a petrified rat's paw)
- Duration: Instantaneous
When you cast this spell, you select an unoccupied space that you can see within 60 feet of yourself. You instantly teleport to that point as you pass through the shadows, and every creature within 10 feet of that space must make a Constitution saving throw or take 3d8 necrotic damage as they are assaulted by necromantic energy. Creatures take half damage from this spell on a successful saving throw.
Additionally creatures have disadvantage on save when its in darkness or in shadows.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher you deal an additional 1d8 necrotic damage for each spell level above 3rd.
Undead Non-Living Bomb
3rd-level necromancy
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Instantaneous
You send spores in a 10-foot radius to a location in range that you can see. All the undead with in range must make a constitution save, on a failed save the creature explode in a a 10-foot radius and take 4d10 necrotic damage, taking half damage on a successful save.
If the explosion hits a dead body or a pile of bones, the spores will infect that and explode in a 5-foot radius with the same save, but 1d10 necrotic damage instead.
At Higher Levels. At higher levels: If you cast this spell with a spell slot of 4th or higher, it deals 1d10 bonus damage for each slot level above 3rd.
Unholy Scream
3rd-level necromancy
- Casting Time: 1 action
- Range: Self (30 ft-Cone)
- Components: S
- Duration: Concentration, up to 1 minute
You scream a horrific scream of dark energy centered in a 30-foot cone of dark energy centered on you. Each creature in that radius must make a wisdom save. On a failure, the creature takes 4d10 necrotic damage and is Frightened for 1 minute. On a successful save half damage.
Unholy Frenzy
3rd-level abjuration
- Casting Time: 1 action
- Range: 40 feet
- Components: V, S, M (a small skull or voodoo doll)
- Duration: Concentration, up to 10 minutes
Choose a creature you can see within range. You infuse its mind and body with death energy, sending it into a killing frenzy. The target must make a Wisdom saving throw. On a failed save, the target goes into a frenzy for the duration of the spell.
While in a frenzy, the creature must use its movement to move towards any creature it can see that it can reach this turn if possible, and then use its action to attack that creature. It cannot cast spells or maintain concentration on any spell except this one while in a frenzy, and it cannot choose not to kill a creature that it reduces to 0 hit points.
For the duration of the spell, whether or not the target failed its saving throw, its body is infused with unholy power. The creature’s melee weapon attacks deal extra damage equal to your Charisma modifier, and whenever it uses the Attack action, it makes one more attack than usual.
At the start of each of its turns, it takes 2d6 necrotic damage. This damage can’t be reduced or prevented in any way.
Vampiric Blade
3rd-level necromancy
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S, M (a drop of blood and a ruby worth át least 50 gp)
- Duration: Concentration, up to 1 minute
This spell imbues a wielded weapon with negative energy and with a successful melee attack, drains the life from an opponent, renewing the caster. On a hit, the target suffers the attack's normal effects as well as 6d6 necrotic damage. The caster regains half the necrotic damage as HP
At Higher Levels. when you cast this spell using a spell slot of fourth level or higher, the damage increases by 1d6.
Viktor's Soul Splinter
3rd-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: 1 minute
You splinter your soul into four green lashes that surround you. As a bonus action on each of your turns, you can force one of these lashes to strike at a target, after which they fizzle out. Make a ranged spell attack. On a hit, the target takes 4d4 + 1 necrotic damage and Frightened for the duration of the spell.
Additionally You can chose to deal half damage to force the creature to make a constitution saving throw or take a 2d4 extra damage for 1 minute whenever the creature takes necrotic, psychic, or radiant damage.
At Higher Levels. When you cast this spell using a slot of 4th level or higher, you create one additional lash for each slot above 3rd. If this spell is cast as an 8th level or higher spell, you may hurl two lashes as a bonus action each round.
Viktor's Dark Transport
3rd-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: 1 round
After casting this spell, you immediately polymorph into a swarm of bats. However, you retain your Intelligence, Wisdom, and Charisma scores, and you cant do attack actions or cast spells when in the swarm form.
Instead, whenever you pass through a creature’s space while in this form, you can force them to make a dexterity save. On a failed save the take take 6d6 necrotic damage and you regain hip equal to half the damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage is increased by 1d6 for each slot level above 3rd.
Venomous Web
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 turn
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
At the beginning of each turn the creature is restrained by the spell, they must make a Constitution saving throw. On a failed save the creature takes 8d6 poison damage and gains 1 level of Poisoned for the duration.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Water Tempo
3rd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
Your body becomes sufficed with the essence of running water, which gradually increases in speed. When you cast this spell, and at the start of your turn, you gain the following benefits.
- Your movement speed increases by 10 feet.
- Your Dexterity score increases by one, to a maximum of 30. Your speed and Dexterity score return to normal after the spell ends.
Water Wave
3rd-level transmutation
- Casting Time: 1 action
- Range: Sealf 30ft-cone
- Components: S, M (at least a 5 foot cubes worth of water in range)
- Duration: Instantaneous
You pull all of the loose water in range into one area, as it coalesces into a much larger, watery weapon. Each creature within the cone must make a dexterity saving throw. On a failed save the creature takes 4d6 water damage and is soaked for 1 minute, and is pushed 20ft away. On a successful save half damage.
if the creature hits a object like a wall the creature takes 1d8 bludgeoning damage.
If you hit a other creature both of you must make a strength saving throw or dexterity saving throw or take 1d4 bludgeoning damage and become prone
At Higher Levels. When cast at 4th level or higher, the damage cap increases by 3d6 for every level above 3rd.
Water Walk
3rd-level transmutation (ritual)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a piece of cork)
- Duration: 1 hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
Water Breathing
3rd-level transmutation (ritual)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a short reed or piece of straw)
- Duration: 24 hours
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Cannon
3rd-level evocation
- Casting Time: 1 action
- Range: Self (50-foot line)
- Components: V, S
- Duration: Instantaneous
You unleash a spout of water that blasts out in a line 50-foot long and 10 foot-wide-line. Creatures in the area must make a Strength saving throw, or take 6d6 water damage and becomes Soaked for 1 minute and be pushed to an open space at the end of the line away from you.
If there is no open space to move to (for example they would move into a wall or another creature), they are pushed to the closest space and take an additional 2d6 bludgeoning damage and are knocked prone. On a successful save, they take half as much damage and are not pushed.
Wall of Water
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a drop of water)
- Duration: Concentration, up to 10 minutes
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and spells, attack or ability that deal fire damage is halved if the fire effect passes through the wall to reach its target.
Spells, attack or ability that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen).
Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
A creature passing throw the wall become Soaked for the duration of the spell.
Wall of Sand
3rd-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a handful of sand)
- Duration: Concentration, up to 10 minutes
You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement.
A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.
Wall of Winds
3rd-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a tiny fan and a feather of exotic origin)
- Duration: Concentration, up to 1 minute
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss.
(Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
Wings of the Phoenix
3rd-level transmutation
- Casting Time: 1 reaction, when you would be reduced to 0 hitpoints
- Range: Self
- Components: M (a phoenix's feather)
- Duration: Instantaneous
As you are struck down, your body surges with a fiery burst of renewed energy. When you are reduced to 0 hit points, you can regain 3d4 hit points instead. After you regain hit points with this spell, fiery wings sprout from your back granting you a flying speed of 40 feet, which lasts until the spell ends.
4th level
Arcane Eye
4th-level divination
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a bit of bat fur)
- Duration: Concentration, up to 1 hour
You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Abyssal Invocation
4th-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (a drop of blood)
- Duration: Concentration, up to 10 minutes
You call upon a creature of the abyss to wield their power as your own.
Roll 1d4:
| d4 | Effect |
|---|---|
| 1 | You call upon the powers of a demon of rage. Your Strength modifier is increased by 2. Your movement speed is increased by 15 ft. |
| 2 | You call upon the powers of a demon of greed. Your spell save DC is increased by 2. Your movement speed is reduced by 15 ft. |
| 3 | You call upon the powers of a demon of suffering. When you hit a creature, it must succeed on a Constitution save or be paralyzed for one minute. |
| 4 | You call upon the powers of a demon of death. When you hit a creature, the creature takes an additional 4d10 necrotic damage. You gain temporary hit points equal to half of the necrotic damage dealt. |
After the spell ends, you take one level of exhaustion to to a maximum of 4.
Agonizing Smite
4th-level Necromancy
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack before this spell ends, the weapon sends waves of excruciating pain through the creature's body, and the attack deals an extra 5d8 necrotic damage to the target.
Additionally, the target must make a Constitution saving throw. On a failed save is cursed with a agonizing pain. At the start of each of that creature's turns it takes 1d6 necrotic damage and must make a Constitution saving throw or take a 1d10 penalty to all saving throws and Concentration saves.
Anesthesia
4th-level Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S,
- Duration: Concentration, up to 5 minutes
When you cast this spell at a creature, they fall under the effect of an extremely powerful anesthetic, completely blocking their sense of pain. If or when a creature affected by this spell falls below 0 hit points, they don't fall unconscious. They can keep going as normal, with temporary hit points witch equals 2d6.
After these hit points end, the spell ends and the creature falls unconscious. If the target is stabilized after falling they take 1 level of exhaustion to a maximum of 4.
Aura of Lava
4th-level Abjuration
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V,
- Duration: Concentration, up to 4 hours
You radiate an aura of comforting warmth out to a range of 30 feet, and for the duration this aura moves with you, centered on you. Your body glows with dim light out to a range of 30 feet.
You and every nonhostile creature in this range has resistance to cold damage and can comfortably endure even the coldest of climates.
Within the duration, you can use your action to kindle a small and controlled orbs of magma, witch can be used as small projectiles. Make a range spell attack witch on hit deals 2d4 fire damage and 1d4 bludgeoning damage on a hit.
Black Smog of Death
4th-level Necromancy
- Casting Time: 1 action
- Range: Self (30 foot cone)
- Components: V, S, M (A pouch of sand)
- Duration: Concentration, up to 1 minutes
A blast of black dust emerges to form a cone of death. Each creature in a 30-foot cone must make a Constitution saving throw.
A creature takes 5d8 necrotic damage on a failed save and must make a second Constitution saving throw, gain 1 of Death Rot on a failed save. On a successful save half damage.
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 5th.
Banishment
4th-level abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an item distasteful to the target)
- Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Blight Curse
4th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save and is inflicted with Blight. On a successful save half damage. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Bane Ammunition
4th-level Necromancy
- Casting Time: 1 bonus action
- Range: Touch
- Components: V,S
- Duration: Concentration, up to 1 minutes
You touch a nonmagical ranged weapon that uses ammunition, infusing it with nature's power. For the duration, when you attack with the weapon using nonmagical ammunition and hit your favored enemy, the target must make a wisdom save. On a failed save the creature is under the Bane Curse for the duration of the spell.
Barrier
4th-level Abjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V,S
- Duration: 1 hour
You send a protective barrier around a willing creature within range. The barrier has 8d8 hit points. Any time the targeted creature would take damage, the barrier takes damage instead. While the barrier has more than 0 hit points, the targeted creature has a +1 bonus to armor class. If the damage reduces the barrier to 0 hit points, the creature takes the remaining damage and the spell ends.
The spell ends if you cast this spell on another creature while your barrier’s hit points still remain.
Black Arrow of Nekrazh
4th-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
For the duration, any time you hit with a ranged weapon attack, you deal an extra 3d4 necrotic and 1d6 poison damage. The humanoid must make a Constitution save gain 1 level of Death Rot for the duration of the spell.
If the creature die by the poison its immediately be raised as zombie for the next 8 hours.
Blade Lightning
4th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a sprig of pine, and a twig from a tree that has been struck by lightning)
- Duration: Concentration, up to 1 hour
You create a sword made from lightning for the duration. The sword deals 5d8 lightning damage on a hit and the creature must make a constitution save or become Stunned for the duration of the spell.
Additionally A creature heavy wearing armor made of metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Blood Teleport
4th-level conjuration
- Casting Time: 1 reaction
- Range: Self
- Components: V, M (your own blood shed as result of damage you have taken)
- Duration: Instantaneous
As a reaction to taking damage, you can teleport to an unoccupied space that you can see or have seen, up to four times your movement speed away from your original position. The attacking creature must make a dexterity save, on a failed save the the creature takes 4d4 necrotic damage and you regain hp equal to half the damage.
Additionally If the attacking creature have the Bleed status effect on them they roll the dexterity save with disadvantage.
Bone Wall
4th-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minutes
You causes a wall of bones to erupt from the earth. The wall can be whatever shape you desire as long as its base is solidly on the ground, but it cannot be conjured so that it occupies the same space as a creature or another object.
Though solid, the wall has many small openings and gaps, and creatures on either side have cover and concealment against attacks from the opposite side.
The bone wall is an object that can be damaged and thus breached. It has AC 12 and 40 Hit Points per 10-foot section, and it is vulnerable to fire and radiant damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a pile of bone.
The wall can from a claw witch you use as a bonus action it can use as a melee weapon with a range of 15ft, on hit the claw deals 6d6 piercing damage.
Charm Monster
4th-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 hour
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Compulsion
4th-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you.
Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.
Confusion
4th-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (three nut shells)
- Duration: Concentration, up to 1 minute
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Confusion Behavior
| d10 | Behavior |
|---|---|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
| 2-6 | The creature doesn't move or take actions this turn. |
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 9-10 | The creature can act and move normally. |
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Conjure Minor Elementals
4th-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:
- One elemental of challenge rating 2 or lower
- Two elementals of challenge rating 1 or lower
- Four elementals of challenge rating 1/2 or lower
- Eight elementals of challenge rating 1/4 or lower.
An elemental 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 has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Conjure Shadow Demon
4th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)
- Duration: Concentration, up to 1 hour
You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you.
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts.
Conjure Woodland Beings
4th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (one holly berry per creature summoned)
- Duration: Concentration, up to 1 hour
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
- One fey creature of challenge rating 2 or lower
- Two fey creatures of challenge rating 1 or lower
- Four fey creatures of challenge rating 1/2 or lower
- Eight fey creatures of challenge rating 1/4 or lower
A summoned creature 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 have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
Corrosive Aura
4th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
A corrosive green mist pours off from you in an aura with a 20 foot radius. The area within the aura is lightly obscured. Each creature within the aura when it appears must make a Constitution saving throw. A target takes 4d8 acid damage on a failed save and gain 1 level of Corrosive for the duration of the spell. On a successful save.
Any creature that moves within the aura for the first time on a turn or ends its turn there must also make this saving throw at that time.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher the damage increases by 1d8 for each slot above 4th.
Control Water
4th-level transmutation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a drop of water and a pinch of dust)
- Duration: Concentration, up to 10 minutes
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
- Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
- Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
- Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Control Air
4th-level transmutation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a pinch of dust)
- Duration: Concentration, up to 10 minutes
Until the spell ends, you control any freestanding air inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As a bonus action on your turn, you can repeat the same effect with a different center, direction and/or targets or choose a different one.
- Redirect Wind. You cause the air in the area to move in a direction you choose, from one point to another within the cube, even if this wind has to blow over obstacles, up walls, or in other unlikely directions. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the wind have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. The air in the area moves as you direct it, but once it moves beyond the spell's area, it continues to move in the orginal direction you chose until the spell ends or you choose a different effect. Any creature in the wind's path, if it is strong and when this option is cast, must succeed on a Constitution saving throw, or be pushed 15 feet to the wind's direction, and fall prone.
- Defenestrating Sphere. You create a 30 feet radius sphere of extremely compressed air centered somewhere within range. You compress the air inside the sphere to the point it bursts, creating an extremely loud thunderous sonic boom, that can be heard up to 300 feet away. Every creature inside the sphere must make a Constitution saving throw. If it fails the saving throw it takes 4d8 thunder damage, is deafened for 1 minute, and is pushed 20 feet away from the center. If it succeeds, it only takes half damage.
- Tornado. You cause a tornado to form in the center of an area within range. The tornado forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object within 25 feet of the vortex when it is cast is pulled 10 feet toward it. A creature can walk away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature is 10 feet from the vortex and it starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 force damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to walk away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
When an object or creature is caught in the vortex, it takes 2d8 bludgeoning damage; this damage also occurs at the beggining of its' turn, each round it remains in the vortex.
-
Accelerating Gale. Up to two allies that you can see within range are enveloped in fast whirlwinds, allowing them to be as swift as the wind. For the duration and they have the following benefits:
-
+1 bonus on melee and ranged attack rolls
-
Speed increased by 10 feet
-
Damage rolls from melee and ranged attacks deal 1d8 extra force damage. In addition, the attack gains benefits based on whether it is melee or ranged:
-
Melee. The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.
-
Ranged. The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property
-
Constricting Currents On your command, the air forms into bands of swirling wind, much like shackles, around one huge or smaller creature, or up to 3 medium or smaller creatures that you can see within range. It must make a Strength saving throw. If it fails the saving throw it is restrained and lifted 10 feet into the air. A creature can make a Strength saving throw at the end of each of its turns. On a successful save, the creature breaks free and is not longer affected by the spell. To keep the creatures restrained, you must use your action on each of your turns. As a bonus action, on your turn, you can move a single creature affected by this spell 20 feet through the air. The creature moves slowly, and maintains the height of 10 feet above the ground.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8 / 1d6 for each slot level above 4th.
Diamond Shard Blast
4th-level conjuration
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: V, S, M (a diamond or other kind of jewel worth at least 100 gp)
- Duration: Instantaneous
Adventurers have learned how to make copies of precious stones thanks to diancie. You hold up your jewel and a million different copies of it fly out and hit any creatures in the range. Those creatures must make a Dexterity saving throw to escape the diamonds or take 4d10 piercing damage on a failed save and half damage successful save.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you add 1d10 piercing damage or increase the range by 5 feet for every level above 4th.
Death Ward
4th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 8 hours
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Dimension Door
4th-level conjuration
- Casting Time: 1 action
- Range: 500 feet
- Components: V
- Duration: Instantaneous
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Dominate Beast
4th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
Elemental Bane
4th-level transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, poison, radiant, thunder or water. The target must succeed on a Constitution saving throw or be affected by the spell for its duration.
The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d8 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends
.At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Ebony Void Tentacles
4th-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
- Duration: Concentration, up to 1 minute
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 necrotic damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 necrotic damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.
Echoes
4th-level evocation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a tiny tin gong or cymbal)
- Duration: Concentration, up to 1 minute
Choose one creature you can see within range. For that creature, every sound is amplified and reverberates with distressing loudness. The creature must make a Constitution saving throw.
On a failure, the creature is deafened and has disadvantage on all attack rolls and ability checks. A creature immune to the deafened condition automatically succeeds on its saving throw.
At the start of each of its turns, and each time it takes damage, the target can make another Constitution saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
Explosion of Death
4th-level necromancy
- Casting Time: 1 reaction when dropped to 0 hp
- Range: self 20-foot radius Sphere centered on you
- Components: V, S, M (the hand of a dead humanoid)
- Duration: Instantaneous
You unleash necromantic energy when dropped to 0hp all creature within range must make a constitution saving throw. On a failed 4d10 necrotic damage and 2 levels of Death Rot for 1 minute. On a successful save half damage.
However this spell will heal any undead creature within its radius equal to the damage you rolled. If the undead was already at max hp it gains temporary Hit Points equal to half the damage.
Additionally If you kill 1 creature that was within 10ft of you regain 1d6 of your hp back.
Additionally If a creature dies from this explosion you it is rises as a Zombie. You control the zombies for 1 Hour.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher The damage of the spell increases by 1d10 per slot level above 4th.
Enroot
4th-level transmutation (ritual)
- Casting Time: 1 action
- Range: Self, 60ft
- Components: V, S, M (Leaf from an Oak tree)
- Duration: Concentration, up to 1 hour
This spell transforms you or other creatures (excluding undead and constructs) that you can see within range into a new form. An unwilling creature must make a Constitution saving throw. On a failed saving throw, the creature’s legs become stuck and rooted to the ground as they turn into wood. Their skin, hair, nails, etc will turn to bark and branches will grow from the upper part of their body as they turn into a tree, still with many of their original features.
Their speed becomes 0ft, the area 5ft surrounding them becomes difficult terrain,their AC becomes 11 and their gear is absorbed into the wood. The target will be treated as unconscious. Casting this on a creature performing their death saving throws will stabilize them. Once the spell ends, the wood cracks and falls away from their body. Over the next hour, the wood rots and breaks away, leaving nothing behind.
While under the effects of the spell, the target is in a form of stasis, which mean that processes that happen over time such as growing, aging or spells that last for a certain period are paused until the effects of the spell end.
At Higher Levels. Casting it at 5th-level spells extend the effects to 3 hours, 6th-level spells extend it to 12, 7th-level spells extends it to a day and without needing concentration, 8th-level spells extends it to a week without needing concentration, and 9th-level spells extend the duration to a month without needing concentration.
Enspell
4th-level transmutation
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S, M (Leaf from an Oak tree)
- Duration: Concentration, up to 1 minute
Choose one damage type from acid, cold, fire, lightning, poison, radiant, thunder or water. Upon casting this spell, any or all creatures you choose within 15 feet of you have their weapons infused with magical energy corresponding to that damage type.
For the duration, the affected creatures' weapons are magical, and on a hit deal an extra 3d6 damage of the type you chose. Any affected weapon loses this property if loses contact with the affected creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for every two slot levels above 4th.
Fire & Water Shield
4th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a bit of phosphorus or a firefly)
- Duration: 10 minutes
Thin and layer of flames or water wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The light provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Freedom of Movement
4th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
- Duration: 1 hour
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Find Greater Steed
4th-level conjuration
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.
You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. Dragonnel Steeds With the DM's permission, a paladin can summon a spirit in the form of a dragonnel using the find greater steed spell, which appears in Xanathar's Guide to Everything.
False Vision
4th-level illusion
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S, M (he ground dust of an emerald worth at least 100 gp, which the spell consumes)
- Duration: Concentration, up to 10 minute
Cast upon becoming aware that you or something else within 30 feet of you are being magically spied upon, you create an illusory image or thoughts that will be detected instead. At the same time, you and everything else of your choice that is within that radius become invisible to the scrying method. This spell cannot be cast preemptively; it only functions after a divination spell has been cast on you.
Force Bulwark
4th-level evocation
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S, M (Shavarran chert dust)
- Duration: 2 minutes
A small hum of power and a slight blurring of your outline surrounds your body for the duration, making white noise in a 10-foot radius. You can end the spell early by using an action to dismiss it.
The energy provides you with a force shield that can dull piercing or slashing damage. The force shield grants you resistance to slashing damage or piercing damage, your choice when you cast this spell.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield partially rebounds the attack causing the attacker to take 2d8 force damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher The damage of the spell increases by 2d8 per slot level above 4th.
Guardian of Nature
4th-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
- Your walking speed increases by 10 feet.
- You gain darkvision with a range of 120 feet.
- You make Strength-based attack rolls with advantage.
- Your melee weapon attacks deal an extra 2d8 force damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
- You gain 10 temporary hit points.
- You make Constitution saving throws with advantage.
- You make Dexterity- and Wisdom-based attack rolls with advantage.
- While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Gravitational Well
4th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You manipulate gravity in a 20-foot radius Sphere centered on that point that you can see within range. Each creature must make a strength saving throw. On a failed save the creature takes 3d10 force damage and have there speed reduced by 15ft and have disadvantage on all attack and dexterity saving throws for the duration of the spell. A creature can reapte the save at the start of each of that creature's turns.
Additionally flying creature automatically fails the saving throw and take 1d8 extra force damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Giant Insect
4th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
Grasping Vines
4th-level conjuration
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 40 feet of it that you can see. Make a melee spell attack on hit the vines deal 6d6 bludgeoning damage and must make a dexterity or Strength saving throw.
On a failed save the creature becomes Restrained and Grappled for the duration of the spell. at the start of each of your turns you can pull the creature closers to the center of the vines. That creature must succeed on a Strength saving throw or be pulled 10 feet directly toward the vines.
Additionally the area becomes difficult terrain for 1 minute.
Greater Invisibility
4th-level illusion
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
Glacial Blast
4th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a small ice crystal)
- Duration: Instantaneous
You exhale a blast of freezing mist at a target in range. The target must make a Dexterity saving throw. The target takes 6d8 cold damage on a failed save, or half as much damage on a successful one.
If the target of this spell fails the saving throw it is encased in ice and becomes restrained and gains 2 levels of Frozeb for 1 minute. At the start of each of that creature's turns it can make a strength saving throw to break free.
At Higher Levels. . When you cast this spell using a spell slot of 5th level or higher, it deals an additional 1d8 cold damage for every spell slot level above 4th.
Gravity Hammer
4th-level transmutation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Instantaneous
Select a 10-foot cube in range. All creatures and objects in that cube are abruptly weighed down with crushing levels of gravity. All affected creatures must make a Strength saving throw.
A flying or swimming creature falls 90 feet directly downward on a failed save, or 30 feet on a success. If the creature impacts the floor, it takes 8d8 force damage for every 10 feet fallen, and falls prone if it failed the saving throw.
A grounded creature suffers 4d6 force damage and falls prone on a failed save. On a success, it takes half as much damage and doesn't fall prone.
Grasping Shadows
4th-level evocation
- Casting Time: 1 action
- Range: 90 feet, 20 feet square
- Components: V, S, M (a small ice crystal)
- Duration: Concentration, up to 1 minute
For the duration, shadowy tentacles fill a 20-foot square on ground that you can see and turn it into difficult terrain.
When a creature enters the area for the first time or starts its turn there, it must pass a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained until the spell ends. If a creature is already restrained by the tentacles, it takes 3d6 bludgeoning damage.
The restrained creature can use its action to make a Strength or Dexterity check of its choice. On a success, it frees itself but takes 2d4 bludgeoning damage.
Additionally creatures have disadvantage on save when its in darkness or in shadows.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage dealt by the tentacles increases by 1d6 for each spell slot level above 4th, as does the damage dealt when the creature frees itself.
Grass of Death
4th-level transmutation
- Casting Time: 1 bonus action
- Range: 80ft
- Components: V, S, M (a freshly plucked blade of grass)
- Duration: Concentration, up to 1 minute
You transform a large patch of grass in to sharp spikes. Each creature within a 20ft cube must make a dexterity saving throw. On a failed the creature 4d8 slashing damage and 2 levels of Bleed for 1 minute. On a successful save half damage.
Additionally Any creatures who enters or starts within the cube must make a dexterity saving throw or take 3d8 slashing damage and there speed is reduced by 10ft.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher The damage of the spell increases by 1d8 per slot level above 4th.
Hallucinatory Terrain
4th-level illusion
- Casting Time: 10 minutes
- Range: 300 feet
- Components: V, S, M (a stone, a twig, and a bit of green plant)
- Duration: 24 hours
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
Hands of Elements
4th-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Choose acid, cold, fire, lightning, poison, radiant, thunder or water. Until the spell ends, you can use an action to hurl a blast of energy of the chosen type up to 120 feet. Each creature in a 10-foot-radius sphere must make a Dexterity save, taking 4d6 damage on a failed save, or half as much on a success.
At Higher Levels. The damage increases by 1d6 for each slot level above 3rd.
Harkons Light
4th-level necromancy
- Casting Time: 1 action
- Range: Self (5-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
You are surrounded by rings of glowing black and yellow lights that oscillate in a cylindrical pattern around you, shedding dim light in a 10-foot radius and dim light for another 10 feet. You can end the spell early by using a bonus action to dismiss it.
Any creature who starts or enters within range must make a constitution saving throw or take 4d10 necrotic damage and 1 level of Death Rot for the duration.
at the start of each of that creature's turns they must make a constitution saving throw or take 2d6 necrotic damage.
If a creature dies by the spell and they are within 10ft of you. You regain a number of hit points equal to 2d6.
Hell’s Gaze
4th-level necromancy
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S, M (A crystallized Basilisk eye)
- Duration: 1 minute
Your very gaze releases life-disrupting energy. You create a 60 foot long beam. Any creature that enters the area or starts their turn within it must make a Constitution saving throw, or take 2d10 fire damage, and 2d10 psychic damage and half as much on a successful save.
On a failure, they are also Frightened. At the end of their turn, they may reattempt the save, ending the Frightened on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, this spell deals an additional 1d10 damage for every level above 4th.
Hunger/Thirst Curse
4th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a handful of black sand)
- Duration: Concentration, up to 1 Hour
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose to curse the target with magical Hunger or Thirst.
- Hunger. While cursed, the target suffers from overpowering hunger, and must consume at least one quarter of a pound of food every minute or take psychic damage equal to your proficiency score. When the target begins their turn and they can sense food nearby, they must make a Wisdom saving throw to resist compulsively seeking it out and consuming it. Any substance that is even barely edible is counted as food this effect. Creatures that don't need food to survive (including creatures for whom eating is physically impossible) have advantage on their saving throws. On a success, the target is immune to this effect for the next 30 minutes.
- Thirst. While cursed, the target suffers from overpowering thirst, and must drink at least one eighth of a liter of water every minute or take psychic damage equal to your proficiency score. When the target begins their turn and they can sense something to drink nearby, they must make a Wisdom saving throw to resist compulsively seeking it out and consuming it. Any liquid that is physically possible to consume is counted as drinkable for this effect. Creatures that don't need water to survive (including creatures for whom drinking is physically impossible) have advantage on their saving throws. On a success, the target is immune to this effect for the next 30 minutes. A remove curse spell ends this effect.
Ice Storm
4th-level evocation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a pinch of dust and a few drops of water)
- Duration: Instantaneous
A storm of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Additionally ice turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d10 for each slot level above 4th.
Ice Lance Drill
4th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: S, M (An Icicle)
- Duration: Instantaneous
A large icicle, similar in size to a lance moves, is hurled towards the target, make a ranged spell attack, dealing 1d12 piercing damage and 6d8 cold damage on a hit.
The target must then make a Constitution saving throw or be stunned for one round. This spell automatically fails against creatures made of fire, melting before it is able to touch their body.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of cold damage dealt increases by 1d8 for every level above 4th.
Instant Audience
4th-level illusion
- Casting Time: 1 action
- Range: Self (60-foot radius)
- Components: V,S,M (a small collection of various items such as buttons and coins, and a live mouse, which vanishes for the duration of the spell but reappears, unharmed, when the spell is over)
- Duration: 4 hours
You conjure an semi-real audience. Every minute for the next five minutes, 1d4 people will enter the area as if just coming in from the outside (they do not poof into existence). They appear to be a mix of people appropriate for the circumstances and location. When it’s appropriate, they will applaud, chit-chat, and eat available snacks.
If it’s appropriate for the circumstances, they may flirt or act as bullies. They do not talk about themselves at all, as they have no history or true knowledge beyond trivia you yourself might know. Nor do they leave the area. When the spell’s duration ends, or you dismiss the spell, the audience members leave in the same way they came in.
The members of the audience do not fight in any manner. They have an AC of 10 and 1 hp, and will instantly vanish if harmed in any manner.
Illumination
4th-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S,
- Duration: Concentration, up to 10 minutes
A creature or object you touch begins to shed bright, pure light out to a radius of 60 feet, and dim light out to a radius of 120 feet. This light is daylight. Several effects occur within the bright light created by this spell:
- Anything within the bright light faintly glows, and the sound of its movement echoes. Every creature gains a +5 bonus to its passive Perception and advantage on Wisdom (Perception) checks to notice anything touched by the light.
- Any invisible creature within this bright light appears as a shadowy figure resembling its concealed form, negating the effect of being invisible to creatures that can see the figure.
- Any creature or object that is magically altered to change its form (or apparent form) appears as a stark black version of itself while it remains within the bright light.
- If any of this bright light overlaps with an illusion or an area of darkness created by a spell cast at a lower level, the spell that created the darkness or illusion is dispelled.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, its duration increases to 1 hour. When you cast this spell using a spell slot of 8th or 9th level, its duration increases to 8 hours.
Instrument of Life
4th-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cube)
- Components: V, S
- Duration: Instantaneous
When you cast the spell, a melodic tune sings out that is heavenly to your allies ears but ghastly to enemies. When casted, allied creatures within the 15 foot cube heal 2d4. However, when enemy creatures hears this tune, they must make a Wisdom saving throw otherwise take 2d4 thunder damage and become deaf until their next turn..
At Higher Levels. When you cast this spell using a spell slot of 5 or higher, you gain 1d4 per spell slot for damage as well as health gained back.
Know the True Form
4th-level Divination
- Casting Time: 1 action
- Range: Touch
- Components: V,
- Duration: Concentration, up to 1 hour
One creature you touch gains the ability to see the original form of any creature that has changed its shape or had its shape changed by another effect, such as through shapeshifting, polymorphing, or transformation via lycanthropy. This does not grant the ability to see through illusions.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for every two levels above 4th.
Locate Creature
4th-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a bit of fur from a bloodhound)
- Duration: Concentration, up to 1 hour
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Laborer's Bane
4th-level conjuration
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You quickly construct a structure, part of a structure, or an object in a 20 foot square within range.
The materials required to make this must be within 30 feet of the square, and cannot be manipulated in any way by the spell, other than moving and bending bendable items(thin metal pipes for example). Materials must be loose in order to be used(trees rooted in the ground, and bricks still attached to houses cannot be used).
You must concentrate for the full minute, or else the creation falls apart. Any creature that takes up the space the structure would is harmlessly pushed out of the way, into the next closest square.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the size of the square is increased by 10 feet for every level above 4th.
Lava Burst
4th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You cause lava to burst from the ground, make one range range attack. Each creature in a 20-foot radius sphere centered point must make a dexterity save, on a failed save or 6d8 fire damage and gains 1 level of Burn fro 1 minute. On a successful save half damage.
Additionally whenever creature enters of start within the radius it must make a constitution sabing throw or become under the effect of Heat Metal Hex for the duration.
Additionally the area becomes difficult terrain for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage and the necrotic damage each increase by 1d8 for each spell level above 5th.
Love Stealer
4th-level enchantment
- Casting Time: 1 action
- Range: touch
- Components: V, S
- Duration: 12 hours
You attempt to beguile a humanoid that you are touching. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If it has any personal hatred towards you (this is decided at the DM's transgression), it has advantage on it's Wisdom save.
While the target is Charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey.
You can make the command as simple to as complex as you want, with as many details as you want. If the creature is not receiving further direction from you, it defends and preserves itself to the best of its ability and acts as if you are it's "true love".
Every 2 hours, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level it lasts for 14 hours. At 6th it lasts for 18 hours and at 7th level it lasts 24 hours
Light Branding
4th-level evocation
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S,M (moonlight)
- Duration: 24 hours
As light from the sun or moon begins to solidify, you turn it into a harsh, scarring flare. Choose one creature in range. They must make a Wisdom saving throw or be branded. Whenever a branded target starts their turn or enters within light, they take 5d6 radiant damage, or twice as much when in bright light. When they fail the save, the target can retry after an hour, ending this spell on a success.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When cast at 5th level or higher, increase the damage by 1d6 for every level above 4th.
Moon Light Burst
4th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M(a moonstone worth 100gp)
- Duration: Instantaneous
A cold light flashes from your pointing finger to a point you choose within range then blossoms with a soundless radiance. Each creature in a 20-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 radiant damage and 4d6 cold 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 add 1d6 to each damage type.
Major Stasis
4th-level transmutation
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You point at one thing in range weighing 1 ton or less, and cause them to be stopped in time. An unwilling creature may make a Wisdom to be unaffected, and on a failed save, may retry it at the end of their turn in order to end the spell early.
The target becomes paralyzed, and cannot be moved by anything less than a DC 18 Strength (Athletics) check, moving them 5 feet in one direction on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target something that weighs an extra two tons for every level above 4th.
Necromancer's Enervation
4th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You release a black ray of crackling negative energy from your pointed finger that suppresses the life force of any creature it strikes.
Make a ranged spell attack against a creature within range. On a hit, the target takes 6d8 necrotic damage, and must make a constitution saving throw or have there maximum hit points are reduced by an amount equal half the damage dealt. This reduction to the target's maximum hit points lasts until the target finishes a long rest.
A creature that has its maximum hit points reduced to 0 by this spell dies. A humanoid slain by this spell rises as a zombie under your control at the start of its next turn.
If the target has the Spellcasting feature, it loses its highest-level spell slot remaining, to a maximum of 4th level. This spell has no effect on constructs or undead.
Necrotic Rebuke
4th-level necromancy
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
- Range: Self
- Components: V, S, M(a small flower, which shrivels and dies when the spell is cast)
- Duration: Instantaneous
You channel massive amounts of necrotic energy, which overflows into others. Whenever you are hit by a attack and deals damage to you. you point your hand at the attack and release a deadly beam of black and green lighting.
The creature must make a dexterity save, on a failed save the creature takes 4d10 necrotic damage and half on a successful save .
If the creature drops to 0 hp and is killed by the necrotic magic it gets turned in to a zombie or skeleton for 4 hours.
At Higher Levels. When cast at 5th level or higher, the bonus damage and damage dealt on a failed save both increase by 1d10 for every level above 4th.
Phantasmal Killer
4th-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Polymorph
4th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a caterpillar cocoon)
- Duration: Concentration, up to 1 hour
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Poof
4th-level illusion
- Casting Time: 1 reaction, which you take in response to being targeted by a melee attack
- Range: Self
- Components: V
- Duration: 1 round
A momentary poof of smoke obscures you, and as it clears you appear to have disappeared into thin air. You teleport 30ft away and become invisible until the end of your next turn.
Phantom Orchestra
4th-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V,S,M - an instrument and a pinch of dust
- Duration: Concentration up to 5 Minutes,
You cause a instrument to float autonomusly and play a song that you decide. The song must feature the used instrument in some way, but can replicate additional instruments, as if an orchestra of ghosts is filling out the missing instruments. The song you play can influence people's emotions to drive your audience forward, or pull adversaries down, if they are within 30ft of the instrument.
Choose what effect fits the song your instrument is playing.
- Rallying Song A Rallying Song is a high tempo song that aids in the flow of battle while uplifting the spirits of those affected. 6 creatures of your choice within 30ft of the Orchestra gain 1d10 temporary hp, and can choose to add 1d4 to attack rolls and Saving Throws.
- Melancholy Melody A Melancholy Melody can be a slow mournful song, or so very aggressive that it shakes the will of intent from a creature, 6 creatures of your choice in 30ft must make a Wisdom saving throw, on a failure the creatures must roll 1d4 and subtract that number from their attacks and saving throws and their movement is halved for the duration.
- Inspiring Tune An Inspiring Tune is a rugged work song that keeps work flow strong. Creatures within range gain advantage on ability checks for work quality for crafting or repairs as well as Constitution Saving Throws from overworking.
As the song concludes, the instrument used as a material for this spell will gently lower to the ground over the course of 1 round as the magic fades.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the amount of creatures affected, or dice rolled is increased by 1 for each level higher than 4th. Casting this spell with a spell slot of 6th or higher removes the Concentration component of this spell.
Positive Energy Aura
4th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V,S
- Duration: Concentration, up to 1 minute
You project an aura of positive energy that makes healing more effective. Do not cast it while fighting trolls or any creature that have regeneration.
For the duration, if a creature within 30 feet of you regains hit points, they gain an additional hit points equal to 1d8 + your spellcasting ability modifier. The regained hit points must have been the result of an instantaneous effect (such as a spell, potion or regeneration.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the healing increases by 1d8 for each slot level above 4th.
Putrid Mist
4th-level necromancy
- Casting Time: 1 action
- Range: 90ft
- Components: V, S, M (Some zombie flesh)
- Duration: Concentration, up to 1 minute
You create a necrotic mist in a 20-foot radius sphere centered around the point. Each creature within the radius must make a Constitution saving throw. On a failed save the creature takes 5d8 necrotic damage and gain 1 levels of Death Rot for 1 minute and cant take any bonus actions or reactions for 1 minute. On a successful save half damage.
Additionally Any creature who enter or starts its its turn within the radius after the spell have been casted must make a Constitution saving throw or take 1d8 extra necrotic damage.
Additionally the area becomes difficult terrain and is heavily obscured for 1 minute.
Radiant Absorption
4th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You raise your hands to the sky, as you begin to absorb the positive energy surrounding everything. You regain hit points equal to 3d4.
On following turns while the spell is still active, you can take another action to regain these hitpoints again. If you are in natural sun light you regain 6d4 hp.
Rend
4th-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
The caster weakens a creature’s mind, leaving them vulnerable for a time. A target must make a Intelligence saving throw. On a failed save the creature takes 3d4 psychic damage. On a successful save half damage.
Additionally at the start of each of that creature's turns it must make a Intelligence saving throw or take 1d4 additional physic damage for 1 minute. If the creature rolls a nat 1 on the saving throw it cant take any bonus action or reaction for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, it deals an additional 1d4 psychic damage for every level above 4th.
Rusting Curse
4th-level transmutation
- Casting Time: 1action
- Range: Touch
- Components: V, S, M (a pinch of rust)
- Duration: Instantaneous
Any nonmagial metal item you touch becomes instantaneously rusts, pitted and worthless, effectively destroyed.
Make a melee spell attack against a creature or nonmagical object no greater than 3 feet in any dimension. If the target was an object, on a hit all metal components of that object are instantly destroyed.
If the target was a creature, on a hit choose either a metal shield or weapon it is wielding, or metal armor it is wearing. That item takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed when it has an AC of 10 or a shield that drops to a +0 bonus is destroyed. Metal weapons in use by an opponent targeted by this spell are more difficult to grasp.
If you hit the weapon with this attack (not the other way around) the metal weapon takes a permanent and cumulative -1 penalty to damage rolls.
If its penalty drops to -5, the weapon is destroyed. Use the AC of the creature wielding the weapon to determine the AC of the weapon. Using this spell to damage weapons provokes an opportunity attack.
Resilient Sphere
4th-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
- Duration: Concentration, up to 1 minute
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without harming anything inside it.
Shadow Flames
4th-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp)
- Duration: Concentration, up to 1 minute
Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light. Until the spell ends, you have resistance to necrotic damage.
You can use your reaction whenever a creature within feet of you makes a melee attack against you or a allied creature the creature must make a dexterity saving throw. On a failed save the creature takes 2d8 necrotic damage and attack misses.
Additionally creatures have disadvantage on save when its in darkness or in shadows.
Scream of Agony
4th-level enchantment
- Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
- Range: Self (20-foot radius)
- Components: V, S, M (dried mandrake root or a banshee's tooth)
- Duration: Instantaneous
You emit a powerful magical scream of pain. Up to six creature within range must make a wisdom save, on a failed save the 10d6 psychic damage, or half as much on a successful save.
If your are below you maximum of hit point, chosen creatures suffer disadvantage on the wisdom save.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage of the spell increases by 1d6 per spell slot level.
Shadow Hand
4th-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S,
- Duration: Up to 1 minute
A dark, floating hand appears and grabs your opponent, leaching their life to aid you. As an action, you select a target and cast this spell, forcing the creature to make a Constitution save. On a failed save the hand latches onto them and deals 4d10 necrotic damage and the creature is Restrained for the duration of the spell.
At the start of your next turn you can as a bonus action sap the creature of its life force, the creature must make a constitution save, on a failed save the creature takes 1d6 necrotic damage and gain one level of Exhaustion to a maximum of three.
Additionally creatures have disadvantage on save when its in darkness or in shadows.
Shake Earth
4th-level transmutation (ritual)
- Casting Time: 1 action
- Range: Self 30ft cone
- Components: S,
- Duration: Instantaneous
You shake the earth in a 30ft cone causing all creatures within that radius to make a dexterity saving Throw, on a failed save the creature is knocked prone and takes 8d8 bludgeoning damage and is stunned. This spell deals double damage to structures.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the radius increases by 20 feet and the damage increases by 1d8
Softwood
4th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a small piece of wood)
- Duration: until dispelled
Choose one humanoid you can see within the spell's range. The target is encased in a layer of wood. This wood places the target in a state of suspended animation that will last until it is exposed to 30 minutes of continuous fresh air.
The person inside is protected from harm and can even resist the forces of falling back to a planet. An unwilling target can attempt a Constitution saving throw to avoid being affected by the spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. All creatures must be within 30 feet of the caster when you target them.
Salem´s Crystal Rain
4th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a floating crystal orb with hovers 30ft over the ground. Each creature in a 10-foot radius sphere centered on that point must make a dexterity saving throw or take 4d10 piercing damage or half damage on a successful save.
The sphere remains for the duration and will rain down more crystal at the start of each of your turns. Any creature who is within the radius must make a second dexterity saving throw or take 2d10 piercing damage.
Additionally the area becomes difficult terrain for 1 minute and any centered who moves within the area takes 5 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d10 for each slot level above 4th
Soul Tide
4th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You release a swarm of souls from below you, each swirling into a target. Make four ranged spell attacks in total against any targets you can see in range, dealing 4d4 necrotic damage on a hit and the creature must make a wisdom saving throw or be Frightened for 1 minute.
At Higher Levels. When cast at 5th level or higher, you initially make one extra attack for every level above 4th.
Soul-Stealing Claw
4th-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
You infuse your hand with necrotic energy in the shape of a claw. Make a melee spell attack against a creature. On a hit, the target takes 5d10 necrotic damage and the creature must make a constitution save, on a failed save the creature gain one level of Exhaustion to a maximum of 3.
On a successful save the creature takes half damage and have disadvantage on all saving throws until the end of the creature next turn.
If the creature dies from this spell its corpse will rise as a Husk
Spiraling Overgrowth
4th-level conjuration
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S, M (a dulled sickle, and an ivy seed))
- Duration: Concentration, up to 1 minute
As you brandish the sickle and throw the seed to a spot within range, a 20 foot radius bush explodes into being. Creatures inside the range must make a Dexterity saving throw, or take 3d6 piercing damage, and be forced out of the bush. It has an AC of 12 and 60 hitpoints, it and the vines it creates vanishing when it dies.
As a bonus action while the bush still lives, you may create up to 5 5-foot squares of vines and plants, which must either be connected to the bush or other squares made in this way. These areas count as difficult terrain, and when someone enters or ends their turn in the area, they must make a Dexterity save or take 2d4 piercing damage.
The bush and it's vines persist after the spell ends, so long as the bush doesn't die.it.
At Higher Levels. When cast at 5th level or higher, the AC of the bush increases by 1, it's hitpoints increase by 5, and the amount of squares you can create at a time increases by 1 for every level above 4th.
Spike Stones Trap
4th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a piece of sharpened stone)
- Duration: 4 hours
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s 20 foot radius sphere moves at half speed.
In addition, each creature moving through the area takes 4d8 piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Dexterity saving throw against to your spell DC to avoid injuries to their feet and legs.
A failed save causes the creature’s speed half their normal speed for 24 hours or until the injured creature receives magical healing. Alternatively, characters can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Wisdom (Medicine) skill check against your spell DC.
Spike stones is a magical trap that has to be perceived by a Wisdom (Perception) skill check against your spell DC to notice it.
At Higher Levels. When you cast this spell using a spell slot of 5th or higher, increase the duration by 1 hour per spell slot above 4th.
Splitting Orb
4th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You conjure a sphere of blue energy and hurl it at a creature or object in range. Make a spell attack against the target. On a hit, the target takes 4d6 force damage.
Regardless whether you hit or miss, the orb splits apart into smaller segments which fly at creatures within a 60 foot radius of the intended target.
Each creature in this radius, must succeed on a Dexterity saving throw or take 2d6 force damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each spell slot level above 5th.
Steal Voice
4th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute
With a silent motion of your hand, you seek to sunder the vocal chords of a creature in range that you can see. The target must succeed on a Intelligence saving throw or become unable to speak understandably for the duration.
The creature can still make unintelligible vocal sounds, but cannot communicate in any known language, and cannot cast any spell which has a verbal component (V). At the end of each of its turns, the creature can repeat its Intelligence saving throw, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Stone Sphere
4th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a stone marble)
- Duration: Concentration, up to 1 minute
You create a polished sphere of stone, 5 feet in diameter. It appears in an unoccupied space of your choice within range and lasts for the duration. The sphere is an object made of stone that can be damaged. It has AC 15 and 250 hit points. Reducing it to 0 hit points destroys it.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, the sphere stops moving and the creature must make a Dexterity saving throw. The creature takes 2d10 bludgeoning damage on a failed save. If you ram the sphere into an object it is automatically damaged, and if this destroys the object the sphere's movement is not halted.
If you do not move the sphere, it may naturally roll down an incline. It does so at a speed of 15 feet on gradients of 1:4, and 30 feet on gradients of 1:2.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Stone Tell
4th-level divination
- Casting Time: 10 minutes
- Range: Self
- Components: V, S
- Duration: 10 minutes
You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone's perspective, perception, and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone.
Stone Burst
4th-level evocation
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S
- Duration: Instantaneous
- Spell Lists. Druid, Huntsman, Mage(Wizard/ Sorcerer)
Choose a mass of stone or earth you can see within range. You displace the chosen earth or stone in an area up to a 10-foot cube, the displaced fountain of churned earth or stone erupting in a direction of your choice, filling an adjacent 10-foot cube with rubble.
Each creature in either area must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature in the first cube that fails its saving throw is also flung into the area of the second cube.
Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area of both cubes increases by 10 feet for each slot level above 4th.
Sun Ward
4th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You call upon the warmth of the sun to protect yourself. For the spell's duration, you shed bright golden light, in a 20-foot radius and dim light for an additional 20 feet, and you have resistance to cold and necrotic damage.
When a creature moves into the radius of the light it must succeed on a Constitution saving throw or take 3d8 radiant damage or half on a successful save.
This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
Spirit of Death Reaper
4th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a gilded playing card depicting an avatar of death worth at least 400 gp)
- Duration: Concentration, up to 1 minute
You call forth a spirit that embodies death itself. Choose a creature you can see within range. The spirit manifests in an unoccupied space that you can see within 10 feet of the target, and the target becomes haunted by the spirit.
The spirit uses the Reaper Spirit stat block. The spirit disappears when it or the haunted creature is reduced to 0 hit points, or when the spell ends. The dm have the stats for the ripper.
The reaper spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you), but it will only attack the haunted creature.
If you don’t issue the spirit any commands, it takes the Dodge action and uses its move to avoid danger
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Sickening Mist
4th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minutes
Dim, greenish mist spreads within a 20-foot-radius sphere centered on a point you choose within range. The mist spreads around corners, and it lasts until the spell ends.
When a creature start or enters the radius, the creature must succeed on a Constitution saving throw or take 3d10 poison damage or half on a successful save.
On a failed save the creature takes a 1d12 penalty to all attacks and saving throws for the duration of the spell. If the creature fails on there next turn they take a 1d8 poison damage.
Stone Shape
4th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
- Duration: Instantaneous
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Storm Sphere
4th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 4d6 lightning damage. The sphere's space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.
Toxic Fumes Trap
4th-level necromancy
- Casting Time: 1 action
- Range: 50 feet
- Components: V,S,M (vial of any poison(consumed))
- Duration: up to 3 hours
Create a toxic gas trap with a 20-foot radius sphere centered on a point within range when triggered the trap release the toxic fumes. Each creature which starts its turn within the cloud must make a Constitution save on a failed save the take 5d10 poison damage and gain 1 level of Poisoned and start to Suffocate for the duration of the spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, expand the clouds size by 5ft in whichever direction you chose for every 2 levels above 3rd level.
Un-Blight
4th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: ,S,M (Hand full of sand)
- Duration: Instantaneous
Transmutation energy covers a creature of your choice that you can see within range, moisturizing and giving vitality to it or causing elemental or entropic creatures to be damaged.
If the target is living, and not a plant, roll a Constitution saving throw, if successful the target regains a number of hit points equal to 4d8 + your spellcasting ability modifier.
If the target is an Fire Elemental, a Construct, or Undead, the target must make a Constitution saving throw or be damaged for 5d8 Radiant damage. On a failed save, the damage or healing is halved.
If you target a mundane plant, or plant creature or a magical plant, it does not make a saving throw, and the spell deals maximum healing to it and cures any poison or disease the plant may have.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage or healing increases by 1d8 for each slot level above 4th.
Vault of Amber
4th-level transmutation (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (5 small amber gems worth 200 gp)
- Duration: Until dispelled
You arrange 5 small amber gems in a loose circle around any non-living materials and trace Transmutative sigils above each of them. All materials within the circle are pulled into the largest of the gems and are stored there, in stasis. The contents do not age, weather, or rot. The gem can hold up to 500lbs of material.
The caster can use an Action to speak a single, chosen word and release the gem's contents onto the ground. Contents are also released if dispelled.
Veil of Compressed Time
4th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Closing your eyes and outstretching your arms and muttering a few Astral words a blue glow envelops your entire body, this extra layer constantly shifts to where any impact is found. When a weapon successfully hits the veil, it releases a small amount of stored energy in a miniature explosion.
Once this spell has been cast, your AC increases by 2 additionally, once you have been hit the target must make a Constitution saving throw or it takes 5d8 Force damage and the spell fades.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's duration increases by an additional minute for each spell slot level above 4th.
Virulent Plague
4th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Choose one target within range. They must make a Constitution saving throw, or take 4d4 poison damage and gain one random status effect roll a 1d4 for the status effect
Additionally at the start of each of its turn, the plague spreads to a new creature within 10 feet of them, and they must make another Constitution saving throw, taking the damage again and gain a random status effect .
| d4 | status effect |
|---|---|
| 1 | Bleed |
| 2 | Poisoned |
| 3 | Death Rot |
| 4 | Exhaustion |
At Higher Levels. . When cast at 5th level or higher, it deals an additional 2d4 poison damage for every level above 4th.
Wall of Fire
4th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a small piece of phosphorus)
- Duration: Concentration, up to 1 minute
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage and gain 1 of Burn for the duration of the spell. On a successful save half damage.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall.
A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
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.
Wall of Tentacles
4th-level Evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M ( a piece of tentacle from a giant octopus or a giant squid
- Duration: Concentration, up to 1 minute
You create a wall of squirming black tentacles on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage, and becomes grappled. On a successful save, a creature takes half as much damage and isn't grappled.
One side of the wall, selected by you when you cast this spell, deals 6d8 bludgeoning damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Web of Fire
4th-level evocation
- Casting Time: 1 action
- Range: 80ft
- Components: V, S, M (A cat's cradle of thread or string coated in phosphorus)
- Duration: Instantaneous
Striking both palms down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them.
Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save and gain 1 level of Burn, or half as much damage on a successful one.
Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one.
The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
Watery Sphere
4th-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a droplet of water)
- Duration: Concentration, up to 1 minute
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it.
On a failed save, a creature is restrained by the sphere and is engulfed by the water ad isSoaked .At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then
Warping Step
4th-level conjuration
- Casting Time: 1 bonus action
- Range: Self (60-foot line)
- Components: S
- Duration: Instantaneous
Designate a point in space you can see. Your body momentarily transforms into invisible force, then rapidly travels to the point in range, before transforming back to your normal form
Any object or creature within a 10-foot wide line between where you cast this spell and the point to which you teleported must make a Constitution saving throw. On a failure, the target takes 5d6 force damage.
As with any spell that has a casting time of 1 bonus action, you can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the range increases by 10 feet and the force damage increases by 1d6 for each level above 4th.
Winds of Change
4th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a fan)
- Duration: Instantaneous
Howling winds swoop in, orbiting a point that you designate within range and rearranging creatures caught within a 40-foot radius. Each creature within the spell’s area is moved to an unoccupied position within the radius roll a d8 for the direction: 1 is North, 2 is South, 3 is East, 4 is West, 5 is Northeast, 6 is Northwest, 7 is Southeast, 8 is Southwest.
If the creature strikes a solid object, it takes 6d6 bludgeoning damage. A creature that fails the Constitution saving throw is left extremely Dazed, and cannot move or take actions until the end of your next turn (it's too busy losing its lunch).
Waterspout
4th-level transmutation (ritual)
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (holy water which the spell consumes)
- Duration: Concentration, up to 1 minute
Generates a large waterspout at a target location up to 120ft away. All creatures within 5 ft of the waterspout must make a Strength saving throw.
On a failed save, they take 3d8 water damage per turn, and are sucked upwards into the air for up to 20ft. On a successful save, they take half damage and are only sucked up 10 ft, but are ejected from the waterspout up to 30ft away
All creatures within 15 ft of the waterspout must also make a Strength saving throw. On a failed save, they are pulled 10ft towards the waterspout.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of this spell increases by 1d8, and the movement range of the waterspout increases by 5 ft, per spell level above 4th.
Zantetsuken
4th-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, M (a weapon that deals slashing damage)
- Duration: Instantaneous
You teleport to an enemy and slash them with a blade, rending them apart. Make a melee spell attack against a creature within range.
On a hit, you teleport to any open space within 5 feet of the target and strike the target with your focus component, dealing 3d12 slashing damage instead of the weapon's normal damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 and the range increases by 10 feet for each slot level above 4th.
5th-level
Animate Objects
5th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Animated Object Statistics
| Size | HP | AC | Attack | Str | Dex |
|---|---|---|---|---|---|
| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |
| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |
| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |
| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |
| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 |
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0.
It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Antilife Shell
5th-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 hour
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Acid Rain
5th-level conjuration
- Casting Time: 1 action
- Range: Self (120-foot cylinder)
- Components: V, S
- Duration: Concentration, up to 1 hour
A dark cloud moves towards your position and starts to unleash a torrent of acid rain. Each creature within range must make a Constitution saving throw or take 3d12 acid damage on a failed save and 2 levels Corrosive for duration of the spell. On a successful save half damage.
Additionally the acid makes a number of large acid puddle, roll a 1d6 for the number of puddle. Each puddle takes up two 5ft square you chose how and any creature who steps on the puddle must make a constitution saving throw or take additional 3d4 acid damage and a 10ft penalty to there movement speed for 1 minute.
Additionally the area becomes difficult terrain for 1 minute.
Banishing Smite
5th-level abjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target.
If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated.
It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Additionally, if this attack reduces the target to 30 hit points or fewer, you banish it.
Blood Rain
5th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a vial of blood from any sapient creature, which the spell consumes)
- Duration: Concentration, up to 1 minute
A red, bloodlike fluid rains down in a 30-foot radius. Creatures other than you which begin their turn in the target area or enter it on their turn must succeed on a Constitution saving throw or take 5d10 necrotic damage and gain 1 level of Bleed for duration of the spell.
Allied undead of yours regain 4d8 hit points when they start their turn in the cylinder, instead of taking damage.
While concentrating on this spell, you can use your action to move the pillar up to 20 feet in any direction.
Blasting Beam
5th-level evocation
- Casting Time: 1 action
- Range: 150 feet (varies with spell slot level)
- Components: V, S, M (a pinch of quartz powder)
- Duration: Instantaneous
A thin, blindingly bright sliver of light up to 150 feet long instantly streaks from your fingertips to any creature or surface, exploding at the point of contact. Make a ranged spell attack against the target.
On a hit, the target takes 3d12 piercing damage, and each creature in a 10-foot-radius sphere centered on the target, including the target itself, must make a Dexterity saving throw. A creature takes 3d8 force damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the piercing damage is increases by 1d12 and the force damage is increases by 18 for each level above 5th. The range increases by 50 feet for each level above 5th.
Controlled Tajectory
5th-level transmutation
- Casting Time: 1 minute
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You gain the ability to manipulate the trajectory and force of physical projectiles by thought. For the duration of the spell, ranged weapon attacks are made against you at disadvantage, and you make the first ranged weapon attack roll on each of your turns with advantage.
When you take damage from a ranged weapon attack, you can use your reaction to reduce the damage of the attack to 0 and re-direct the projectile, making a ranged spell attack against a creature or object within 120 feet of you as part of that reaction.
On a hit, you deal damage to the target as if it was the original target of the attack you re-directed, plus an extra 5d8 force damage. When you do so, the spell ends.
Cloud Kill
5th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save and start to Suffocate and gain 1 level of poisoned.
On a successful save the creature takes half damage. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Commune with Nature
5th-level divination (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V, S
- Duration: Instantaneous
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.
You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Cone of Cold
5th-level evocation
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: V, S, M (a small crystal or glass cone)
- Duration: Instantaneous
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save and become Frozen for 1 minute, and half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Conjure Elemental
5th-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
- Duration: Concentration, up to 1 hour
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.
The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.
Conjure Volley
5th-level conjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (one piece of ammunition or one thrown weapon)
- Duration: Instantaneous
You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw.
A creature takes 8d8 piercing damage and gain 2 level of Bleed for 1 minte on a failed save. On a successful save half damage. The damage type is the same as that of the ammunition or weapon.
Conjure Roc
5th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a gem worth at least 100 gp, which the spell consumes)
- Duration: Concentration, up to 1 hour
You summon a Roc that appears in an unoccupied space you can see within range. The Roc disappears when it drops to 0 hit points or when the spell ends.
The Roc's attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the Roc, which has its own turns. At the start of the Roc's turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gem's value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the Roc and have it obey you as long as you succeed on the Charisma check.
If the check fails, the spell no longer requires concentration and the Roc is no longer under your control. The Roc takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the Roc the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the Roc treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before disappearing.
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours.
The circle is large enough to encompass your space. The summoned Roc cannot cross the circle or target anyone in it while the spell lasts.
Contact Other Plane
5th-level divination (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V
- Duration: 1 minute
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.
On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
Conjure Skeleton Beast
5th-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S, M (an object with a connection to The Dream)
- Duration: Concentration, up to 1 hour
You call forth a two skeletons. two Skeleton Beast appear in an unoccupied area of your choosing, within range.
The Skeleton Beast disappear when they drop to 0 hit points or when the spell ends. The Skeleton Beast are friendly to you and your companions for the duration.
Roll initiative for two Skeleton Beast, which has its own turns. They obey any verbal commands that you issue to them (no action required by you).
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, The number of skeletons increases by 2 for each slot level above 5th.
Control Winds
5th-level transmutation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
- Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
- Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
- Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Control Plants
5th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You attempt to beguile a plant creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Creation
5th-level illusion
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a tiny piece of matter of the same type of the item you plan to create)
- Duration: Special
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal.
The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Creation
| Material | Duration |
|---|---|
| Vegetable matter | 1 day |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine or mithral | 1 minute |
Using any material created by this spell as another spell's material component causes that spell to fail.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Carrion Beetles
5th-level necromancy
- Casting Time: 1 Minute
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
A swarm carrion beetle is called forth to consume a nearby corpse and living creatures. The swarm fills a 10ft cube and have a ac 13 and 50 hp. The swarm can make two melee bite attack witch, on hit deals 5d10 piercing damage and the creature must make wisdom save and gain 1 level of Bleed and become Frightened for the rest of the duration of the spell. You can at the start of each of your turn move the swarm 15ft.
Curtain of Shadows
5th-level divination
- Casting Time: 10 Minutes
- Range: Self
- Components: S
- Duration: 1 Day
Protect an area from attempts to spy upon it, showing only inky darkness. You ward an area up to 100 Square feet and up to 30 feet high immune to magical detection such as Arcane Eye, Scrying, and any abilities that allow creatures to gain another creatures senses. If you cast the spell every day for a month on the same area it lasts until dispelled.
Dark Transformation
5th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small piece of ebony or ivory carved into a skull worth at least 200 gp)
- Duration: Concentration, up to 10 minute
You infuse and undead creature within range with power, transforming it into an unstoppable monstrosity for the duration of the spell.
Its size category increases by one, its strength increases to 20, its current and maximum hit points are doubled, and its attacks deal an extra 4d6 necrotic damage.
Dark Bolts of Selenia
5th-level evocation
- Casting Time: 1 action
- Range: 120
- Components: V, S
- Duration: See Below
You unleash seven bolts of darkness from your open palms and fire them at targets within range. You can fire them at one target or several. Make a ranged spell attack for each bolt. On a hit, a target takes 2D8 necrotic damage and must make a Wisdom saving throw. On a failure, the target is stunned until the end of its next turn. Choose one of the following two options when you cast this spell:
- You can fire all the bolts at once, and all targets must be within 60 feet of each other. When you use this option, the spell's duration is instantaneous.
- When you cast this spell -and as a bonus action on each of your turns thereafter- you can expend one or two of the bolts to fire them at a target or targets you choose within range. When you use this option, the spell's duration is Concentration, up to 10 minutes.
No matter how many bolts strike a single target, a target can only be stunned until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th.
Decrepit Hands
5th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a rabbits foot)
- Duration: Concentration, up to 1 minute
You sacrifice one of your hands temporarily as it withers and becomes unable to perform somatic gestures or handle objects. Targeting a creature who's location you know, a ghostly apparition of your hand manifests near it.
Your target must succeed in a Strength Competition against you, or for the duration of the spell its hand suffers the same fate as yours. The creature can retry its save at the beginning of each turn, ending the spell early if it succeeds. You may end the spell as a bonus action. Only creatures with at least one working hand can use or be targeted by this spell.
Deep Forest Emergence
5th-level transmutation (ritual)
- Casting Time: 1 action
- Range: 50 feet
- Components: V,S,M (A handful of roots)
- Duration: 24 hours
Plant vines into the ground and choose 3 locations within 50 feet. On your next turn, a Living Root emerge from the ground at each of these locations. Creatures within 10 feet of a summoning plant must succeed a DC 13 Dexterity saving throw or be knocked prone.
Living Roots summoned by this spell are under your control. On each turn, you may use a bonus action to select a target, which all roots within range will attack. Control of Living Roots is lost after 24 hours, but the plants will persist.
Casting Plant Growth on these roots causes them to Deep Forest Bloom, growing flowers that exude sleep pollen. Living creatures (other than you) starting their turns within 20 feet of a Living Root must succeed a Wisdom saving throw or fall asleep.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, extend the range by 20 feet and summon 2 more Living Roots for each level above 5th.
Diluvian Wave
5th-level evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Instantaneous
You strike the ground, causing flood waters of old to surge from the ground and sweep away your enemies. Choose any number of creatures within 30 feet of you. Each creature you choose must make a Strength saving throw.
On a failure, they take 8d8 water damage, are pushed 15 feet away from you, and are knocked prone and Soaked for 1 minute. On a success, they take half as much damage and are neither pushed nor knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, extend the range by 20 feet and summon 2 more Living Roots for each level above 5th.
Drowning Orb
5th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You create an orb of water that engulfs a single creature within range. The creature targeted must make a Strength saving throw. On a failure, the target takes 6d8 Water damage and Restrained and Soaked and unable to breathe unless it can breathe water or does not have to breathe, such as constructs and the undead.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 per spell slot level and you can affect Large or smaller creatures.
Disintegrating Smite
5th-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V,
- Duration: Concentration, up to 1 minute
The next time you hit a target with a weapon attack before this spell ends, your weapon crackles with force.
If the target is a creature, it takes an extra 8d8 Fire 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 wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. Magic items are unaffected by this spell.
Drive the Battlefield Crazy
5th-level divination
- Casting Time: 1 action
- Range: 20 feet, Self (20-foot Radius)
- Components: V, S, M (Tarot card The Fool)
- Duration: Instantaneous
You can cast this spell by shouting the name of your deity while holding the tarot card. By doing this an area around you (20 feet radius) becomes difficult terrain and the lands adjacent to the caster receive a acid wave causing 2d10 of Acid damage.
As part of this action you can choose up to 9 targets, they must perform a DC wisdom resistance check (10 + Proficiency bonus + wisdom modifier) and be within 120 feet of you, if they fail the test they must attack the closest allies.
If one of the targets dies, you can spend 1 bonus action and a first level spell slot, to choose a new target, this can be done up to twice.
Devil's Flames
5th-level evocation
- Casting Time: 1 reaction, which you take when a creature within 60 feet of you that you can see takes damage
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
The creature that took damage is wracked with flames of intensity proportional to its pain. The target must make a Constitution saving throw.
It takes fire damage equal to the triggering damage + 2d10 on a failed save, or half as much damage on a successful one.
Danse Macabre
5th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie Husk or a skeleton (the statistics the dm should have), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them.
To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your control until the spell ends, after which they become inanimate once more.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.
Dawn
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a sunburst pendant worth at least 100 gp)
- Duration: Concentration, up to 1 minute
The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.
If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
Dispel Evil and Good
5th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (holy water or powdered silver and iron)
- Duration: Concentration, up to 1 minute
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
- Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
- Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
Dominate Person
5th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Dream
5th-level illusion
- Casting Time: 1 minute
- Range: Special
- Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird)
- Duration: 8 hours
This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage. When you cast this spell, you can choose for it to have the following option instead:
You manifest a dark equine fiend from horrid dreams. This option can only be chosen if you have an evil alignment. When you cast the spell and choose this option, a nightmare appears in an unoccupied space within 30 feet of you. The nightmare acts on your initiative and obeys your commands. The nightmare disappears when it drops to 0 hit points or when the target wakes up. The nightmare knows the location of the target while they are on the same plane of existence.
Enervation
5th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw.
On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target.
The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Earth Prison
5th-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You conjure a grasping hands from the earth that snatches your target and drags the creature beneath the earth. This hands makes a single melee attack against a target.
If this attack hits, the target takes 5d10 bludgeoning damage and is restrained and dragged beneath the earth. A target restrained in this way cannot see above the earth, cannot speak, and cannot breathe.
At the start of creature's next turn it start to Suffocate and must make a wisdom saving throw. On a failed save the creature start to panic can can only take 1 action, bonus action or reaction. The creature can make a strength check to break free at start of each of that creature's turns
Energy Immunity
5th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
Choose one of the following: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder or Water. For the duration, the willing creature you touch has immunity to damage of this type.
Elemental Maelstrom
5th-level evocation
- Casting Time: 1 action
- Range: 160 feet
- Components: V, S, M (a tiny glass sphere, sulfur, powdered amber, and an adder’s stomach)
- Duration: Instantaneous
Unleash an elemental blast, dealing moderate damage in four different types. You hurl a sphere of crackling elemental energy that blossoms into a storm of energy at a point within range. Each creature in a 20-foot sphere centered on the point you choose takes 6d10. Roll a 1d12
- 1 Acid
- 2 Cold
- 3 Fire
- 4 Force,
- 5 Lightning
- 6 Necrotic
- 7 Poison
- 8 Psychic
- 9 Radiant
- 10 Thunder
- 11 Water
- 12 Roll again and pick a 2 damage types the first one will deal 6d10 and the second one deal 4d6.
On a successful Dexterity save, a targeted creature takes only half damage.
Eternal Blizzard
5th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a vial of pure water, or a shard of pure ice)
- Duration: Instantaneous
You unleash magic emulating eternal winter, solidifying the very air itself momentarily, threatening to deep-freeze even the souls of creatures caught within. Choose a point you can see on the ground within range. The air within a 40-foot radius Sphere centered on that point is suddenly sublimates and freezes solid due to the instantaneous drop in temperature.
Each creature inside the area must make a Constitution saving throw. A creature takes 4d12 cold damage and gain 3 levels of Frozen for 1 minute on a failed save, or takes half as much damage on a successful save.
A creature repeat its saving throw at the start of each of its turns, ending the effect on itself on a success.
Far Step
5th-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
You teleport up to 80 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.
Fire Volley
5th-level evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: Concentration, up to 1 minute
- Spell Lists.
You shoot a volley of fire at a creature or object that you can see within range. Make a ranged spell attack against the target.
Each creature must make a dexterity save on a failed save, the creature takes 6d10 Fire damage and half on a successful.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, is increases by 1d10 for each slot level above 5th.
Fires of Entanglement
5th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
When you cast this spell, vines of fire jump out of the ground and wrap themselves around anything in a 20-foot square around the starting point. For the duration they turn the area into difficult terrain and do 4d8 fire damage to everything in the range that starts their turn in the range.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends.
A creature Restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the fires die down.
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.
Flesh Mending
5th-level abjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You call upon your restorative powers and help wounds close and knit itself allowing for proper healing and avoidance of any permanent damage. This may also help with mending bones.
This spell may also help regrow limbs slowly, depending on the severity of the damage, the process may take anywhere from minutes, hours, days or weeks. If a limb is in the process of being regrown or healed it'll take a few sessions for it to grow back completely.
This may be done as light work during long rests, but may only focus on this task alone and nothing else. If the limb is hurt in any way while still in the process of being healed, the spell ends and permanent damage may still occur to the limb. This spell only works on organic living creatures.
Flesh to Jelly
5th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a cube of gelatin)
- Duration: Concentration, up to 1 minute
You attempt to turn one creature that you can see within range into jelly. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, the creature has its speed halved for the duration as its flesh begins to become semi-solid. On a successful save, the creature isn't affected and the spell ends.
A creature slowed by this spell is subject to a Constitution saving throw at the end of each of its turns. If it successfully saves against this saving throw three times during the duration, the spell ends. If it fails this saving throw three times during the duration, it is turned to jelly until the spell ends. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
A creature turned to jelly has a speed of 10 feet, unless its speed is normally less than 10 feet. It gains immunity to slashing damage, and its AC becomes 8. It if is not wearing armor, it can squeeze through spaces as narrow as 1 inch without squeezing. All of its weapon attacks deal half damage.
-- If you maintain your concentration on this spell for the entire possible duration, the creature is turned to jelly until the effect is removed by the greater restoration spell or similar magic.
Force Wave
5th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
You strike the ground, creating a burst of force energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 force damage, as well as 5d6 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
Forceful Smite
5th-level abjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target and must make a strength saving throw. On a failed save the creature is pushed 30ft and is Prone for 2 rounds.
Frozen Defenses
5th-level abjuration
- Casting Time: 1 reaction, which you take when you are hit by an attack
- Range: Self
- Components: V, S, M (A tiny silver figurine, worth at least 50 gp, which the spell consumes)
- Duration: Instantaneous
You become a statue of ice for a few seconds, nullifying oncoming attacks and chilling nearby creatures to the core.
You become a statue of ice. Until the beginning of your next turn you are petrified and have vulnerability to fire damage. This damage resistances from being petrified apply against the triggering attack.
In addition, each creature within 10 feet of you must make a Constitution Saving Throw. The creature that struck you has disadvantage on this saving throw. On a failure, the creature takes 6d6 cold damage, and cannot move.
The creature can repeat this saving throw at the beginning of each of its turns to restore its ability to move.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Freedom of the Winds
5th-level Abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V S, M (a scrap of sailcloth)
- Duration: Concentration, up to 10 minutes
Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet.
When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see.
If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.
Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.
Geas
5th-level enchantment
- Casting Time: 1 minute
- Range: 60 feet
- Components: V
- Duration: 30 days
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Greater Restoration
5th-level abjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
- Duration: Instantaneous
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Gaseous Death
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (garlic or brown beans)
- Duration: 1 minute
Choose one creature in range that is capable of farting. A noxious cloud releases from their body as they take 9d6 poison damage. While the spell persists, every creature that starts their turn or moves within 20 feet of the target must make a Constitution saving throw, or take 3d6 poison damage, and gain 1 level of Poisoned for 1 minute.
A creature without the ability to smell is immune to this spell, and a heavy wind will end the spell prematurely.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Ghoul Touch
5th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small scrap of cloth, wrapped around your hand when you touch the target)
- Duration: Concentration, up to 1 minute
You touch a living creature to imbue a minor magical strain of undeath, The target must succeed on a Constitution saving throw or become Paralyzed for the spell's duration. Constructs and undead automatically succeed on this saving throw.
A creature paralyzed with this spell exudes a terrible stench that effectively nauseates all other creature within proximity.
During the spell's duration, when a creature first enters or starts its turn within 5 feet of the paralyzed creature, it must succeed on a Constitution saving throw or become poisoned until the start of its next turn. Constructs and undead automatically succeed on this saving throw.
Grasp Heart
5th level necromancy
- Casting Time: 1 action
- Range: 40 feet
- Components: V, S
- Duration: Instantaneous
An invisible hand of death grabs a creature’s heart and begins crush it. The creature makes a constitution save, on a failed save the creature takes 3d12 necrotic damage and is Unconscious for 1 minute. On a successful save the creature takes half damage and get one levels of Exhaustion for 1 minute.
maximum levels of Exhaustion is 4
Gliding Light
5th-level transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a hawk tail feather and a bit of gold dust)
- Duration: Concentration, up to 1 hour
You summon an orb of light which distorts gravity and velocity. You conjure an orb of golden light in front of you. Choose a point you can see within range. The orb flies to the chosen point, and tendrils of golden light shoot out in all directions, waving gently. They form a 15-foot-radius sphere, and the area they occupy shimmers faintly with golden light. If the point chosen is ‘self,’ the spell remains anchored to you and moves with you as you move.
While the spell lasts, creatures within the affected area are weightless and can move through the air as if it was water, gaining a flying speed equal to half that creature’s walking speed. Objects that interact with the space the spell occupies react as they would if they had come in contact with water; for instance, arrows that fly into the space are slowed and begin to gently tumble. Objects and creatures within the spell’s area do not move with the spell and will fall if no longer within the affected area.
Creatures that fall due to either moving outside the boundaries of the area or due to the spell ending must make a dexterity saving throw. Creatures that succeed land on their feet and are not affected by normal fall damage.
This spell extends around corners, is unhindered by liquids, but cannot pass through solid objects.
Glitter Dust
5th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (ground mica)
- Duration: Concentration, up to 1 minute
Choose a point within range. A cloud of golden particles covers everyone and everything within a 10-foot radius of that point, blinding creatures. Everyone and everything within the area is covered by the dust, which cannot be removed and continues to sparkle until it fades.
For the duration, any target covered by the dust has disadvantage on Dexterity (Stealth) checks, and gains no benefit from being invisible.
Each target that is a creature must succeed on a Wisdom saving throw or become blinded for the duration. At the end of each of a target's turns, it may repeat its saving throw, ending the blindness on a success.
At Higher Levels. The sphere's radius increases by 5 feet for every two levels above 2nd.
Gravitational Anomaly
5th-level transmutation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (small lead sphere)
- Duration: Concentration, up to 1 minute
You distort spacetime in a 5-foot cubed unoccupied space (the 'anomaly'), which now heavily distorts passing light. It affects a 40-foot radius around it. When a creature enters that area or starts its turn there, it must make a Strength saving throw. On a failed save, it is pulled 15 geet towards the anomaly. Moving away from the anomaly costs twice the movement.
If a projectile (any ranged attack) passes through the area, it has disadvantage to hit. Projectiles that pass directly through the anomaly disappear.
When a creature enters the anomaly itself, it takes 3d10 force damage and suffers a random effect from the table below. If a creature enters the anomaly whole another creature is inside, the latter instantly suffers effect 4.
If a creature starts its turn within the anomaly, another effect occurs. To exit the anomaly, the creature must use its action to make a Strenght saving throw, exiting into the nearest unoccupied space on a success. A Huge or larger creature automatically succeeds this save.
| d4 | Random effects table |
|---|---|
| 1 | The creature takes 5d10 force damage. |
| 2 | The creature becomes slowed as by the Slow spell until the start of its next turn. |
| 3 | The creature becomes restrained until the start of its next turn. |
| 4 | The creature is flung away in a random direction as by the Catapult spell and falls prone. |
Hold Monster
5th-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a small, straight piece of iron)
- Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
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. The creatures must be within 30 feet of each other when you target them.
Hallow
5th-level evocation
- Casting Time: 24 hours
- Range: Touch
- Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
- Duration: Until dispelled
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls.
When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
- Courage. Affected creatures can't be frightened while in the area.
- Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
- Daylight. Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
- Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
- Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
- Everlasting Rest. Dead bodies interred in the area can't be turned into undead.
- Extradimensional Interference. Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
- Fear. Affected creatures are frightened while in the area.
- Silence. No sound can emanate from within the area, and no sound can reach into it.
- Tongues. Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Hell Fireball
5th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
You evoke a powerful clump of hot hell flame in your hand and hurl. Make a ranged spell attack against a target within range, Each creature in a 30-foot radius Sphere centered on that point must make a dexterity save, On a failed save the creature takes 6d10 fire damage and gain 1 level of burn Burn. On a successful save the creature takes half damage.
After the spell have been cast the ground around the impact zone, becomes a burning liquid for 1 minute. Whenever a creature starts its turn within the liquid or crosses into the area for the first time on a turn it must make a Constitution saving throw, on a failed save the or take 4d6. On a successful save the creature takes no damage.
Hell Smite
5th-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S,
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon roars with the soul-scourging flames of hell, and the attack deals an extra 4d8 fire damage and 5d8 necrotic damage to the target.
Furthermore, the target must make a Charisma saving throw. If the target fails this save, it becomes Frightened for the duration of the spell.
Hellfire
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You call upon the fires of pandemonium to burn your foes, make a ranged spell attack against a target within range. On a hit, the target takes 5d10 fire damage as and 1d10 necrotic damage.
Any creature standing within 5 ft, of the target must make a Dexterity saving throw or take 5d6 fire and gain 2 levels of Burn for 1 minute. This hellish flames cant be put out by water.
Infernal Calling
5th-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S, M (a ruby worth at least 999 gp)
- Duration: Concentration, up to 1 hour
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a bone demon or a ** demon warrior**. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.
On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command—such as "attack my enemies," "explore the room ahead," or "bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Insect Plague
5th-level conjuration
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
- Duration: Concentration, up to 10 minutes
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners.
The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 poison damage on a failed save and gain 1 level of Poisoned for the duration of the spell , or half as much damage on a successful one.
A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Ice Beam
5th-level evocation
- Casting Time: 1 action
- Range: Self (100-foot line)
- Components: V, S
- Duration: Instantaneous
A 100 feet long and 5 feet wide frigid beam of blue-white of light reaks toward a creature within range. Make a ranged spell Attack against the target.
The creature must make a dexterity save, on a failed save the creature takes 7d10 cold damage and gain 2 levels of Frozen for 1 minute. On a successful save the creature takes half damage.
Kinetic Redistribution
5th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 minute
A magical barrier envelops your body, which can redistribute impacts. Until the spell ends, you gain one of the following benefits, which you can change as a bonus action.
- Guard. Your armor class increases by 2, and when you are hit by an attack, the damage is halved, and an equal amount is added to the damage pool.
- Attack. As an action(or as part of the bonus action used to change bonuses), you can make a melee spell attack against a creature within 5 feet of you. On a hit, they take 2d6 force damage, and you can expend any amount from the damage pool to add to the damage of this attack(maximum 10).
At Higher Levels. When cast at 6th level or higher, the damage increases by 1d6, and the maximum amount added to damage increases by 10, for every level above 5th.
Legend Lore
5th-level divination
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
- Duration: Instantaneous
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known.
If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: "Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones.
Lightning Rush
5th-level evocation
- Casting Time: 1 reaction, which you take when a hostile creature within 30 feet of you successfully hits with an attack.
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Like a bolt of lightning, you rush in and impose yourself between an attack and its target. You teleport to within 5 feet of the triggering creature. The creature must then make a Dexterity saving throw. On a failed saving throw, the creature takes 5d10 lightning damage and the damage for the creature’s attack is reduced to 0.
On a successful saving throw, the creature takes half as much damage and you take the damage from the attack instead.
Maelstrom
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (paper or leaf in the shape of a funnel)
- Duration: Concentration, up to 1 minute
A swirling mass of 2000-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water.
Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 water damage and be pulled 10 feet toward the center and Soaked for the duration of the spell.
Mass Inflict Wound
5th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
A wave of negative energy washes out from a point you choose within range. Each creature within a 30-foot radius of that point must make a Constitution saving throw, taking 6d10 necrotic damage on a failed save, or half as much damage on a successful one.
Mind Fog
5th-level enchantment
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Mist fills a 20-foot-radius sphere and lightly obscures the area. When the creature first enters the fog, it must make an Intelligence saving throw or be affected by this spell.
An affected creature has disadvantage on checks and saving throws that rely on Intelligence or Wisdom. Affected creatures take the penalty as long as they remain in the fog. If such a creature leaves the fog, it continues to be affected until the start of its next turn.
The fog is stationary and lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Monolith of Nekrazh
5th-level necromancy
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S, M (a black diamond worth 600 gp)
- Duration: Concentration, up to 1 minute
A 50-foot-tall monolith of black stone and bone that rises from the earth and emits a sick green aura of death. Whenever a creature that starts their turn or enters inside the 20-foot radius of the monolith, must make a Constitution saving throw. On a failed save, a creature takes 10d8 necrotic damage and half damage on a successful save. The Monolith have a AC of 18 and 200 Hp
If Monolith kills a creature its strips the creature from its flesh and skin and reformers the bones in to a Bone Golem witch you control for 1 hour.
Mislead
5th-level illusion
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 hour
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Moon Pillar
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You conjure a pillar of moonlight to strike your foes with lunar power. Each creature in a 10-foot radius, 40-foot high cylinder of moonlight centered on a point within range must make a Constitution saving throw.
On a failed save, a creature takes 3d6 cold damage and 3d6 radiant damage on a failed save and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. Illusions cast using a lower level spell slot than this spell in the spell's area are dispelled.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cold damage or the radiant damage (your choice) increases by 1d6 for each level above 5th.
Modify Memory
5th-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.
While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
Negative Energy Flood
5th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (a broken bone and a square of black silk)
- Duration: 1 minute
You send ribbons of negative energy at one creature you can see within range. The creature must make a Constitution saving throw or take 1d10 necrotic damage on a failed save or half as much damage on a successful one.
Whenever the creature make a action, bonus action or reaction it must make a Constitution saving throw or take additional 1d10 necrotic damage and take a 1d12 penalty to the roll. A creature can repeat the save at end of each of that creature's turns.
A target killed by this damage rises up as a ghost at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the ghost are in the Monster Manual.
If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
Nexus Weapon
5th-level evocation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: concentration, up to 1 hour
You imbue a weapon you touch with psychic power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet.
In addition, weapon attacks made with it deal an extra 6d6 psychic damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration. Once per turn, when you hit a creature with an attack using the weapon, you can attempt to stagger the creature. When you do so, the creature must succeed on a Wisdom saving throw, or it can't take reactions or bonus actions until the end of its next turn.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of disruptive energy. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw.
On a failed save, a creature takes 3d6 psychic damage, and it is discombobulated for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration.
On a successful save, a creature takes half as much damage and isn’t discombobulated. At the end of each of its turns, a discombobulated creature can make a Wisdom saving throw, ending the effect on itself on a success.
Nightmare Curse
5th-level necromancy
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: 1 day
You send a hideous and unsettling phantasmal vision to a specific creature of your choice with in a range. The target must make a Wisdom saving throw, modified by how well you know the target, to resist the vision.
On a failed save they suffer through the vision and takes 2d12 psychic damage and becomes frightened for 1 minute and when the same frightened creature try to take a long or short rest they must make a second Wisdom save on a failed save creature dont get any rest and gets 1 level of Exhaustion for 2 hours. On successful save the creature takes half damage.
In addition
- The Spell Dispel Evil and Good will removes the effects of Nightmare.
- Undead and construct are not effected by the spell
- Nightmare Warlock/Witches are immune to the Nightmare Curse can can cast it at will equal to there spell modifier.
Pan's Hand
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (an eggshell and a snakeskin glove)
- Duration: Concentration, up to 1 minute
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
- Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
- Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
- Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
- Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Planar Binding
5th-level abjuration
- Casting Time: 1 hour
- Range: 60 feet
- Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
- Duration: 24 hours
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw.
On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message.
The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
Phoenix Form
5th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a tear-drop shaped piece of amber)
- Duration: Concentration, up to 1 minutes
Your body becomes wreathed in bursts of white-hot flames, endowing the caster with the flight and spectral appearance of a majestic phoenix.
For the duration you gain a flying speed of 60 feet, gain immunity to fire damage, and you regain a number of hit points witch equals a 1d10+ spell modifier, when in attacked by weapon , spell or ability that deals fire or when in a sources of fire like a lava.
However you gain a vulnerability to all the same weaknesses a Phoenix have.
Raise Dead
5th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
- Duration: Instantaneous
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Radiant Chains
5th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon two glowing chains made of light to restrain up to creature within the spell’s range. The creature must succeed on a Charisma saving throw or take 3d10 radiant damage and become restrained for 1 minute.
While the creature is restrained it must succeed on the saving throw again at the start of its turns. On a failed save, it takes another 2d10 radiant damage.
On a successful save, it breaks one of the chains. The spell ends early if the creature breaks all of the chains.
If a creature have be drooped to bellow 50% of there maximum hp from this spell and and isn’t native to the plane you’re on, you can use your reaction to banish it to its home plane. The creature must make a wisdom saving throw or be banished.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of chains created increases by one for each slot above 5th.
Repair/Raze
5th-level transmutation
- Casting Time: 1 Minute
- Range: 120 Feet
- Components: V, S, M(A rusted piece of iron)
- Duration: Instantaneous
Choose a 10-foot square within range. Objects in the area are subjected to one of the following effects.
- Repair. Every object in the area regains 3d12 hitpoints, as time is reversed for all objects inside, returning them to a better state. If objects inside were affected by Raze, they are no longer dust, and instead just take their previous form.
- Raze. Every object in the area takes 3d12 force damage, as time is rapidly advanced for objects inside. An object reduced to 0 hitpoints by this immediately becomes nothing more than dust and shards of it’s former self. Nothing except the wish spell, divine intervention, or the Repair effect can reverse this
At Higher Levels. When cast at 6th level or higher, the square’s size increases by 10 feet for every level above 5th.
Scrying
5th-level divination
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
- Duration: Concentration, up to 10 minutes
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge of Target
| Knowledge | Save Modifier |
|---|---|
| Secondhand (you have heard of the target) | +5 |
| Firsthand (you have met the target) | +0 |
| Familiar (you know the target well) | -5 |
Connection to Target
| Connection | Save Modifier |
|---|---|
| Likeness or picture | -2 |
| Possession or garment | -4 |
| Body part, lock of hair, bit of nail, or the like | -10 |
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
Seeming
5th-level illusion
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 8 hours
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
Skill Empowerment
5th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 hour
Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Summon Draconic Spirit
5th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (an object with the image of a dragon engraved on it, worth at least 500 gp)
- Duration: Concentration, up to 1 hour
You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Swift Quiver
5th-level transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (a quiver containing at least one piece of ammunition)
- Duration: Concentration, up to 1 minute
You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.
On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition.
Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.
Synaptic Static
5th-level enchantment
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw.
A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration.
The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Sanguine Mantle
5th-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A blood rose and a flask of honey)
- Duration: 1 minute
You wrap yourself in a cloak of life-transferring fine crimson mist. For the duration of this spell, whenever a creature first enters a space within 15 feet of your ward or starts their turn there, they must make a Constitution saving throw or take 3d6 necrotic damage and you regain a number of hit point equal to half the damage dealt and suffer disadvantage on the first attack roll they make before the end of their next turn.
On a successful saving throw, the target takes half damage and does not suffer disadvantage on their next attack roll.
However attacks made from Silver, Null-Ore, Celesarite or Demoarite weapons and radiant damage will force you to roll a constitution save to keep the spell up. On a failed save the spell deals 3d6 necrotic damage regardless of immunity or resistances and the spell fails.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the damage of this spell increases by 1d6 for every level of spell slot beyond 5th.
Silver Moon Light
5th-level divination
- Casting Time: 1 action
- Range: Self (40-foot radius)
- Components: V, S, M (Moon Light)
- Duration: Concentration, up to 1 minute
Upon feeling the moon's rays on his skin, the caster releases a pulse of cold but calming energy that heals your allies by a 6d6 in the radius around the caster,
Hostile creature within the radius must make a wisdom saving throw or become incapacitated by the calming light of the moon.
Additionally A creature with lycanthropy must make a wisdom saving throw or be forcefully transformed in to there lycanthropy form.
Seppuku
5th-level necromancy
- Casting Time: 1 reaction, which you can take in response to being reduced to 0 hit points
- Range: Self (60-foot radius)
- Components: V, S, M (a sword or a dagger)
- Duration: Instantaneous
In despair at your own failure, you decide to die an honorable death by falling on the weapon used in the casting. You begin dying with two failed death saving throws, as if you had rolled a 1. At the same time, you release a potent curse that terrifies your enemies.
All creatures you choose within 60 feet of you must make a Wisdom saving throw. On a failed save, a creature takes 10d8 psychic damage and is paralyzed with fear for 1 minute. On a successful save, a creature takes half damage and isn't paralyzed.
Shape Flesh
5th-level transmutation
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (an iron scalpel)
- Duration: Instantaneous
This spell allows you to permanently change the physical appearance of a creature. You decide what they look like, including their height, weight, facial features, sound of their voice, hair length, coloration, and distinguishing characteristics, if any.
You can make them appear as a member of another race, though none of their statistics change. They also don't appear as a creature of a different size than they were, and their basic shape stays the same, if they're bipedal, you can't use this spell to make them quadrupedal, for instance. An unwilling creature must make a Constitution save, being affected on a failure.
Siphoning Conduit
5th-level necromancy
- Casting Time: 1 action
- Range: Touch (Aura, 30 feet)
- Components: V, S,
- Duration: Concentration, up to 1 minute
Cast on self or by touch on another to turn them into a conduit lasting one minute. During this time, any hostiles to the conduit within 30 feet must make a Constitution saving throw against the caster if they are in the region during any point of their turn.
On a failed save, they take 4d8 necrotic damage. On a success, they instead suffer 2d8. The conduit is healed for the damage dealt and any healing at full health is added as temporary hit points.
Slice
5th-level evocation
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: V, S, M (A martial melee weapon)
- Duration: Instantaneous
You swing your weapon in a wide arc in front of you, causing a concentrated crescent of pure arcane energy to shoot outwards from yourself.
Each creature within the area must make a Strength saving throw. On a failed save, each creature takes 4d8 force damage as well as 4d8 thunder damage, and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the force damage increases by 1d8 for each slot level above 5th.
Spike Storm
5th-level conjuration
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S, M (a platinum needle worth at least 5 gp)
- Duration: Instantaneous
You fire hundreds of needles, daggers and other small blades from your hand, ripping at everything in their way. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 5d12 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 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
Stone Drill
5th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a twisted bar of iron)
- Duration: Concentration, up to 1 minute
This spell allows you to bore through natural rock. You target a natural rock surface within range and begin to excavate a cylindrical tunnel 5 feet in diameter at the rate of 1 foot per round (concentrating for the full spell duration creates a tunnel 10 feet long.) You can tunnel horizontally or vertically.
The removed material is crushed into fine gravel and ejected forcefully away: any creature within 10 feet of the targeted rock must succeed on a Dexterity saving throw or take 8d8 bludgeoning damage.
The stone drill has no effect on soft materials like earth or sand, nor worked stone such as masonry walls.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the rate of excavation increases by 1 foot per round per spell slot beyond the 5th.
Suffocation
5th-level abjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Concentration, up to 1 hour
You start to suck out the air in the mouths, blowholes or other airways of a creature you can see within range. While the creature remains within range for the duration, that creature cannot breathe and must hold its breath or begin suffocating.
A creature can hold its' breath for its' Constitution modifier turns before beginning to Suffocate
. If a creature takes damage while holding its breath it must make a Constitution saving throw or be forced to release its held breath and immediately begin suffocating.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the rate of excavation increases by 1 foot per round per spell slot beyond the 5th.
Sunlight Spear
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a tiny gold medal depicting the sun worth at least 5 gp)
- Duration: Instantaneous
You conjure a javelin of crackling sunlight in your hand and hurl it. Make a ranged spell attack against a target within range: On a hit, the target is wreaked with holy energy, inflicting radiant damage equal to 3d12 plus your spellcasting ability modifier. Hit or miss, the spear then explodes into myriad bolts of electricity.
The target and each creature within 10 feet of it must succeed on a Constitution saving throw, taking 3d12 radiant damage on a failed save, or half as much on a successful one.
Creatures doused in, standing in, or swimming in water make this saving throw with disadvantage. Creatures that are damaged by this spell and are sensitive to sunlight are treated as if they were in direct sunlight until the beginning of your next turn.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the radiant damage increases by 1d12 for every slot level above 5th.
Swirling Storm
5th-level evocation
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
For the duration, swirling winds and wild arcs of lightning surround you, causing several effects.
- Opportunity attacks are made against you with disadvantage, due to the chaotic winds.
- If a creature starts its turn within this area, it takes 2d8 lightning damage. A creature that has cover from you, or took the Dodge action on its last turn, doesn't take this damage.
- If you hit a creature with a weapon attack while it is within this area, the electricity arcing from your weapon causes the creature to take an extra 1d8 lightning damage.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the extra damage from weapon attacks increases by 1d8 for each slot level above 5th.
Swift Blade Bane
5th-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a melee weapon worth at least 1 sp)
- Duration: Instantaneous
When you cast this spell, you blur until your features are intelligeble. You then make a melee attack against a creature. If you hit, you can make another attack against up to other creature within 30ft of the original.
If you hit that attack, you may repeat this kind of action until you can't. Each attack counts as magical for the purposes of overcoming resistance.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, your attack gains and extra +1 to hit for each level. ¨
Telepathic Bond
5th-level divination (ritual)
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (pieces of eggshell from two different kinds of creatures)
- Duration: 1 hour
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
Telekinesis
5th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after 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 try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond 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 that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
Teleportation Circle
5th-level conjuration
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, M (rare chalks and inks infused with precious gems worth 50 gp, which the spell consumes)
- Duration: 1 round
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn.
Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
Temporal Shunt
5th-level transmutation
- Casting Time: 1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell
- Range: 120 feet
- Components: V, S
- Duration: 1 round
You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted.
At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.
Transmute Rock
5th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (clay and water)
- Duration: Until dispelled
You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock.
A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.
Tree Stride
5th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you.
You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in.
You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Traitorous Blood
5th-level necromancy (ritual)
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: Concentration, up to 30 minutes
You attempt to control the blood of a creature that you can see within range. The target creature must succeed a constitution saving throw or be charmed by you for the duration.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. This spell has no effects on creatures without blood or bloodflow such as constructs, oozes, or undead.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a 7th-level spell slot, the duration is concentration, up to 3 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 9th level or higher the duration is concentration, up to 12 hours.
Unnerve
5th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
As you touch a willing target, you rip every single nerve ending out of their body, completely removing their ability to feel pain. For the duration, they cannot take damage from anything but a critical hit.
However, after the spell ends, all of the target's nerves shoot back into their body, causing excruciating pain. They must make a DC 30 Constitution saving throw, or be paralyzed for the next 8 hours, as they writhe and scream in pain. On a success, they are only paralyzed for one hour.
Vankodek's Black Widow
5th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a spider trapped in amber)
- Duration: Concentration, up to 10 minutes
When you cast this spell, eight skeletal spider-like limbs violently protrude from the your body. You gain the following benefits.
- Your armor class increases by 2.
- Your movement speed increase by 10 feet, and you gain a climbing speed equal to your walking speed. While walking, you can suspend yourself up to 5 feet above the ground.
- When you make a spell attack, you can use your bonus action to make a melee spell attack with your additional spider limbs against a creature within 10 feet of you, dealing 1d6 magical piercing damage on a hit.
At Higher Levels. When cast at 6th level or higher, the bonus to movement increases by 10 for every level above 5th. Additionally, the spider limbs deal an extra 1d6 piercing damage for every two levels above 5th.
War Song
5th-level enchantment
- Casting Time: 1 action
- Range: 120 feet
- Components: V
- Duration: Concentration, up to 1 hour
You breathe in, and begin a chant which can make any man a willing fighter. Each allied creature in range that can hear you gains the following benefits until either the spell ends or they leave the range.
- At the start of their turn, they gain temporary hit points equal to your spellcasting modifier.
- Whenever they make a weapon attack, they deal extra damage equal to your spellcasting modifier.
- They can ignore the effects of exhaustion, and are immune to the charmed and frightened conditions.
At Higher Levels. When cast at 6th level or higher, the bonus to movement increases by 10 for every level above 5th. Additionally, the spider limbs deal an extra 1d6 piercing damage for every two levels above 5th.
Water Volley
5th-level evocation
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, S
- Duration: Concentration, up to 1 minute
You shoot a bolt of tightly compressed water at a creature or object that you can see within range. Make a ranged spell attack against the target. If the attack hits, the creature takes 8d8 water damage and becomes Soaked. If the target is a creature, it must also make a Strength saving throw. On a failure, it is pushed 15 feet and knocked prone.
Wave of Obliteration
5th-level evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S
- Duration: Instantaneous
With a guttural roar, you unleash a wave of thunderous power in every direction around you. Every creature within a 30-foot radius of you must make a Strength save. On a failure, a creature takes 8d8 thunder damage, and falls prone. On a successful save, a creature takes half this damage and isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the thunder damage increases by 1d8 for each slot level above 5th.
Witch Fire Burst
5th-level evocation
- Casting Time: 1 action
- Range: Self (100-foot line)
- Components: V, S
- Duration: Instantaneous
You conjure a mysterious screaming lime green fire which burns the body , soul and mind. When you cast this spell, you can choose to affect a 100-foot long, 10-foot wide line, or you can choose to fan the flames across the area, sweeping through a 60-foot cone.
Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 5d6 fire damage and 5d6 psychic damage, and gets 2 level of Exhaustion to a maximum of 3 for 1 minute.
A creature can repate ithe save at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half damage
Wall of Force
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
- Duration: Concentration, up to 10 minutes
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface.
You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Wall of Light
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a hand mirror)
- Duration: Concentration, up to 10 minutes
A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall's area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Wall of Stone
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a small block of granite)
- Duration: Concentration, up to 10 minutes
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.
Wrath of Nature
5th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Spell Lists. Druid, Huntsman, Mage(Wizard/ Sorcerer)
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
- Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
- Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
- Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
- Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Withering/Burning
5th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (leaves and charcoal)
- Duration: 1 hour
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose to curse the target with magical Withering or Burning. If you choose Withering and the creature is immune to necrotic damage, they automatically succeed their saving throw. If you choose Burning and the creature is immune to radiant damage, they automatically succeed their saving throw.
A Greater Restoration spell ends this effect.
- Withering. While cursed, the target's flesh and blood is twisted to become mortally dependent on light. While in darkness, the target takes 20 necrotic damage at the start of every turn, loses any resistances to bludgeoning, piercing, slashing, acid, and cold damage, and has disadvantage on ability checks. While in dim light, the target takes 10 necrotic damage at the start of every turn, and suffers -5 on ability checks. The target gains resistance to radiant damage for the duration of the curse
- Burning. While cursed, the target's flesh and blood is twisted to become hypersensitive to light. While in bright light, the target takes 20 radiant damage at the start of every turn, loses any resistances to bludgeoning, piercing, slashing, lightning, and fire damage, and has disadvantage on ability checks. While in dim light, the target takes 10 radiant damage at the start of every turn, and suffers -5 on ability checks. The target gains resistance to necrotic damage for the duration of the curse.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a spell slot of 8th level or higher, the duration is one week. If you use 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration.
Xenae's Water Prison
5th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (silver coral worth 50 gp which the spell consumes)
- Duration: Concentration, up to 1 minute
Targets a creature within 30 ft of a water source of at least 50 cubic gallons (+ an additional 100 cubic gallons for each size increase above Medium), engulfing them in water for the duration, and rendering them unable to take any action besides casting non-verbal spells. This spell can affect Huge or smaller creatures.
For each turn they are engulfed in water, the creature must make a Constitution saving throw. On a failed save, they suffer 6d8 water damage and one level of exhaustion; on a successful save, they suffer half the damage.
On a successful save, the creature may also make a Strength (Athletics) saving throw; escaping the bubble on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage of this spell increases by 1d8, and the spell save DC increases by 1, per spell level above 5th.
6th level
Acid Storm
6th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (A flask of acid)
- Duration: Instantaneous
You cause a brief torrent of acid to rain down in a 40-foot radius Sphere. Each creature within the radius must make a Dexterity saving throw or take 5d12 acid damage on a failed save and 4 level of Corrosive for 1 minute. On a successful save half damage.
Additionally the acid storm create a large acid lake within radius witch is 60ft deep. Any creature who enters of starts within the lake is treated as Underwater Combat and must make a constitution saving throw or take additional 6d4 acid damage.
For each failed constitution save the creature takes a permanent -1 to there ac and weapon attacks. If the creature fails 5 times there armor, gear and weapons are dissolved by the acid
Armor gear or weapons that are magical or made from Null-Ore, Celesarite , Drakmarite or Demoarite are uneffected by the acid lake.
Additionally the area becomes difficult terrain for 1 minute.
Antimagic Blast
6th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (A pinch of powdered iron or iron filings)
- Duration: 1 minute
You fire a bolt of antimagic at an enemy. Make a ranged spell attack against a creature within range. On a hit, that creature must make a saving throw of their spellcasting ability score, taking 3d10 psychic damage on a failed save, or half as much on a successful save (If they have multiple spellcasting ability scores they may choose one, if they have no spellcasting ability scores they automatically succeed their saving throw).
Additionally, if they fail their saving throw they become unable to cast spells of 6th level or lower for the duration.
At Higher Levels. When you cast this spell using a spell slot of 7th or higher it deals 1d10 more damage for each slot level above 6th, and the creature can't cast spells of this spell's level or less.
Apocryphic Zone
6th-level necromancy
- Casting Time: 1 action
- Range: 15 feet
- Components: V, M (ashes)
- Duration: 1 minute
Choose a target with a soul. It makes a wisdom saving throw. If it fails, you and your target's souls enter the immaterial plane of Apocrypha. If you or your target dies while in Apocrypha, the survivor gains 3d8 temporary hit points and exits immediately. Apocrypha cannot be ended until one member dies or the duration ends.
While souls remain in Apocrypha, bodies become brittle and are vulnerable to all forms of physical attack, but immune to all forms of magic. Their saving throws always fail and attacks are made with advantage against them.
Apocrypha is a realm of enhanced magic. Those inside apocrypha are vulnerable to all forms of magic, but immune to all conditions from within Apocrypha. Any spells cast by those within Apocrypha are cast with advantage, and saving throws with disadvantage. Spells can be cast at any range and ignore cover, but cannot affect the real world.
While in Apocrypha, a bonus action can be used to cast a spell. Spells do not require any components to cast, and rituals can be used instantly. Unlimited concentrations can be held, and spell durations can be increased or decreased at a caster's will. At the start of each turn, those inside Apocrypha other than the caster suffer 2d8 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot higher than 6th, you can choose another target and deal an extra 2d8 necrotic damage per turn for each level higher than 6
Armor of Flesh
6th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 2 minutes
Sticks and stones may break my bones but pain will never phase me. As an action, you touch one undead creature that is at least one size category larger and take control of its motor functions. The target makes a Wisdom saving throw against your spell DC. On failure, you take control of the target and use the targets Strength, Dexterity, Constitution, HP, Natural Armor, Features and Attack actions.
However you keep your own Intelligence, Wisdom, Charisma, Feats and Class Features. On failure, the target makes an opportunity attack against you and is immune to this spell for 24 hours. You cannot target an undead creature with Legendary actions or a creature of CR 10 or higher with this spell.
If the target dies, the spell ends except that for the rest of the duration you can stay within the corpse. When the spell's duration ends or it is dismissed with a bonus action, you are phased out of the target. You then land within 5ft of the target.
Avalanche
6th-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You conjure snow from thin air to push your enemies away and freeze them. All creatures in a 30 foot cone must make a Strength saving throw. On a failure, they take 6d12 cold damage, are pushed 15 feet away from you, and have their speed is reduced by 10 feet for 1 minute.
On a success, they take half as much damage and are neither pushed nor slowed. The ground within this cone becomes difficult terrain as it is covered with snow for the next minute.
Aysa's Plasma Cage
6th-level evocation
- Casting Time: 1 round
- Range: 60 feet
- Components: V, S, M (Pre-existing fire and lightning)
- Duration: Concentration, up to 1 minute
A cage of plasma erupts from your fingers to encase your target in heat. This spell creates a plasma cage around the target that lasts for the duration of the spell.
Any creature that touches the cage must succeed a Constitution saving throw or take 10d6 fire damage and 5d6 lightning damage. On a successful saving throw, creature takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Blade Barrier
6th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: 1 minute
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw.
On a failed save, the creature takes 6d10 slashing damage and gain 2 levels of Bleed. On a successful save, the creature takes half as much damage.
Blue Fire Ball
6th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: 1 minute
You summon a blue fire ball in the palm of your hand and hurl it at an enemy. Make a ranged spell attack against a target within range. Each creature in a 40-foot radius Sphere centered on that point must make a Dexterity saving throw. A target takes 4d12 fire damage on a failed save and gain 3 levels of Burn](#P) for 1 minute. On a successful save half damage.
Blood Explosion
5th-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: S
- Duration: Instantaneous
You use the blood of a creature as a deadly trap. Make one range spell attack on a creature that have taken damage. Each creature in a 20-foot radius Sphere centered on that point must make dexterity save, witch on a failed the creature takes 6d10 necrotic damage on a failed save and gain 2 levels of Bleed for 1 minute , or half as much damage on a successful one.
Bulletproof
6th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
For the duration of the spell, the creature you touch has immunity to damage from firearms. This immunity only applies to damage caused by direct hits from firearms - exploding grenades and bombs, the splash damage from rockets, missiles, etc. bypass the protection provided by this spell and still damage the creature.
Chain Lightning
6th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
- Duration: Instantaneous
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
Additionally A creature wearing armor made of metal have disadvantage on the saving throw
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Circle of Death
6th-level necromancy
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
- Duration: Instantaneous
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Additionally any creature who have been killed by this spell there corpses will rise of a CR5 or lower undead of your choice for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
Conjure Fey
6th-level conjuration
- Casting Time: 1 minute
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.
The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's statistics.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
Contingency
6th-level evocation
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)
- Duration: 10 days
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell—called the contingent spell—as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs.
You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.
Create Homunculus
6th-level transmutation
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)
- Duration: Instantaneous
While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.
The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.
You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.
Create Undead
6th-level necromancy
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
- Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
Cascade of Storms
6th-level evocation (ritual)
- Casting Time: 1 minute
- Range: 350 feet
- Components: V, S, M ((an emerald worth at least 250 gp, and a citrine worth at least 50 gp and a topaz worth at least 100 gp, which the spell consumes)
- Duration: Concentration, up to 1 minute
You summon a virulent thunderstorm that lasts for the duration, damaging creatures in range with electric shocks. Once when you cast this spell and at the start of each of your turns, you may use a bonus action to call forth a 20-foot wide, 100-foot tall cylinder of storm and gale crashes down upon a point within the range of this spell.
Creatures caught within the cylinder must make a Dexterity saving throw, with disadvantage if the target is not on the ground. A creature takes 1d12 lightning and 1d12 thunder damage on a failed save, or half as much damage on a successful one.
When the spell is cast as a ritual (A process which — unlike other rituals — requires 30 minutes of uninterrupted incantation and prayer) The spell also conjures forth a large storm cloud, 250 feet off the ground, with a radius the size of the spell's range centered on the caster, that randomly strikes flying targets with small bolts of lightning.
At the start of each of your turns, you may make a ranged spell attack against a creature underneath the storm cloud, with disadvantage if the target is not within line of sight. On a hit, the target takes 3d6 lightning damage.
Chain of Corruption
6th-level necromancy
- Casting Time: 1 Action
- Range: 100 feet
- Components: V, S, M (1 foot length of chain)
- Duration: 3 rounds
Make a spell attack at target. If you hit, the spell flings out a tendril of corruption that infects the enemy, dealing 10d6 necrotic damage. The enemy must make a dexterity saving throw or be restrained. The enemy can make another dexterity saving throw to escape the tendril each round until free or 3 rounds, whichever is shortest.
The corruption then attempts to spread towards nearby enemies that stay near the infected creature. Enemy creatures within 15ft of the infected creature need to make a Dexterity saving throw, or are affected on the next round, applying the same effects.
This continues to spread until there are no further targets in range. Each creature can only be infected once per cast.
Disintegrate
6th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a lodestone and a pinch of dust)
- Duration: Instantaneous
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 12d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
Demonic Visage
6th-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a drop of blood)
- Duration: Instantaneous
Your visage suddenly warps and changes to that of a terrifying demon. Your eyes glow the color of blood, horns sprout from your forehead, wings appear on your back.
Around you, mirrors shatter, wine spoils, and nonmagical plants wither. Each creature within 60 feet of you that can see you must succeed on a Constitution saving throw or take 6d10 psychic or necrotic damage and be Frightened of you for 1 minute. At the end of an affected creature's turn, it can repeat the saving throw, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Druid Grove
6th-level abjuration
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon)
- Spell Lists. Druid
You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
- Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
- Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
- Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, and their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don't give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
- A constant gust of wind in two locations of your choice
- Spike growth in one location of your choice
- Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Disassemble Molecules
6th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Reach with your hand into the fabric of the universe to rip its very atoms to shreds, at this time of day, in this part of the country, localized entirely within a poor unfortunate soul.
Target one creature within range that you can see. It takes 12d6 slashing damage.
If the creature's maximum hit points are 60 or less, or it is reduced to 0 hit points by this spell, it is instantaneously 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.
Drought
6th-level transmutation
- Casting Time: 10 minutes
- Range: 1 mile
- Components: V, S
- Duration: 1 month
You may cause clouds passing over a 1 mile radius area to cease raining over that area for one month. You may end the drought at any time.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher Add one more mile to the radius for each spell slot above 6th.
Eyebite
6th-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
Earth Shatter
6th-level evocation
- Casting Time: 1 action
- Range: Self (50-foot cone).
- Components: V, S (Must be in Stormy conditions to cast)
- Duration: Instantaneous
You summon a massive lightning bolt to empower your weapon before striking the ground at your feet. Each creature in a 40-foot radius Sphere centered on that point must make a Strength saving throw or take 10d6 lightning and 5d6 thunder damage and be knocked prone.
Objects and buildings take double damage from this spell.
Energy Burst
6th-level evocation
- Casting Time: 1 action
- Range: Self (45-foot radius)
- Components: V, S
- Duration: Instantaneous
You unleash a wave of bright searing energy all around you. Each creature of your choice within a 45-foot-radius sphere centered on you must make a Constitution saving throw. It takes 10d4 psychic damage on a failed save, or half as much damage on a successful one. This energy passes through walls or any other obstacles in its path before stopping 45 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d4 for each slot level above 6th.
Find the Path
6th-level divination
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)
- Duration: Concentration, up to 1 day
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Flesh to Stone
6th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of lime, water, and earth)
- Duration: Concentration, up to 1 minute
You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.
Forbiddance
6th-level abjuration (ritual)
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
- Duration: 1 day
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).
When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
Flesh to Bees
6th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a lump of honeycomb)
- Duration: Concentration, up to 1 minute
You call forth the essence of bees within a target that is in range that you can see. If the target's body is made of flesh, the creature must make a Constitution saving throw. It takes 8d10 necrotic damage on a failed saving throw, or half as much on a successful one.
If this spell causes the creature to drop to 10 or fewer hit points, it must make another Constitution saving throw. On a failed saving throw, it is restrained as its flesh begins to materialize into bees.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to a swarm of bees and dies. This swarm uses the same statistics as the swarm of wasps and acts as an ally for 1 minute after which the swarm disperses.
The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to a swarm of bees. Statistics found on page 339 of the 5th Edition Monster Manual.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.
Flounder
6th-level abjuration
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S, M (a sheet of paper or parchment)
- Duration: 1 minute
You retroactively imbue a target creature with rejuvenating energy for up to 1 minute. During this time, if the target creature would be put below 1 hit point, they instead get put to 1 hit point, and consume this energy, healing them for 10d6 hit points. If the target isn't reduced below 1 hit point for the full duration, the spell ends, healing them for half as many hit points instead.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the heal amount is increased to 15d6 hit points instead.
Flux Wall
6th-level abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You condense the flow of time in a 40ft by 20ft plane, creating a nearly-unpassable wall. Inanimate objects moving slower than 100ft per turn are unable to pass through the wall. Creatures can spend an action and use all of their movement to pass through the wall, taking 2d8 force damage for each crossing. Creatures you choose are able to pass through the wall as if it wasn't there. Projectiles moving through this deal half damage after going through it.
Gravity Sinkhole
6th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a black marble)
- Duration: Concentration, up to 10 minute
A 40-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a strength saving throw. On a successful save, the creature takes half as much damage and isn't pulled.
On a failed save, the creature takes 8d10 force damage and is pulled 15ft in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air).
At the start of each of that creature's turns it must make a new strength saving throw or be pulled 15ft closer to the enter.
If the creature end within the center of the radius it must make a strength saving throw, or take 5d12 force damage and become Unconscious as the heavy gravity crushed its body.
Slimes, Elementals and Ethereal are immune to the 5d12 damage
Gravity Fissure
6th-level evocation
- Casting Time: 1 action
- Range: Self (100-foot line)
- Components: V, S, M (a fistful of iron filings)
- Duration: Instantaneous
You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 10 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Globe of Invulnerability
6th-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S, M (a glass or crystal bead that shatters when the spell ends)
- Duration: Concentration, up to 1 minute
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Harm
6th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Heal
6th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
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.
Heroes' Feast
6th-level conjuration
- Casting Time: 10 minutes
- Range: 30 feet
- Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
- Duration: Instantaneous
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
Investiture of Flame
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell's duration. The flames don't harm you. Until the spell ends, you gain the following benefits:
- You are immune to fire damage and have resistance to cold damage.
- You are immune to Burn
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Investiture of Ice
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Until the spell ends, ice rimes your body, and you gain the following benefits:
- You are immune to cold damage and have resistance to fire damage.
- You are immune to Frozen
- You can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Investiture of Earth
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You are immune to Restrained
- You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Investiture of Wind
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Until the spell ends, wind whirls around you, and you gain the following benefits:
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You are immune to prone
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Investiture of Acid
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Until the spell ends, your body emits a green mist and you gain the following benefits:
- You become immune to acid and poison damage.
- You are immune to Corrosive
- If a creature makes a melee attack against you, it must make a Constitution saving throw, taking 2d6 acid damage and becoming poisoned on a failed save.
- You may use an action to launch a ball of corrosive energy. Make a ranged spell attack against one creature within 90 feet, dealing 1d8 acid damage on a hit.
Investiture of Water
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Until the spell ends, water swirls across your body, and you gain the following benefits:
- You are immune to water damage, and you have resistance to fire damage.
- You are immune to Soaked
- You have a swim speed of 90 feet, and you can walk on liquid as if you were under the effects of a water walk spell. You can breathe water as if it was air.
- You can use your action to create a high-pressure blast of water 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Strength saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one.
If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from you and knocked prone.
Investiture of Lightning
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
Until the spell ends, lightning wreaths around you and your eyes crackle with electrical energy, you gain the following benefits.
- Your walking speed increases by 15 feet and you may use a bonus action to take the Dash action.
- You are immune to Stunned Whenever a creature hits you with a melee attack, it takes an additional 2d6 lightning damage.
- You can use your action to release a shockwave in a 15-foot radius around yourself.
- All creatures within range must make a Constitution saving throw, taking 3d6 thunder damage and becoming paralyzed until the start of your next turn. A creature who succeeds on this saving throw takes half the damage and is not paralyzed.
Investiture of Light
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
You wreathe yourself in shining, yellow-white light, casting bright light in a 60-ft. radius and dim light for an additional 30 ft. for the spell's duration. This light is sunlight. Until the spell ends, you gain the following benefits:
- You are immune to radiant damage and have resistance to psychic damage.
- You are immune to Blinded
- Areas of magical darkness created by spells 6th level or lower within 60 ft. of you are dispelled.
- Creatures cannot activate effects that create areas of magical darkness while they are within 60 ft. of you.
- You can use your action to hurl a bolt of light that is 15 ft. long and 5 ft. wide extending from yourself in a direction you choose. Every creature in that area must make a Dexterity saving throw. Oozes and undead have disadvantage on this saving throw. A creature takes 4d6 radiant damage, or half as much on a successful one. A creature that fails its saving throw against this effect is blinded until the start of your next turn.
Investiture of Darkness
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
darkness Rises up from around you, and covers you
Darkness races across your body, shedding darkness in a 15 foot radius and low light for an additional 15 feet for the spell’s duration. Until the spell ends, you gain the following benefits:
- You are immune to necrotic damage and have resistance to radiant damage.
- You are immune to Bleed As a bonus action you can teleport 30 feet during your turn.
- You can use your action to create gaps to the Plane of Shadow in the area of darkness, dealing 4d6 necrotic damage on a failed charisma save, or half on a successful one.
Landscape of Fear
6th-level illusion
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (spider's web and a humanoid tooth)
- Duration: Concentration, up to 1 minute
You transform an area of 60-foot cube in range into the worst nightmare of all creatures in the area. Masses of tentacles, running rivers of molten steel and waterfalls of blood, hills made of flesh with a plethora of mouths and eyes, this nightmarish environment is the sum of the worst fears of the target. Each creature affected will perceive the environment in a different manner.
Each creature within the area must make a Wisdom saving throw. On a failed save, the creature is frightened and it must roll a die, adopting a random act while acting in despair, acting as if it was under the effect of the confusion spell for the duration of the spell. In addition, at the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
Creatures outside the area or unaffected by the spell can see only a faint mist enveloping the area it.
Liveoak
6th-level transmutation
- Casting Time: 10 minutes
- Range: Touch
- Components: V, S
- Duration: 24 hours
This spell turns an oak or similar tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can't cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.
Liveoak must be cast on a healthy, Huge oak or similar tree. A triggering phrase of up to 15 words is placed on the targeted tree. The liveoak spell triggers the tree into animating as an awakened tree.
If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.
The awakened tree does what you ask of it but it must be given a purpose at the time of its animation. Such as protecting you and your companions, alerting you of creature approaching you while you rest and other similar actions.
Locate Remains
6th-level divination
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a pinch of bone dust of the species the target was in life)
- Duration: Concentration, up to 1 hour
Describe or name the creature you are searching for. You sense the direction to the creature's location, as long as that creature is within 1 mile of you. If the remains are being transported, you know the direction of transport. The spell can locate some portion of the remains of a specific creature. If the remains are scattered over an area, you will feel multiple directions with the strongest feeling in the direction of the largest amount of the remains. Once you have found and collected them, you will feel the direction to the next largest and so on. This spell can't locate the remains of a creature if it has been fully consumed and digested.
Ironwood
6th-level transmutation
- Casting Time: 1 hour
- Range: Self
- Components: V, S, M (wood weighing as much as the intended item and shaped into the object)
- Duration: Instantaneous
Ironwood is a spell used to created a magical metal like substance from normal wood. While remaining natural wood in almost every way, ironwood is as strong and heavy as metal.
Spells that affect metal do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or woodworking tools, you can fashion wooden items that function as their metallic counterparts. Thus, wooden plate armor and wooden swords can be created as durable as their metallic counterparts.
These items are freely useable by druids. If the ironwood objects are under the effect of an antimagic field or are dispelled via dispel magic, they are considered normal wood objects.
Khiona's Freezing Sphere
6th-level evocation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a small crystal sphere)
- Duration: Instantaneous
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage and gain 3 levels of Frozen for 1 minute.. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute.
Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range).
It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
Magnetic Field
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small magnet, or a pinch of iron filings)
- Duration: Concentration, up to 1 minute
For the duration, you can manipulate nearby magnetic fields to create a variety of powerful effects. You use magnetic force to steer blades and arrows past you, giving you +2 AC against metal weapons. Additionally you can attempt to catch a metal projectile with magnetism: you can use your reaction to deflect or catch the missile when you are hit by a ranged metal weapon attack. When you do so, the damage you take from the attack is reduced by 2 d10 + your spellcasting ability modifier.
If you reduce the damage to 0, you can catch the missile in a magnetic field. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and you add your spellcasting ability modifier to the attack and damage rolls for the attack.
When you cast the spell and as your action on each turn until the spell ends, you can produce one of the following effects:
- Attract. Unattended metal objects in a 30-foot sphere—including weapons, armor, and anything made primarily out of metal—are pulled violently toward you, stopping just short of your space and falling harmlessly to the ground. Loose objects weighing more than 500 pounds are not affected. A creature in the area wearing metal armor, wielding a metal weapon, or holding a metal object must succeed on a Strength save or be dragged 5 feet closer to you in a straight line. A creature can drop a metal object it's holding as a free action to avoid the effect if it's not wearing metal armor. Creatures that fail their saves by 5 or more are pulled an additional 5 feet closer for every increment of 5 by which they failed their saves. Moving away from you counts as difficult terrain.
- Repel. This functions identically to the attract effect, except creatures and objects are pushed away from you in a 30-foot sphere. You can instead choose to focus your magnetic power into a 60-foot line; in this case the magnetic field is much stronger, and affected creatures and objects up to 1000 pounds move away from you at 30 feet per round. Creatures must succeed on a Strength check against your spell save DC to move towards you along the line, and doing so counts as difficult terrain.
- Disarm. You can focus your magnetic power down to affect a single metal object, disarming a creature within 30 feet. Make a spellcasting ability check against a creature’s Strength check; if you succeed, the opponent’s weapon or an item of equipment not secured to their person is pulled from their grasp. If you have a free hand, the item is pulled into your grasp.
Mental Prison
6th-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way.
You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Mind Switch
6th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You attempt to take control of a nearby living creature, forcing your mind and soul into its body, and its into yours. Choose one creature within range whose challenge rating (or level, if it doesn't have a challenge rating) is less than or equal to your level. That creature makes a Wisdom saving throw. On a failure, your mind possesses the creature's body, and its mind takes over your body. You can call on rudimentary or instinctive knowledge of the target creature, but not acquired or learned knowledge.
You and the target creature each retain your Intelligence, Wisdom, and Charisma scores, hit points, Hit Dice, languages (you do not retain the ability to speak if your new body lacks that capability), proficiencies, class features, and legendary and lair actions (if any). You and the target creature otherwise gain the statistics of your new bodies. Any features which require a certain body part which your new body lacks may be unusable while under the effect of this spell, but you still technically retain that feature.
If you or the target creature are targeted by dispel magic or a similar spell, the spell ends for both of you. The spell immediately ends for both you and the target creature if either of you enters an antimagic field or dead magic zone.
When this spell ends, each participant's mind returns to its original body. If either body dies, the other participant also dies when this spell ends. If one participant's body becomes petrified, imprisoned by imprisonment or a similar effect, or otherwise incapacitated, the other participant will be incapacitated in that way when this spell ends.
Magic Jar
6th-level necromancy
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
- Duration: Until dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid's body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.
Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features.
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.
Mass Suggestion
6th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
- Duration: 24 hours
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
Move Earth
6th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and sand)
- Duration: Concentration, up to 2 hours
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.
This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
Nekrazh´s Bone Crush
6th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V,S
- Duration: Concentration, up to 1 minute
Upon casting the spell, Your opponent will stop in their tracks having their bones destroyed. The target must succeed a spell save DC equal to the casters or take incredible amounts of damage. 4d10) necrotic damage per turn. While under effect of this spell the target has lost the ability to move.
2 turns into the spell will result in a permanent or until fixed halved speed, 3 turns they lose the ability to attack until fixed. 5 turns their skull implodes resulting in death. If the target dies before round 5 of the spell their skull implodes just like that.
creatures with the creature type slime, elementals or undead(ethereals) are immune to the spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher you deal 1d10 more Necrotic damage
Otherworldly Form
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
- Duration: Concentration, up to 1 minute
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
- You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
- You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
- Spectral wings appear on your back, giving you a flying speed of 40 feet.
- You have a +2 bonus to AC.
- All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Passwall
6th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a pinch of sesame seeds)
- Duration: 1 hour
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration.
You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Pillars of the Earth
6th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller.
Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.
Phoena's Irresistible Dance
6th-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Concentration, up to 1 minute
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
Planar Ally
6th-level conjuration
- Casting Time: 10 minutes
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).
When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
Primordial Ward
6th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You have resistance to Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder or Water. damage for the spell's duration.
When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Programmed Illusion
6th-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp)
- Duration: Until dispelled
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image, and any noise it makes sounds hollow to the creature.
Prismatic Circle
6th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, M (glass prismatic object)
- Duration: Concentration, up to 1 minute
This spell provides resistance to all these damage types Fire, Cold, Lightning, Psychic, Necrotic, Radiant, Acid, Poison and Thunder as well as retaliating against any source of damage to the warded target with a level 1 magic missile (3d4 + 3 force damage).
Remorseless Winter
6th-level evocation
- Casting Time: 1 action
- Range: Self (60 foot radius)
- Components: V, M (a glass sphere filled with water and flecks of silver worth at least 200gp)
- Duration: Concentration, up to 5 minutes
An icy storm envelops your body, both dangerous and chilling. A 60-foot radius storm erupts from your body, the area considered heavily obscured for anyone but yourself. Each must make a Constitution saving throw or take 10d6 cold damage and gain 3 level Frozen, or half as much damage on a successful one.
When a creature enters or ends their turn within the area, they take 6d4 cold damage, and must make a constitution saving throw, or gain 1 level Frozen.
Additionally the area becomes difficult terrain for 5 minutes.
Rockform
6th-level Abjuration
- Casting Time: 1 action
- Range: Self
- Components: S, M (an amount of dirt, sand, or stone equal to your own weight)
- Duration: Concentration, up to 1 Hour
You move earth from within 5 feet of you around yourself like a body suit, giving you a thick layer of malleable protective earth. This protective suit grants you a number of effects for the duration of the spell:
- You gain 2d8 + 6temporary hit points.
- You become resistant to bludgeoning, piercing, and slashing damage to nommagical attacks.
- As long as you are standing on solid ground made from some kind of stone, dirt, or sand, you can't be pushed by external sources and you can't be knocked prone or stunned.
- If you would take damage greater than your current temporary hit points, the rock armor shatters.
- You cannot take the Dash or Dodge actions.
If you lose all of your temporary hit pointsn before the end of the duration, the spell ends. The earth surrounding you collapses to the ground when the spell ends.
Scatter
6th-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: Instantaneous
The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.
Soul Cage
6th-level necromancy
- Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you dies
- Range: 60 feet
- Components: V, S, M (a tiny silver cage worth 100 gp)
- Duration: 8 hours
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.
- Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
- Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
- Borrow Experience. You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.
- Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
Sunbeam
6th-level evocation
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S, M (a magnifying glass)
- Duration: Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 5d10 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
Salem´s Otherworldly Guise
6th-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
- Duration: Concentration, up to 1 minute
Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
- You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
- You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
- Spectral wings appear on your back, giving you a flying speed of 40 feet.
- You have a +2 bonus to AC.
- All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Shadow Storm
6th-level evocation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (A Black diamond worth 200gp)
- Duration: Instantaneous
You tear a rift into realm of shadows, and draw out black and purple lightning which you hurl forth. Up to three bolts then leap from that target to as many as three other targets, each of which must be within 40 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw.
The target takes 5d8 lightning damage and 4d8 necrotic on a failed save, or half as much damage on a successful one.
At Higher Levels. hen you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Additionally creatures have disadvantage on save when its in darkness or in shadows.
Soul Bind
6th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You target the soul of one or two enemies. The two enemies are bound by their souls and cannot move further than 60 feet from each other (to also restrict teleportation and plane shifting).
Additionally, when a spell targets one of the enemies it duplicates the effect onto the other enemy, regardless of range. This does not duplicate area of effect spells unless they specifically target specific enemies such as the spell Slow.
If the spell is only casted on one enemy, the first enemy to come within 60 feet of the targeted enemy is then bound to the first enemy.
Soul Stream
6th-level evocation
- Casting Time: 1 action
- Range: Self (150-foot line)
- Components: V, S, M (An arcane focus)
- Duration: Instantaneous
You charge up soul energy and unleash a massive blue laser along a 5-foot wide, 150 foot line. Each creature in the line must make a Dexterity saving throw: A creature takes 20d6 force damage on a failed save.
Casting this spell at lower levels takes severe effort on the part of the caster. When you cast this spell, you must make a Constitution saving throw. On a failed save, you become incapacitated and your movement speed gets reduced to 10 feet for one minute. You may repeat the saving throw at the beginning of each of your turns to end the effect.
At Higher Levels. . When you cast this spell using a spell slot of 7th level or higher, the DC for the saving throw against becoming incapacitated gets reduced by 5 for each slot level above 6th.
Suffocate
6th-level conjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a mote of earth from the Plane of Air)
- Duration: Concentration, up to 1 minute
You suck th air out from a 40-foot radius Sphere centered on that point must make a constitution save, on a failed save, start to Suffocate for one minute. You may repeat the saving throw at the beginning of each of your turns to end the effect. On a successful the creature is unaffected by the spell.
Sphere of Warded Repulsion
6th-level abjuration
- Casting Time: 1 action or reaction
- Range: Self (10 foot radius sphere)
- Components: V, S, M (A blue sapphire, a green emerald, and a red ruby worth at least 500gp each)
- Duration: 1 hour or until dispelled
You create a magical sphere of force energy around you that moves with you. No creature, object, spell, gaze, or breath weapon may enter or leave the sphere unless the caster decides otherwise. The sphere is immune to the damage from all nonmagical attacks and resistant to the damage of all magical attacks, spells, gazes, and breath weapons.
If a spell or breath weapon hits the sphere, it splashes against it causing a flash of pale blue light where it struck the sphere but will continue to do its normal effects to everything outside it. Projectile weapons and melee attacks bounce off of the sphere causing a flash of pale blue light where it struck. The sphere has hitpoints equal to the caster's hitpoints and can regain 1d12 + the caster's level each round if the caster concentrates on it.
At Higher Levels. . When you cast this spell using a spell slot of 7th level or higher, the range of the sphere increases by 5 feet, the duration increases by 1 hour, and the damage the sphere can recover increases by 1d12 damage every round for each level above 6th.
Spell Capture
6th-level transmutation
- Casting Time: 1 reaction, takes place when a creature casts a spell within 80 ft
- Range: 10 feet
- Components: S, M (1 diamond worth 1000 gp or more, increase price by 500 gp for each spell level above 6. Multiple spells require multiple diamonds.)
- Duration: Instantaneous
Whenever a creature casts a spell within range, the caster may choose to capture that spell as a reaction and add it to their list of spells. Readying the spell can be done in combat, taking up an action and a bonus action to study the spell. Any focus or components to cast the captured spell are still required, casting time is unaffected. Only a successfully cast spell can be captured, and the original captured spell will remain unhindered. Whenever a new spell is captured, it replaces the oldest one and must be studied again.
At Higher Levels. . When you cast this spell using a spell slot of 8 or higher, the caster may capture an additional spell at level 8. At level 9, you gain the ability to combine the affects of the 2 captured spells into a new higher ranked spell (spells can only be combined if the total of their spell levels equal 8 or less, this also determines the level of the combined spell).
Summon Greater Elemental
6th-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp)
- Duration: Concentration, up to 1 hour
You call forth an Greater Elemental. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Greater Elemental stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
Sympathetic Vibrations
6th-level evocation
- Casting Time: 10 minute
- Range: Touch
- Components: V, S, M (a tuning fork)
- Duration: Concentration, up to 1 minute
By attuning yourself to a freestanding structure such as a building, bridge or dam, you can create a damaging vibration within it.
Once it begins, the vibration deals 2d10 force damage to the target structure, and again at the start of each of your turns. If the spell is cast upon a target that is not freestanding, such as a hillside, the surrounding earth dissipates the effect and no damage occurs.
Sympathetic vibrations cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.
Tenser's Transformation
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a few hairs from a bull)
- Duration: Concentration, up to 10 minutes
You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
- You have advantage on attack rolls that you make with simple and martial weapons.
- When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
- You have proficiency with all armor, shields, simple weapons, and martial weapons.
- You have proficiency in Strength and Constitution saving throws.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.
Transport via Plants
6th-level conjuration
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: 1 round
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
True Seeing
6th-level divination
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
- Duration: Instantaneous
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Transmogrification
6th-level transmutation
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (Damp clay equal to the weight of the target and 150 gp worth of crushed gem dust, both of which the spell consumes)
- Duration: 1 hour
You permanently alter the physical body of a humanoid creature into another type of humanoid body. After encasing the target in clay, you conduct a rigorous, one-hour-long ritual that manipulates the flesh and function of the target's body into that of another humanoid race.
They lose their previous racial traits and instead gain the racial traits of another humanoid race of the target's choice, aside from languages known (which remain unchanged). Should the target wish to alter their gender along with or instead of their race, they can choose to do so as part of the spell. When the ritual is completed, you and the target suffer one level of exhaustion.
Once a creature's race or gender has been changed via this spell, they cannot be affected again by this spell for 1 year.
Tri-Enchant Weapon
6th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S,
- Duration: Concentration, up to 1 minute
Enchant a weapon with 3 of the following damage types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder or Water. Every attack made with this weapon deals an additional 1d4 damage for every element.
Twisting Tendril
6th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (an onyx)
- Duration: Concentration, up to 1 minute
You may create a necrotic tendril with an area made up twelve 5-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube and must be with the spell's range.
All creatures in the tendril's space at the start of their turn and all creatures that move through the tendril's space must make a Strength saving throw.
On a failure the creature takes 10d8 necrotic damage and their speed is reduced by half until the start of your next turn. On a success the creature takes half of the damage and their speed is not halved. On your turn, you may use a bonus action to move the tendril to another space within range.
At Higher Levels. When you cast this spell using a spell slot of 7th or higher, the damage increases by 1d8 for each slot level above 6th.
Vampiric Aura
6th-level necromancy
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V,
- Duration: Concentration, up to 5 minutes
Life-draining 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 make a ranged spell attack against a creature within the aura. On a hit, the target takes 10d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
Volcano Immolation
6th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V
- Duration: Concentration, up to 1 minute
You cause a small volcano to burst from the ground on a point where you can see. Each creature within a 40-foot radius must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save and 2 levels of Burn for 1 minute, or half as much damage on a successful one.
At the stat of each of your turn the Volcano shoot small orbs of lava within the radius. Each creature within a 40-foot radius must make a second Dexterity saving throw or take 3d6 fire damage.
Additionally the area becomes difficult terrain for 1 minute.
Wall of Thorns
6th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a handful of thorns)
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement.
Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 piercing damage on a failed save and gain 2 levels Bleed, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Wall of Iron
6th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a piece of iron ore or a handful of iron pieces)
- Duration: Concentration, up to 10 minutes
A nonmagical wall of wrought iron emerges 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 emerges, 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 resting 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 17 and 50 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it, and the metal rusts 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.
Wall of Ice
6th-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a small piece of quartz)
- Duration: Concentration, up to 10 minutes
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage and 2 levels Frozen, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
Wall of Wood
6th-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a handful of pieces of bark)
- Duration: Concentration, up to 10 minutes
You create a wall of strong, durable, moving trunks of wood adorned in thick branches, leaves, and roots. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and is 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 bludgeoning damage, or half as much damage on a successful save.
A creature can move through the wall, albeit sloly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement.
Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 bludgeoning damage on a failed save, or half as much on a successful save.At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Wind Walk
6th-level transmutation
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (fire and holy water)
- Duration: 8 hours
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons.
The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
Word of Recall
6th-level conjuration
- Casting Time: 1 reaction action, which you take in response to targeted by a attack, ability or spell that targeted more then one creature
- Range: 15ft feet
- Components: V
- Duration: Instantaneous
You and up to five willing creatures within 15 feet of you instantly teleport to a previously designated position within 20ft. You and any creatures that teleport with you appear in the nearest unoccupied space.
Water Sucker
6th-level necromancy
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of sand and salt)
- Duration: Instantaneous
Drain water from a creature or object you can touch. As the water drains out of the creature or object, it must make a Constitution saving throw, taking 8d10 necrotic damage on a failed save and 3 levels of Exhaustion, or half as much damage on a success.
Plant creatures and water-based elementals have disadvantage on this save and take additional 1d10 damage.
Woeful Stab
6th-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (one dagger, which the spell consumes)
- Duration: Concentration, up to 1 minute
A dagger in the back might hurt for some time, but the pain of a woeful dagger never ends. You conjure a woeful dagger in your free hand, which lasts for the duration.
You are proficient with the woeful dagger and you may use your spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of melee attacks using it. It deals 4d4 piercing damage and is a magic weapon.
Once during the spell's duration, when you hit a creature with the woeful dagger, you can make a woeful stab. The creature you hit must make a Charisma saving throw.
On a failure, you deal an extra 10d10 psychic damage and the target has disadvantage on saving throws for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns in an attempt to end the effect.
7th levels
Animal Madness
7th-level enchantment
- Casting Time: 1 action
- Range: 60ft feet
- Components: V, S, M (a caterpillar coccoon)
- Duration: Concentration, up to 10 minutes
You target up to 4 unwilling creature that you can see within range. Each creature within range must make a Wisdom saving throw or enter a frenzy. The frenzy creature must make a attack on a creature within malee range of it. The attack is made with advantage and attacks on the creature is made with advantage.
Animate Plants
7th-level transmutation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V
- Duration: Concentration, up to 4 hours
You imbue inanimate plants with mobility and a semblance of life. You target up to two Huge, four Large or eight Medium or smaller plants. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object similar to the animate objects spell of the appropriate size category.
You can command the plants to move or attack with a bonus action. While in combat, the plants act on your initiative.
Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. This effect lasts the duration, until dispelled or until dismissed with a bonus action.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Breath of Malice
7th-level evocation
- Casting Time: 1 action
- Range: Self (120-foot cone)
- Components: V, S
- Duration: Instantaneous
Your jaw opens before a gigantic, glowing cone of malice—pure hatred in a physical form—blasts into what lays before you. Each creature in a 120-foot cone must make its choice of either a Dexterity saving throw to take cover, or a Wisdom saving throw to resist malice from overtaking its soul.
On a failed the creature takes 2d12 necrotic damage and 2d12 force damage and takes a 2d12 penalty to all rolls for 1 minute. On a successful save half damage. The creature can make a wisdom save at the start of each of its turn to remove the 2d12 penalty.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the force damage or necrotic damage (your choice) increases by 1d12 for each level above 7th.
Crown of Stars
7th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 1 hour
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the stars streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack.
On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.
If you have four or more stars remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three stars remaining, they shed dim light in a 30-foot radius.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of stars created increases by two for each slot level above 7th.
Control Undead
7th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 30 days
You target an undead creature in range. The creature must make a wisdom saving throw; It has disadvantage on this saving throw if its Intelligence score is 10 or less, and it automatically fails if its intelligence score is 5 or less. On a failed save, the target is brought under your mental control.
While an undead is under the control of this spell, and within 1 mile of you, you may telepathically issue commands to it which they follow to the best of their ability. If no commands are given, it will defend itself against hostile creatures.
During combat, the undead rolls for its own initiative. You decide what actions it takes and where it may move.
Undead controlled by this spell cannot be freed by means other than a necromancy wizard's Command Undead feature, or another spellcaster casting control undead or other appropriate spell of 7th level or higher.
This spell has no effect on creatures with legendary actions. The spell ends at the end of the duration, or when the undead is destroyed, or when control of it is taken away.
When you cast this spell using a 9th level spell slot, the spell lasts until dispelled or countered, or until the undead is destroyed.
At Higher Levels. - When you cast this spell using an 8th level spell slot, the duration increases to 1 year.
Delayed Blast
7th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a tiny ball of bat guano and sulfur)
- Duration: Concentration, up to 1 minute
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners.
Each creature in a 20-foot-radius sphere centered on that point must make 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.
The spell's base damage is 12d6 fire damage and. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet.
When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Dream of the Blue Veil
7th-level conjuration
- Casting Time: 10 minutes
- Range: 20 feet
- Components: V, S, M (a magic item or a willing creature from the destination world)
- Duration: 6 hours
You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron.
If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
Danmaku
7th-level evocation
- Casting Time: 1 action
- Range: Self (80-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
You spam hundreds if not thousands of colorful magical projectiles in every direction, often forming some sort of fanciful geometric pattern in the process.
Each creature you choose within the area must make a Dexterity saving throw, taking 8d6 force damage on a hit. As an action, you may repeat this attack again during your turn.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
Dark Abyss
7th-level conjuration
- Casting Time: 1 round
- Range: 120 feet
- Components: V, S, M (a dark crystal or a dark pearl that is worth 500 gp, which the spell consumes)
- Duration: 1 minute
A pit of eternal darkness from which there is no escape, filled to the brim with the influence of evil.
A hole through time and space is created, and centered on a point you can see and spreading to a radius of 10 feet. Thunder cracks from the dark hole, and strong winds roar, pulling nearby creatures towards it. Each creature within 60 ft. must make a Strength saving throw equal to your spell DC at the start of every round that they are within the range of the vortex.
Creatures within reach of an anchored object may use their reaction to grab onto the object, granting them advantage on the save. On a success, creatures slide 5 feet towards the center, but are able to move away from the center of the abyss, treating each movement away as difficult terrain (In case of being grabbed to an anchored object, it does not move).
On a failed save, the creature is dragged 15 feet toward the dark hole, cannot move on its turn, and gets sucked into the dark dimension when they are within the boundaries of the hole.
While there (in the hole), creatures take 7d10 necrotic damage each turn. They can escape the dimension by succeeding the saving throw on their turn. Creatures within the dimension have disadvantage on their saving throws to escape.
Creatures within the dimension when the duration is up are ejected into an unoccupied space within 5 feet of the entrance to the abyss (or the nearest unoccupied space if none are left), take 3d6 bludgeoning damage from the sudden return to reality, and are Stunned until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 8th or higher, increase the distance pulled by 5 feet, and the radius of its influence by 10.
Dimensional Lock
7th-level abjuration (ritual)
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (a small cogwheel)
- Duration: 10 minutes
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include: astral projection, dimension door, etherealness, gate, maze, plane shift, teleport, and similar spells or spell-like abilities. Once dimensional lock is in place, extradimensional travel into, or out of the area is not possible.
Dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
At Higher Levels. When you cast this spell using a 8th level spell slot, change the duration to 1 hour. When you cast this spell using a 9th level spell slot, change the duration to 8 hours.
Demon Flames
7th-level evocation
- Casting Time: 1 action
- Range: Self (80-foot line)
- Components: S, M (a magnifying glass and a piece of black cloth)
- Duration: Instantaneous
A stream of dark fire bursts forth from your hand in a 80-foot long, 15-foot wide line. Each creature in the line must make a Dexterity saving throw, taking 8d6 fire damage and 6d6 necrotic damage on a failed save and gain 3 level of Burn and become cursed. On a successful save half damage.
A creature cursed in this way have there maximum hp reduced by 3d12 for 1 minute, a cursed creature can remake the wisdom saving throw to remove the curse, if the creature fails the wisdom saving throw again it take additional 3d6 necrotic damage.
Extrasensory Strike
7th-level evocation
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: S
- Duration: Instantaneous
The caster assails the minds of numerous foes and assaults their senses. All creatures you choose within range must make an Intelligence saving throw, taking 10d8 psychic damage on a failure, or half as much on a success. Creatures that fail the save are also blinded for one hour and may repeat the saving throw each minute to end the effect.
Etherealness
7th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Up to 8 hours
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell.
During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Ensemble of Elegance
7th-level enchantment
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (an instrument you are proficient with)
- Duration: Concentration, up to 1 minute
You create a sphere with a 30-foot radius that originates from you. Until the spell ends, creatures of your choice within range’s speed is doubled, they gain a +2 bonus to AC, have advantage on Dexterity saving throws, and gain an additional action on each of its turns.
That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When this spell ends, all effected creatures are stunned until the end of their next turn, as a wave of lethargy passes over them. This affects individual creatures too, if they leave the area before the spell ends.
Finger of Death
7th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain.
The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a Dark Wraith that is permanently under your command, following your verbal orders to the best of its ability. This Dark Wraith works as a familiar. You can only have a Dark Wraith at any times.
Fire Storm
7th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Instantaneous
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw.
It takes 8d10 fire damage on a failed save and gain 3 levels of Burn for 1 minute, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Forcecage
7th-level evocation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (ruby dust worth 1,500 gp)
- Duration: 1 hour
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.
Foul Form
7th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (the fingerbone of an undead, engraved with jewels worth at least 500gp)
- Duration: 1 minute
You cause your form to adapt to the evil energies of the multiverse. For the duration, your skin appears to be decaying, you give off a sickening stench, and bile and slime ooze from your pores.
While in this state, whenever you would take poison or necrotic damage, you take no damage, and instead regain hit points equal to half of the damage you would have taken before resistances and immunities. Any effect that would heal an undead creature also heals you.
You may communicate with undead creatures through rudimentary telepathy and body language, regardless of whether you speak the same language, and undead creatures with 14 or less Intelligence will not automatically attack you unless they are commanded to.
Finally, for the duration, you may move freely through oozes and slimes, taking no damage in the process.
The average person will not interact with you in this state; on a failed DC18 Intelligence (Investigation) check, acreature will believe you are undead and will react accordingly.
At Higher Levels. When you cast this spell using a spell slot of 8th level, the duration increases to 1 hour, and with a spell slot of 9th level, it increases to 24 hours.
Greater Geas
7th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: 1 year
You place a magical command on up to 6 creatures within range that are currently facing you. Upon casting the spell, all creatures that you have targeted with the spell must pass a Wisdom saving throw, or be charmed by you.
The creatures must obey any command that you give to them, with the spell only ending when the action has been completed, or when the duration of the spell has ended.
The spell can also be ended if you use an action to end it, or if Remove Curse, Greater Restoration, or Wish spells are used to dispel it.
At Higher Levels. additional creatures can be targeted per spell slot above 7th Level. When casting this spell using a 9th Level spell slot, it will last until it has been dispelled.
Greater Explosive
7th-level conjuration
- Casting Time: 1 action
- Range: 160ft
- Components: V, S, M (three small iron ball bearings, which the spell consumes, and a pearl worth at least 100 gp)
- Duration: Instantaneous
Upon casting this spell, three spherical explosive devices appear in the caster's hand. The caster can throw an explosive, store it, or give it to someone else.
Each creature in a a 40-foot radius Sphere centered on that point must make a dexterity save or take 12d8 fire, force, or thunder damage (caster's choice) and be pushed 20 feet away from the explosion. On a successful save, only half damage is taken and the creature isn't pushed back.
Creatures of Gargantuan size or larger are immune to the knock back effect of this spell. Only one explosive may be thrown per turn per person, and only three made by the same caster can exist at the same time.
Creatures of small size or smaller is pushed 80ft away.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage of the explosion is increased by 2d6 and both the throwing range and the explosion area are increased by 5 feet.
Grove Enroot
7th-level transmutation
- Casting Time: 1 action
- Range: Self, Touch, 60ft
- Components: V, S, Piece of flora from the Feywild
- Duration: Concentration, up to 1 hour
This spell transforms each creature (excluding undead and constructs) in a 25ft radius sphere that you can see within range into a new form. An unwilling creature must make a Constitution saving throw. On a failed saving throw, the creature’s legs become stuck and rooted to the ground as they turn into wood. Their skin, hair, nails, etc will turn to bark and branches will grow from the upper part of their body as you turn into a tree, still with many of their original features.
Their speed becomes 0ft, the area 5ft surrounding them becomes difficult terrain, and their gear is absorbed into the wood. They are treated as unconscious and are unable to take any actions or bonus actions. Once the spell ends, the wood cracks and falls away from their body. Over the next hour, the wood rots and breaks away, leaving nothing behind.
While under the effects of the spell, the target is in a form of stasis, which mean that processes that happen over time such as growing, aging or spells that last for a certain period are paused until the effects of the spell end.
At Higher Levels. Casting this spell at 8th-level will increase the spheres radius to 30ft and increase the spells duration to two hours and casting it at 9th-level will increase the spheres radius to 35ft and increase the spells duration to 3 hours.
Ritual Variant. You can perform a ritual on up to five willing creatures which may include yourself to cast the spell which takes a duration of 30 minutes to perform. The caster can decide how long the effects will last, as long as they don't exceed one year.
Hive Leech
7th-level conjuration
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: V, M (a gilded insect wing worth at least 350 gp)
- Duration: Concentration, up to 1 minute
You summon a swarm of leeches to drain your foes. Each creature within the cone takes 3d8 poison damage and must make a Constitution saving throw. On a failure, they also have their maximum hit points reduced by half the damage taken and you regain a hit die.
You can regain no more than 4 hit dice per casting of the spell. On a success, they take half damage, do not have their maximum hit points reduced, and you do not regain any expended hit dice.
Swarm of leeches can move 30ft and have a 180 hp
Harrowing Insanity
7th-level illusion
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (powdered glass worth at least 200 gp, which the spell consumes)
- Duration: Concentration, up to 10 days
You haunt a creature with horrifying visions, trapping it in a fake realm of your own making. Touch a creature. It must succeed on a Wisdom saving throw or become trapped in illusory world. The world is mostly dark, and the creature has blindsight while in the hallucination, allowing it to sense the real world. You can choose to create a false image, sound, or both for the creature to see and hear.
While hearing an illusory sound, the creature cannot hear anything else. An illusion can deal up to 6d10 Psychic damage each round.
Incinerating Impacts
7th-level evocation
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V,S
- Duration: Concentration, up to 1 minute
A melee weapon in range begins to visibly glow a dim red color, and its strikes can become empowered with flame. For the duration, the weapon sheds bright light in a 20-foot radius, and dim-light for an additional 20 feet.
Whenever a creature uses the Attack action and hits with the weapon, as part of the attack action to deal an extra 6d10 fire damage to the target of its attack. If you roll a critical hit with this spell its fire damage is 3d12.
Illusoid
7th-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V
- Duration: until dispelled
You create an image of an object, a creature, or some other visible phenomenon that is no larger than a 30-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. The illusoid is "smarter" than other illusions, able to react naturally to the enivronment and various phenomena, simulate movement, and so on, on its own with no action required on your end.
Creatures you simulate with an illusoid act with an intelligence that does not exceed yours, carry on conversations in languages you are familiar with, and are able to convincingly respond to stimulae as well as any real being can, although their knowledge and memories are limited by your own.
Unlike other illusions, an illusoid has a physical, very real material presence, and as such can inflict real damage to creatures and objects. You can create the following effects:
- Attacks from illusory creatures, weapons, and objects. Creatures you choose within the area must make a Dexterity saving throw, taking 5d8 bludgeoning, piercing, or slashing damage (your choice) and 5d8 psychic damage on a failed save.
- Illusory bridges, walls, and similar structures. Objects you create can support the weight of creatures, block travel, etc. as well as the real thing can. Creatures that can tell it's an illusion can pass through with difficulty, expending 4 feet of movement to move through 1 foot of the "solid" object.
- Elemental Effects. Creatures you choose within the area must make a Dexterity saving throw, taking 5d8 acid, cold, fire, lightning, or thunder damage (your choice) and 5d8 psychic damage on a failed save.
- Terrifying Things. Creatures you choose within the area must make a Wisdom saving throw or be frightened by the illusoid. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
- Sickening Smells. Creatures you choose within the area must make a Constitution saving throw or be incapacitated by the stench. A creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Physical interaction with the illusoid does not reveal it to be an illusion, because it is partly real. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusoid for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. A creature that can tell an illusoid is fake is immune to psychic damage from an illusoid.
Last Laugh
7th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Your enemy dies of its own laughter. Choose a humanoid you can see within range. It must succeed on a Wisdom saving throw or begin laughing insanely.
At the start of each of its turns, it takes 6d10 psychic damage and must repeat the saving throw, ending the spell on a success. After three failed saving throws, the target drops to 0 hit points.
Lucid Control
7th-level transmutation
- Casting Time: 1 action
- Range: 100 feet
- Components: S, M (sleeping medication of some kind)
- Duration: 1 minute
You force yourself to fall asleep, as your dreams start to become reality.
When you cast this spell, you immediately fall unconcious, however, you are still fully aware of what's happening within range. The spell ends if you ever wake up. At the start of your turn while you remain unconcious, you may cause any two of the following effects to happen.
- Shifting Surroundings. Target any three creatures or 10 foot squares of terrain. They may make a Charisma saving throw to resist, if they are unwilling. They move up to 20 feet within range, and if they would be airborne, they do not immediately fall, and only do so when the spell ends or they choose to
- Images. You create an illusion within range that fits within a 20 foot square. It can be for any two sensory effects(visual and audio for example), but it cannot actually harm creatures in any way. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature discerns the illusion for what it is, the creature can see through the image. As an action, you can move the image up to a new location in range. you cannot create more than 5 illusions in this way.
- Piercing Headache. Choose a 10 foot radius circle within range. Every creature within range must make a Wisdom saving throw, or take 3d6 psychic damage.
Life Drain
7th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You attempt to drain the life out of a creature within range. The target must make a Constitution saving throw at the start of each of its turns, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. If the target successfully saves three times against this spell, it ends early.
Lightning Strike of Doom
7th-level evocation
- Casting Time: 1 action
- Range: 0 feet
- Components: V, S, M (A rod of electrum worth at least 150gp)
- Duration: Instantaneous
You reach up into the sky and cast down a tremendous bolt of lightning from the heavens upon one particularly unlucky target and any cronies that are standing nearby.
Target one creature or location within range. The target must be open to the sky, and cannot be indoors. The target must make a Dexterity saving throw, taking 8d10 Lightning damage on a failed save, or half as much on a success.
In addition, each creature within 15ft of the striking point must also make a Dexterity saving throw, taking half of the damage rolled on a failure.
Additionally A creature wearing heavy armor made of metal have disadvantage on the saving throw
If this spell is cast at an invalid target, or no target was specified, the lightning bolt automatically targets the tallest creature or metal object within range.
Mirage Arcane
7th-level illusion
- Casting Time: 10 minutes
- Range: Sight
- Components: V, S
- Duration: 10 days
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
Mage's Sword of Cutting
7th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
- Duration: Concentration, up to 1 minute
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 4d10 force damage and must make a constitution save, on a failed save the creature gain 3 levels of Bleed for the duration of the spell .
Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Metal to Wood
7th-level transmutation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (piece of wood and metal)
- Duration: Concentration, up to 1 minute
As an action, this spell allows you to convert all metal objects into wood. If any of the objects that this spell is targeting are magical, they are unaffected. If a creature is wielding or carrying an item being targeted, they make the Constitution saving throw at advantage. Any other nonmagical object made of metal within a 40ft radius is affected by this spell. Artifacts are immune to this spell.
Weapons converted from metal to wood take a 2d12 penalty on attack and damage rolls. The AC of metal armor converted from metal to wood is reduced by 8.
Weapons changed by this spell and break on any natural attack roll of 1 or 2 and armor changed by this spell loses an additional point of AC when struck by a critical hit. When the AC of armor is reduced to 10, it is destroyed. Only a Wish or Miracle spell can undo this transformation.
Major Mark
7th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a fire ruby worth at least 500 gp)
- Duration: Concentration, up to 10 minutes
As an action, you point to a creature you can see in range, mutter arcane words, and trace a certain sigil described by this spell. As long as you concentrate, up to 10 minutes, the target gains the benefits of the sigil you chose. The sigil is visible over the target's head while you cast the spell.
- Assassin's Mark This sigil consists of a diagonal cross and a water droplet encircled by two thin circles. When you choose this sigil, every time the target rolls a damage die from a weapon, those dice are exploding, up to 7 explosions each. Additionally, you or the target can expend a bonus action to grant it advantage on its next attack roll against a creature with a lower initiative than it.
- Evoker's Mark: This sigil consists of a flame, water droplet, snowflake, and wispy lines. When you choose this sigil, every time the target rolls an acid, cold, fire, lightning, or thunder damage, those dice are exploding, up to 7 explosions each.
- Gravekeeper's Mark: This sigil consists of an X, the top left end of which is tipped with a curved line, and the bottom right end of which is tipped with a ū-like symbol. When you choose this sigil, every time the target rolls a necrotic or poison damage die, that die is exploding, up to 7 explosions each. In addition, the target gains resistance to and advantage against saving throws involving necrotic damage, and it cannot be raised as undead as long as this spell is active.
- Lunatic's Mark: This sigil consists of two small spheres with dots in their centers. When you choose this sigil, every time the target rolls a psychic damage die, that die is exploding, up to 7 explosions each. In addition, the target has advantage on saving throws to resist being charmed and frightened.
- Keeper's Mark: This sigil consists of an upside down triangle containing a simplistic bird. When you choose this sigil, every time a damage die is rolled at maximum value against the target, it gains +1 to is AC, up to +5 total. Additionally, the target can expend one of these bonuses to AC to negate all damage done by a single attack.
- Shaman's Mark: This sigil consists of a leaf and water droplet, under which lies a sideways humanoid palm. When you choose this sigil, every time the target rolls a healing die, those dice are exploding, up to 3 explosions each. Each time the target heals or is healed, add a number of temporary hit points equal to your spellcasting modifier to the target and any other affected party. Additionally, the target can simulate Spare the Dying at will.
Minor Wish
7th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V,S
- Duration: Instantaneous
Minor wish is the weaker spell of wish, and is basically, wish diluted a lot. It is said that minor wish was created when a wizard failed to cast wish and instead came upon the lesser version.
The basic use of this spell is to duplicate any other spell of 5th level or lower. You do need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice: When you cast this spell, you can create one of the following effects of your choice:
- You create one object of up to 500 gp in value that isn't a magic item. The object can be no more than 15 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
- You and up to two other creatures you can see each regain 20 + your level hit points.
- You and up to one other creature you can see gain resistance to a damage type of your choice for 1 minute.
- You and up to two other creatures you can see gain immunity against a spell of 3rd level or lower for 10 minutes.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After casting "minor wish", the caster's Strength score reduces by 2, and each time you finish a long rest, you regain one point of lost Strength. Finally, there is a 20% chance you will not be able to cast minor wish again.
Moat of Lava
7th-level transmutation
- Casting Time: 1 action
- Range: Self (Area between 10 and 70 feet from the Caster)
- Components: V,S, M (a relic from a plane of fire or a diamond worth at least 500 gp)
- Duration: Concentration, up to 8 hours
You spread open your arms and cry out. Suddenly, all the floor in the area between 10 and 70 feet from you has transmuted into lava 10 feet deep.
The land within ten feet of you is as an island in a lake of fire. Enemies within 10 feet of solid ground can make a Dexterity save equal to your spellcasting save modifier. On a success, they escape any effects. On a failure, they topple into the lava and take 10d8 fire damage each turn they are in the lava.
Creatures not within 10 feet of solid ground automatically fail the Dexterity save unless they have a specific power that negates it, such as a legendary action. The lava does not catch worn items on fire. The lava is considered rough terrain.
The turn after the caster loses concentration, the lava becomes black igneous rock and acts as normal terrain.
Creatures caught in the moat as they are cooling must make a Dexterity save D or take 7d6 bludgeoning damage and be thrown five feet in a random direction.
Necrotic Breath
7th-level necromancy
- Casting Time: 1 action
- Range: 5-foot sphere around the caster
- Components: V, M (a piece of rotting meat or flesh)
- Duration: Instantaneous
You consume a chunk of rotting meat causing you to exhale a deadly black mist of negative energy causing a creature you see within range to inhale it forcing them to make a Constitution saving throw dealing 6d12 necrotic damage on a failed save or half as much on a success.
If the spell kills the target and they failed their con saving throw you can choose to raise them as a skeleton or zombie under your control otherwise their body but not their possessions crumble to dust.
- If you target a plant creature or a magical plant, it makes the saving throw with disadvantage.
- If you target a nonmagical plant that isn't a creature, such as a tree or a shrub, it doesn't make a saving throw, it simply withers and dies.
- If you target an undead it heals them 3d10 hp. If you target a creature that can not or does not need to breathe they automatically succeed on their Constitution saving throw and they take no damage.
Plane Shift
7th-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
- Duration: Instantaneous
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. 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 this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Power Word Pain
7th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws.
Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Project Image
7th-level illusion
- Casting Time: 1 action
- Range: 500 miles
- Components: V, S, M (a small replica of you made from materials worth at least 5 gp)
- Duration: Concentration, up to 1 day
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image, and any noise it makes sounds hollow to the creature.
Perfect Illusory Self
7th-level illusion
- Casting Time: 1 minute
- Range: Self/Touch
- Components: V, S, M (mirror shard)
- Duration: Concentration, up to 1 hour
You create a perfect illusion that is nigh impossible to discern and bind the illusion to the subject of this spell, allowing for a perfect disguise.
The caster (or subject) chooses the image to be projected onto the subject in their mind (in the event that they are in disagreement, the caster's image is the one projected). The image must retain basic creature type (i.e. bipeds cannot be illusioned as quadrupeds) and limb structure (wings can be illusioned, but are not functional) and size cannot change more than one size category larger. Size category cannot change to be smaller.
Upon being touched, the creature touching the subject of this spell must succeed at an Intelligence check against the spell's save DC. If successful, the illusion vanishes from their perception. If desired, a creature may spend a full minute examining the subject of the spell to make the same check.
Upon being viewed under a detect magic spell, the subject glows with a faint aura (aura is equivalent to a standard +1 enchantment).
Poison Matrix
7th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Instantaneous
A 60-foot cube centered on a point within range is filled from every direction by intersecting green rays of poison. Each creature in the area must make a Constitution saving throw.
A creature takes 7d10 poison damage and gains 4 levels of Poisoned for 1 minute on a failed save. On a successful save, a creature takes half damage and isn't poisoned.
A poisoned creature can make a new saving throw at the start of each of its turns, ending the effect on itself on a success.
Regenerate
7th-level transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a prayer wheel and holy water)
- Duration: 1 hour
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Resurrection
7th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
- Duration: Instantaneous
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Reverse Gravity
7th-level transmutation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a lodestone and iron filings)
- Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell.
A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.
Repulsion
7th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: S, M (A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp)
- Duration: Concentration, up to 1 hour
An invisible, mobile field surrounds you and prevents creatures from approaching within a 30 foot radius of you. Any creature within or entering the field must attempt a Wisdom save.
If it fails, it becomes unable to move toward you as long as you maintain concentration. On a successful save, they are unaffected. Repelled creatures’ actions are not otherwise restricted.
They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach.
If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.
Creatures that are repelled for the first time by this spell are under the spell effect until the effect is removed by Greater Restoration or similar magic of 5th level or higher.
Restore/Bind Soul
7th-level necromancy
- Casting Time: 1 reaction
- Range: 60 feet
- Components: V, S, M (a diamond worth a least 1000 gp)
- Duration: 1 hour
You wretch the soul from a creature that has one, and that you see, the soul is then bound to the diamond as long as the spell persists. It can be freed by successfully dispelling the binds of this spell, such as Dispel Magic. While it is within the gem, the dead creature cannot be brought back to life.
Additionally as an action you can touch the gem to the body of the dead humanoid, then you must make a successful DC 15 wisdom check. On a success you force the soul of the creature back into its body, bringing it back to life.
On a failure the soul escapes the gem and attempts to attack you(the soul has the statistics of a ghost). In either case, if the soul is hostile or not, it disappears after one minute to the afterlife.
Sequester
7th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
- Duration: Until dispelled
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
Soul Gathering
7th-level necromancy
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A An eyeball from a humanoid, a drop of blood, a piece of obsidian worth at least 100 gp)
- Duration: Concentration, up to 1 minute
All creatures within a 40 foot radius of the caster must make a Constitution save, on a failed save the creature take 4d12 necrotic damage and cant be heal by any means for the duration of the spell.
If a creature drops to 0 hp and dies, the get resurrected as a Soul Husk for the duration of the spell. The Dm have the stats for the soul husk.
Searing Sun Fire Burst
7th-level evocation
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S
- Duration: Instantaneous
You create a large burst of orange fiery light that targets enemies in a cone of 15 feet, each creature has to succed on Dexterity Check.
On a successful saving throw the creature takes half the damage, on a failed throw the creature takes 3D12 fire damage and 3D12 radiant damage and is blinded, each turn the affected creture can repeat the saving throw in order to counteract the blind effect.
For each turn during which the affected creature is blinded by this spell it takes additional 1d10 fire damage and 1d10 radiant damage.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher you add additional 1d12 fire damage and 1d12 radiant damage.
Simulacrum
7th-level illusion
- Casting Time: 12 hours
- Range: Touch
- Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
- Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
Teleport
7th-level conjuration
- Casting Time: 1 action
- Range: 10 feet
- Components: V
- Duration: Instantaneous
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Teleportation
| Familiarity | Mishap | Similar Area | Off Target | On Target |
|---|---|---|---|---|
| Permanent circle | — | — | — | 01–100 |
| Associated object | — | — | — | 01–100 |
| Very familiar | 01–05 | 06–13 | 14–24 | 25–100 |
| Seen casually | 01–33 | 34–43 | 44–53 | 54–100 |
| Viewed once | 01–43 | 44–53 | 54–73 | 74–100 |
| Description | 01–43 | 44–53 | 54–73 | 74–100 |
| False destination | 01–50 | 51–100 | — | — |
--
Familiarity. "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.
"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map.
"False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
- On Target. You and your group (or the target object) appear where you want to.
- Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
- Similar Area. You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
- Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).
Threads of Time
7th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a broken clock hand)
- Duration: Instantaneous
You target a creature within range, and pull them out of the threads of time. They must make a Charisma saving throw, or be incapacitated for 1 minute. When incapacitated in this way, they are immune to all damage, and cannot be moved by any force. At the start of their turn, they may retry the saving throw. After they succeed, or when the minute ends, the condition ends.
Tether Essence
7th-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)
- Duration: Concentration, up to 1 hour
Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them.
When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.
Thunder Storm
7th-level evocation
- Casting Time: 1 action
- Range: Self (60-foot radius)
- Components: V, S
- Duration: Instantaneous
Bolts of lightning and echoes of deafening thunder burst from your body in every direction. Each creature other than you in a 60-foot radius centered on you must make a Constitution saving throw.
On a failed save a creature takes 6d6 lightning damage, takes 6d6 thunder damage, and is deafened for 1 minute. On a success a creature takes half as much damage and isn't deafened.
Tentacles of the Plague lord
7th-level transmutation
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (arcane focus or eye of squid)
- Duration: 1 minute
Up to 100 feet away, an area with sides of 10ft, floating 5ft above the ground will become a portal to an unknown location that can not be entered, and 4 Medium tentacles will come through the portal.
Any creature other than yourself or creatures you specify that ends their turn within 5 feet of a tentacle must make a Dexterity saving throw or take 2d10 bludgeoning damage, be grappled by the tentacle, and make a Constitution saving throw or be diseased.
Each creature that begins their turn grappled but not diseased must repeat the Constitution saving throw or be diseased.
Creatures who end their turn diseased by this spell but not grappled by it may repeat the Constitution saving throw, taking 2d8 poison damage on a failed save. The condition ends when the save is a success.
At Higher Levels. When you cast this spell using a spell slot of 9 or higher, the tentacles are Large and the save DC for disease is 20.
Updrafts
7th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a bronze whistle)
- Duration: Concentration, up to 1 minute
You gather the winds around you to lift up and bolster you and your allies, making you light and nimble as the air itself. Chose up to 4 allies you can see within range and no more than 30 feet apart to be affected by the spell. Creatures affected by the spell gain the following benefits:
- May not be targeted by Opportunity Attacks
- Have advantage on Dexterity saving throws
- Creatures gain +2 AC
- Affected creatures gain a flying speed equal to their speed, though they must maintain no more than 10 Feet from the ground or the spell ends for them.
- When a creature affected by the spell makes a melee or
ranged weapon attack, it deals an additional 2d4 force damage
Wall of Souls
7th-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a bone from a dead creature, and a silver mirror inlaid with onyxes worth at least 200 gp)
- Duration: Concentration, up to 1 minute
You create a wall made of undead spirits that scares all those who get too close.
You create a wall, up to 60 feet long, 20 feet tall, and 1 inch thick composed of spectral faces and limbs. These souls produce a loud noise that can be heard from one side only of the wall. Any creature that starts its turn or moves within 30 feet of that side of the wall for the first time on its turn must succeed on a Wisdom saving throw or be frightened until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Any creature that enters the wall must make a Wisdom saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. . When you cast this spell using a spell slot of 8th level or higher, increase the damage by 1d8 for each slot level above 7th.
Waves of Exhaustion
7th-level necromancy
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: V, S
- Duration: Instantaneous
You curl backward, and then violently fling foul rays of energy from your fingertips. Creatures within range must succeed on a Constitution saving throw or suffer 3 level of exhaustion.
Withering Destruction
7th-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a withered flower, a piece of obsidian worth at least 50 gp, and an amethyst worth at least 100 gp)
- Duration: Instantaneous
You conjure a bolt of dark energy that leaps at a creature or object within range. The target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, increase the damage by 1d10 for each slot level above 7th.
Whirlwind
7th-level evocation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, M (a piece of straw)
- Duration: Concentration, up to 1 minute
A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends.
When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.
A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
8th level
Air Removal
8th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a bit of earth from the Plane of Air)
- Duration: Concentration, up to 1 minute
You remove breathable air from within the body of a creature within range, and prevent any air from entering for the duration. The target must make a Constitution save. Air elementals, or other creatures made primarily of air, have disadvantage on this saving throw. On a failed save, the creature takes 10d8 necrotic damage, and this spell continues if the creature has a need to breathe. On a successful save, the creature takes half as much damage, and the spell ends.
At the end of your next turn, the creature must succeed on another Constitution saving throw or begin to suffocate, as it has run out of breath. It can repeat the saving throw at the end of each of your turns, ending the spell on a success.
Animal Shapes
8th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 24 hours
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.
The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores.
The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.
As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.
Antimagic Field
8th-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S, M (a pinch of powdered iron or iron filings)
- Duration: Concentration, up to 1 hour
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
- Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
- Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
- Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
- Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.
A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
- Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.
- Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
- Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
Antipathy/Sympathy
8th-level enchantment
- Casting Time: 1 hour
- Range: 60 feet
- Components: V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)
- Duration: 10 days
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
- Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
- Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
- Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.
A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.
Blood to Acid
8th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
You point your finger at a creature you can see within range, and its blood begins to turn in to acid. The target must succeed on a Constitution save, on a failed the creature take 4d12 fire damage and gain 2 level of Exhaustion to a maximum of 5. On a successful save half damage and one level Exhaustion
Blood Manipulation
8th-level necromancy (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M ((A small glass jar, which gets filled with blood and destroyed once the spell is cast)
- Duration: 1 hour
When you cast this spell, you gain control of the bloodstream of the creature you are touching, allowing you to control its every move. IF the creature you are touching when you cast this spell does not have blood, then the spell automatically fails. While they are under the effects of this spell, they are conscious and think normally but know that they are no longer in control of their own body.
At the start of each of a creature's turns, you may attempt to control what it does. The target must make a Constitution saving throw, which they can choose to fail. On a failed save, you control their movement, action, and bonus action (if applicable) for their turn.
If they succeed, then they can take their turn as normal. However, when they attempt to move, use an action, or use a bonus action, you can use your reaction to force them to make a Constitution saving throw. On a successful save, nothing happens, and the action performs as normal. On a failed save, their movement is blocked or they are prevented from using their action or bonus action.
As an action, you can purge their bloodstream. They must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save or half as much on a successful one. The spell then ends.
Clone
8th-level necromancy
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)
- Duration: Instantaneous
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell's casting and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.
Control Weather
8th-level transmutation
- Casting Time: 10 minutes
- Range: Self (5-mile radius)
- Components: V, S, M (burning incense and bits of earth and wood mixed in water)
- Duration: Concentration, up to 8 hours
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
| Stage | Condition |
|---|---|
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
| 4 | Rain, hail, or snow |
| 5 | Torrential rain, driving hail, or blizzard |
Temperature
| Stage | Condition |
|---|---|
| 1 | Unbearable heat |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Arctic cold |
Wind
| Stage | Condition |
|---|---|
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |
Dark Star
8th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes)
- Duration: Concentration, up to 1 minute
This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.
For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 6d12 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.
Demiplane
8th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: 1 hour
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Dominate Monster
8th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
Destructive Slash
8th-level evocation
- Casting Time: 1 action
- Range: Touch(self)
- Components: V, S, M (A steel rod about 5-6 inches long)
- Duration: Instantaneous
You evoke dark energy to infuse the steel rod in your hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
You can use your action to make a melee spell attack with the dark blade. On a hit, the target takes 5d10 force damage and 5d10 fire damage.
The shadowy blade seems to suck the light out of the air so that darkness seems to surround the wielder. If the wielder is in bright light, within a 10-foot radius it becomes dim light; in dim light it becomes darkness. This is a magical darkness that does not affect the caster
At Higher Levels. When you cast this spell using a spell slot of 9th level the fire and force damage both increase by 1d10.
Death Wilting
8th-level necromancy
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a bit of sponge)
- Duration: Instantaneous
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage.
A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly
Eradication Flame
8th-level evocation
- Casting Time: 1 action
- Range: Self (120-foot line)
- Components: V, S, M (ruby dust worth at least 500 gp)
- Duration: 1 minute
You create a large, unstable white flame in the palm of your hand that flickers for only a moment before blasting into a 120-foot-long, 15-foot wide beam. Each creature in this beam must succeed on a Dexterity saving throw or take 6d6 fire damage and 6d6 radiant damage.
A creature who takes this fire damage without resistance is ignited for an extra 4d6 fire damage. An ignited creature takes this extra fire damage at the end of each of its turns until uses an action to put out the flame, if an adjacent creature uses such an action, if the flame is put out by water or wind, if the target takes cold damage, or if this spell ends.
Earthquake
8th-level evocation
- Casting Time: 1 action
- Range: 500 feet
- Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
- Duration: Concentration, up to 1 minute
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 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. A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. 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.
Eclipse
8th-level illusion
- Casting Time: 1 action
- Range: Self (100-foot radius)
- Components: V, S, M (1 ounce of stardust, powdered moon rock, or meteorite fragment)
- Duration: Concentration, up to 10 minutes
You can create the massive image of a solar eclipse occurring directly overhead. Each creature within a 100-foot radius of you must make a Wisdom saving throw at the beginning of each of their turns. On a successful save, they ignore it.
On a failed save, they look directly at it and become blinded for 3d4 rounds. If they are already blinded, they don’t need to make the Wisdom saving throws, but can attempt to make a Constitution saving throw ending the effect on a success. If the effect ends, either naturally or otherwise, they must continue to make Wisdom saving throws again as long as eclipse continues.
In addition, all creatures in the radius must make a Dexterity saving throw or take 1d12 radiant or necrotic damage (your choice).
Feeble Mind
8th-level enchantment
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
- Duration: Instantaneous
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell.
If it succeeds on its saving throw, the spell ends.The spell can also be ended by greater restoration, heal, or wish.
Frozen Tomb
8th-level evocation
- Casting Time: 1 action
- Range: 80 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You wave your hand and attempt to trap a creature you can see within range in ice. The target takes 10d10 cold damage and is encased in ice. While encased in ice, the target has resistance to all damage and can't be moved by any means. An unwilling target can avoid this effect by making a Constitution saving throw. On a success, the target is unaffected and the spell ends.
Each creature within 15 feet of the target when it is encased in ice must make a Dexterity saving throw. On a failed save, a creature takes 10d10 cold damage gain 4 levels of Frozen for 1 minute, On a successful, a creature takes half as much damage and isn't slowed.
Glibness
8th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: 1 hour
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Glacial Armor
8th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small crystal)
- Duration: Concentration, up to 1 hour
You grow in size and at the same time, your flesh turns into animate ice, making you into a living glacier. Your size doubles in all directions, and your weight is multiplied by 8. This growth increases your size by one category — from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Any equipment you have is merged into your glacial form and has no effect.
Until the spell ends, you have advantage on Strength checks and Strength saving throws, and you have immunity to cold damage. Your AC becomes 18, if it isn't already higher. At the start of each of your turns, each creature within 5 feet of you takes 11d6 cold damage.
A creature that touches you or hits you with a melee attack while within 5 feet of you also takes 3d6 cold damage. Your unarmed strikes are magic weapons which deal 2d6 bludgeoning damage and 2d6 cold damage, and you have a +3 bonus to attack and damage rolls you make with unarmed strikes.
Gravity Surge
8th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a solid iron object weighing at least 1 lb)
- Duration: Concentration, up to 1 minute
Select a 50-foot radius, 100-foot high cylinder originating from a point within range. For any open air within this cylinder, gravity abruptly becomes much more intense than normal, and stays that way for the duration. The interior of any inanimate fluids within the sphere, such as water or lava, are unaffected, as are any objects suspended in them. Otherwise, every object or creature in this cylinder effectively weighs four times as much as normal for the duration.
When this spell is first cast, any affected object or creature that is airborne and has mass comes crashing down to whatever surface is beneath it. It must succeed on a Strength save, or take damage from falling appropriate to the distance fallen, and land prone. Generally, a creature takes 1d6 bludgeoning damage for every 5 feet fallen, to a maximum of 20d6. On a successful save, the creature takes half this damage and doesn't land prone.
When this spell is first cast, any affected creature that is not airbone and has mass must make a Strength save. On a failure, it takes 1d6 bludgeoning damage and falls prone. For the duration, any ranged attack which passes through this cylinder is made with disadvantage. A ranged weapon attack that passes through this cylinder cannot hit anything beyond its shorter range. For the duration, any creature within the cylinder suffers the following effects:
- Its speed is halved. Any flying speed can't be used (subject to DM discretion). A creature can't climb unless it has a climb speed.
- At the start of its turn, the creature must succeed on a Strength save, with advantage, to move that turn. On a failure, it can move no more than 5 feet until the start of its next turn, and cannot use its movement to recover from the prone condition.
- Any attack roll, ability check, or saving throw it makes with Dexterity is made with disadvantage.
- Any ability check or saving throw it makes with Strength to push or pull upwards, or to avoid being knocked prone, is made with disadvantage. This does not affect Strength saving throws otherwise imposed by this spell.
Greed
8th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a gold or platinum coin)
- Duration: Until dispelled
You corrupt the heart of your enemy, giving them a crippling weakness for wealth of all kinds. Choose a humanoid you can see within range. Casting this spell requires you to show the target a gold or platinum coin in your hand and say the incantation. The target must then make a Wisdom saving throw. On a failure, it must make the saving throw again at the end of each of its turns.
If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it gains the following flaw: "I hoard wealth like a miser, and I will do anything that will grant me more money or power, including betraying my friends." The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. The spell can be dispelled only by a dispel magic or remove curse spell cast at 9th level, or a wish spell.
Illusory Dragon
8th-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Concentration, up to 1 minute
By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
Incendiary Cloud
8th-level conjuration
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 12d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Hell Lightning
8th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Call forth the most powerful lightning from the deepest and darkest parts of Hell to destroy everything that stands in your way.
You fill a 30-foot radius, 100-foot tall cylinder with lightning, centered on a point in range. Each creature in the area must make a Dexterity saving throw, taking 6d12 lightning damage and 5d12 fire damage on a failed save and half as much on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
Maddening Darkness
8th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, M (a drop of pitch mixed with a drop of mercury)
- Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Non-magical light, as well as light created by spells of 8th level or lower, can't illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Maze
8th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or holstaur automatically succeeds).
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Mighty Fortress
8th-level conjuration
- Casting Time: 1 minute
- Range: 1 mile
- Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
- Duration: Instantaneous
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Mute
8th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
With a single gesture and a commanding "hush", a single target within range must succeed an Intelligence saving throw or become muted. When muted the target can move their mouth and proceed to attempt to speak but no sounds come out. No noises, no grunts, no words, nothing.
Complete silence. The target can no longer cast spells with a verbal (V) component and the target's charisma score drops to 10 until the spell has either been dropped or ends. The target can make an Intelligence saving throw at the end of their turn, ending the effects on a success.
At Higher Levels. When you cast this spell using a spell slot at 9th level the duration becomes until dismissed and no longer requires concentration.
Power Word Stun
8th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Polar Ray
8th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small, white ceramic cone or prism)
- Duration: Instantaneous
A blue-white ray of freezing air and ice springs from your hand and towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 12d8 cold damage and must succeed on a Constitution saving throw or gain 4 levels of Frozen for 1 minute. On a successful save half damage.
A creature who is frozen solid by this spell and when the effect wears off, the target suffers 4 levels of exhaustion for 1 minute.
Sunburst
8th-level evocation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (fire and a piece of sunstone)
- Duration: Instantaneous
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.
Sunlight Vulnerability creatures with Sunlight Vulnerability takes extra 1d6 radiant damage and have disadvantage on save.
Soul Sunder
8th-level necromancy
- Casting Time: 1 minute
- Range: 30 feet
- Components: S, M
- Duration: Instantaneous
You invoke the spectral scythe of death, readying to slice a creature's soul cord asunder. Target a creature's soul within range that is projecting itself out of its physical body, such as with the astral projection spell.
That creature must make a Wisdom saving throw. On a failed save, the creature takes 12d8 necrotic damage as silvery cord connecting the soul to its host body is cut.
On a successful save the creature takes half damage. If the creature roll a natural 1 the creature is instantly killed.
Star Fire
8th-level evocation
- Casting Time: 1 action
- Range: 300 feet
- Components: V, S, M (1 Comet Fragment and must be during a claer night sky)
- Duration: Instantaneous
Invoke a supernova that crushes nearby opponents with unrelenting Force
Upon casting this spell, a 60-ft radius sphere of intense flame forms at a point within range. All creatures inside the sphere must make a Dexterity saving throw. On a failed save, a creature takes 8d6 Fire damage and is restrained by extreme gravity; however, they take only half damage and get pushed outside the sphere on a successful save.. Beginning on the next round, the sphere implodes, causing an overwhelming magical explosion.
Creatures that failed the initial Dexterity saving throw take 20d6 Force damage with no saving throw, while creatures that passed the initial save.
in addition to creatures within 60ft of the sphere's edge must make an additional Dexterity saving throw, taking 16d6 Force damage on a failed save, and half as much on a successful one.
Telepathy
8th-level evocation
- Casting Time: 1 action
- Range: Unlimited
- Components: V, S, M (a pair of linked silver rings)
- Duration: 24 hours
You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.
Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with.
The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.
Tsunami
8th-level conjuration
- Casting Time: 1 minute
- Range: Sight
- Components: V, S
- Duration: Concentration, up to 6 rounds
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 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 9d10 water damage and becomes Soaked and prone or half as much damage on a successful save. 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 5d10 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 can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
Vacuum Zone
8th-level abjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: S
- Duration: Concentration, up to 1 hour
You manipulate the air around you to create a vacuum, where there is no air, thus sound cannot pass. You create a 60 feet radius sphere, centered on a point within range. Creatures in that area cannot breathe and must hold its breath or begin suffocating.
A creature can hold its' breath for its' Constitution modifier turns before beginning to suffocate. If a creature takes damage while holding its breath it must make a Constitution saving throw or be forced to release its held breath and immediately begin suffocating.
9th level
Astral Projection
9th-level divination
- Casting Time: 1 hour
- Range: 10 feet
- Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)
- Duration: Special
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.
The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
A Comedy of Errors
9th-level divination
- Casting Time: 1 action
- Range: 150 feet
- Components: V
- Duration: Concentration 10 minutes
This spell requires you to spend an action every turn to maintain it. When you cast this spell you warp fate in a 30-foot cube within range. The ground within the cube counts as difficult terrain and all creatures within the cube gain the following disadvantages for as long as they remain inside:
- All targets gain disadvantage on all saving throws, ability checks, and attack rolls.
- Any target that makes the dash action must roll a Dexterity saving throw or fall prone.
- Any target that makes an attack roll and misses must roll a Strength saving throw or drop their weapon.
- Any target that casts a spell and missed has the effect of that spell applied to themselves
Absolute Zero
9th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (A piece of white quartz, which the spell consumes)
- Duration: Instantaneous
You Unleash the absolute cold that dwells deep within the para-elemental plane of ice. A 50-foot-sphere around you is permeated with a blast of pure frigid energy. Creatures except you in the area must make a Constitution saving throw.
Targets take 18d10 cold damage and gain 5 levels of Frozen for 10 minutes on a failed save, or take half as much damages on a succesful save. The targets can make a Strength save at the end of each of its turns to end the effects.
Blade of Disaster
9th-level conjuration
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage.
This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again. The blade can harmlessly pass through any barrier, including a wall of force.
Beckon Kraken
9th-level enchantment
- Casting Time: 1 minute
- Range: 150 feet
- Components: V, S, M (A fresh humanoid heart and at least 1,000 lbs of fresh meat, which the kraken consumes)
- Duration: Concentration, up to 1 minute
When this spell is cast, target a point within range that is submerged within a body of water. The spell fails if this point cannot be reached by any living kraken through the means of swimming. The spell's material components cannot be supplied by a component pouch.
During the casting time of this spell, a kraken is beckoned to come to your aid, with the lure of a large bounty of flesh. It travels to the point designated, and consumes the material component.
The kraken is friendly to you and your companions. For the duration of the spell, it will attack all other creatures to the best of its ability.
When the spell ends, the kraken will leave the area, and mysteriously vanish into the deep blue sea. The spell ends at the end of the duration, or when the kraken takes damage.
If concentration on the spell is broken before the end of the duration, the kraken will instead become hostile to you and your companions rather than leaving the area. If this spell is cast from a spell scroll, the scroll transforms into the material component as part of the casting.
Brain Wash
9th-level enchantment
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (a perfectly clear gemstone, which becomes opaque after casting)
- Duration: Indefinite
After touching the skull of the target creature, you implant a false memory within their mind. An unwilling creature may make a Wisdom saving throw to resist the effects. This memory may be as implausible or strange as you desire, and unless it runs in direct parallel to already known truths, they believe it.
Such memories can include being some form of royalty(and likely losing their crown), being beside a criminal for an entire day they were suspected for a crime, or being capable of casting magic they otherwise couldn’t. One they would likely disbelieve is a new childhood, but the seeds of doubt may be sowed.
Break
9th-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (A piece of the target's body, such as a finger, toe, or eye, which is consumed)
- Duration: Instantaneous
Select a target creature within range. You point and shout a loud word of power at the creature, invoking the unseen forces of necrotic power to tear them from within. The target makes a Wisdom saving throw. If the target fails, it begins to violently convulse as its soul is torn out of its body and subsequently destroyed, leaving only the corpse.
It cannot be revived by any magic short of the wish spell. A creature with more than half their maximum hit points automatically succeeds this saving throw.
Consume Essence
9th-level necromancy
- Casting Time: 1 round
- Range: Touch
- Components: V, S
- Duration: 1 minute
You tear a creatures shadow away, sundering it's very essence After casting this spell you may deliver it to any creature within reach as a bonus action for the duration. Once you deliver it to one creature, you cannot do so again.
You peel away a targets shadow. If the target has less than 100 hp it dies, and its shadow steps up to follow your commands for one minute. This shadow has the same abilities, equipment, and hp as the target when it died.
When the shadow dies or the spells effect ends the shadow and all items it possessed disappear. If the target has more than 100 hp the spell has no effect.
Contained Horrors
9th-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a pinch of ectoplasm)
- Duration: 1 minute
You create a 5-foot-radius mass of screeching ghosts on an unoccupied point you can see within range. As a bonus action on your turn, you may move the mass 40 feet in one direction to another unoccupied point you can see within your range.
Any creatures the mass moves through must make an Intelligence saving throw. A target takes 12d8 psychic damage on a failed save and is frightened of you for the duration of the spell, or they take half as much damage on a successful save and are not frightened of you.
Foresight
9th-level divination
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a hummingbird feather)
- Duration: 8 hours
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.
Flash Freeze
9th-level transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a large gemstone worth at least 5,000 GP, a pint of water)
- Duration: Concentration, up to 1 hour
You point at a creature within range, and they are immediately frozen in a large block of ice. The ice block is large enough to completely encompass the target. The target takes 10d8 + 10 cold damage at the beginning of each of their turns, and the beginning of each of the caster's turns. The target can make a Strength check to attempt to escape (DC25).
On a failed save, they take 5 cold damage, and on a passed save, they free their hands and head. They can continue to make Strength checks to free their upper torso, lower torso, or legs. When all body parts have been freed, the spell ends. While the spell is active, the target may be shoved up to 40 feet in any direction, bouncing off of walls in its path. Should the target collide with a creature or object, they must make a Dexterity save.
If failed, said creature or object takes 2d6 bludgeoning damage and half as much cold damage. On a passed save, they take half as much damage. The ice block has an AC of 12 and 60 hit points. Should these hit points deplete completely, the creature inside the ice dies instantly. The ice also takes fall damage, should it slide off of a ledge.
Fimbulwinter
9th-level transmutation
- Casting Time: 10 minutes
- Range: Self (5-mile radius)
- Components: V, S, M ((a large crystal sculpted into the shape of a heart worth 500 gp, which the spell consumes)
- Duration: 24 hours
You plunge the area within 5 miles of you into a horrible cursed winter, creating the following effects:
- Winter's Bite: The temperature plummets to arctic cold (approximately -60F), with sustained gale-force winds and 4-6 inches of snowfall every hour. The area becomes difficult terrain as well as heavily obscured, and ranged attack rolls made within it using physical projectiles such as arrows are made at disadvantage. Instead of a DC of 10, the saving throw against exhaustion from the cold weather is your spell save DC. Once the spell ends, the weather gradually returns to normal.
- **Spirits of Winter: ** The landscape becomes haunted by spirits of winter given physical form. Every hour a creature spends outdoors in the area, roll a d20. On an 18 or higher, it is attacked by either a pack of 2d4 winter wolves or a group of 1d3 ice paraelementals. Creatures summoned by this spell are not hostile to you or your companions, but they are not under your control.
Gate
9th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a diamond worth at least 5,000 gp)
- Duration: Concentration, up to 1 minute
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.
Glacier
9th-level evocation
- Casting Time: 1 action
- Range: Self (150-foot cone)
- Components: V, S, M (5 cubic feet of ice consumed on casting)
- Duration: Instantaneous
You put your hand to the ground and then spikes of ice blast out of the ground.
All creatures in the cone must make a Dexterity saving throw. A creature in the cone takes 15d6 cold damage and 15d6 piercing damage on a failed save, or half as much on a successful one. If a creature fails the Dexterity saving throw, they must make an additional Strength saving throw.
On a success of this second saving throw, the creature stands their ground. On failure of this second saving throw, the creature is launched 50 feet into the air and knocked prone upon landing. The ice spreads around corners.
Heartstop
9th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You point your finger at a huge or smaller creature in range and command its heart to be still. The target must make a constitution saving throw. On a failed save the creature takes 10d10 necrotic damage and is Unconscious and gain 4 levels of Exhaustion for the duration of the spell. On a successful save the creature is unaffected by the spell.
If the creature rolls a nat 1 on save the creature automatically dies.
Invulnerability
9th-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)
- Duration: Concentration, up to 10 minutes
You are immune to all damage excluding psychic until the spell ends. However you are still effected by status effect like Exhaustion.
Imprisonment
9th-level abjuration
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)
- Duration: Until dispelled
You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment.
Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.
Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber. The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
Knowledge
9th-level divination
- Casting Time: 1 action
- Range: self
- Components: V, S,
- Duration: Instantaneous
You tap into the Weave, searching for the secrets of this world. When you cast this spell, you may ask a single question, which the DM must answer truthfully and completely.
Lava Stream
9th-level evocation
- Casting Time: 1 bonus action
- Range: Self (100-foot line)
- Components: V, S
- Duration: Instantaneous
You create a 100 feet long and 10 feet wide river of lava. Each creature in the line must make a Dexterity save. A creature takes 10d12 fire damage on a failed save and gains 5 levels of Burn or half as much damage on a successful one. The area in the line becomes difficult terrain and any creature who enter or starts within 5ft of the line must make a Dexterity save or take 6d6 fire damage.
Additionally the area becomes difficult terrain for 1 minute.
Mass Polymorph
9th-level transmutation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (a caterpillar cocoon)
- Duration: Concentration, up to 1 hour
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech. The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.
Meteor Swarm
9th-level evocation
- Casting Time: 1 action
- Range: 1 mile
- Components: V, S
- Duration: Instantaneous
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners.
A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Mass Harm
9th-level necromancy
- Casting Time: 1 action
- Range: Self (60-foot radius)
- Components: V, S
- Duration: Instantaneous
A flood of negative energy flows from you into creatures around you. All creatures of your choice within range must make a Constitution saving throw. On a failed save, it takes 20d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest. On a successful save, a creature takes half as much damage, and its hit point maximum is not reduced. Damage from this spell cannot reduce a target's current or maximum hit points below 1.
Miasma of Death
9th-level necromancy
- Casting Time: 1 action
- Range: Self (100-foot radius)
- Components: V, S, M (a piece of rotting flesh that wieghs at least half a pound)
- Duration: Concentration, up to 1 minute
You point at a location within range and create a cloud of horrid decay which rises from the location and spreads to an area up to 50 feet. The cloud spreads around corners.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make Constitution saving throw, taking 12d12 necrotic damage on a failed save, or half as much damage on a successful one. The cloud's area is heavily obscured and is difficult terrain.
Obliterate Soul
9th-level necromancy
- Casting Time: 1 actions
- Range: 120 feet
- Components: V, S, M (a humanoid skull, which the spell consumes)
- Duration: 1 hour
You target one creature within range. You hold the skull toward the creature and say, "Obliterate", as the skull turns to dust and dissipates. The target makes a Constitution saving throw. The target takes 14d12 necrotic damage on a failed save and half as much on a successful save.
For the duration, the target cannot regain hit points and does not make death saving throws; when it reaches 0 hit points, the target dies and disintegrates, leaving not even ash behind.
If the target dies from this spell or while affected by this spell, the creature's soul is destroyed, meaning it doesn't go to an afterlife and cannot be resurrected by any means, even the true resurrection spell or the wish spell doesn't work.
Power Word Heal
9th-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
A wave of healing energy washes over the creature you touch. 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.
Power Word Kill
9th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Prismatic Wall
9th-level abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 10 minutes
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall.
- Red. The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
- Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
- Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
- Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.
- Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
- Indigo. On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind.
- Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
Psychic Scream
9th-level enchantment
- Casting Time: 1 action
- Range: 90 feet
- Components: S
- Duration: Instantaneous
You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.
A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.
Psychic Wrath
9th-level evocation
- Casting Time: 1 actions
- Range: 60 feet
- Components: V, S, M (a source of light)
- Duration: Instantaneous
This spell uses Magic to create small pieces of psychic energy to create lenses that focus light into laser beams that are deadly to even the strongest humans. Smaller pieces droplets are then used as mirrors to redirect the lasers toward the targets.
All creatures you choose in 60 feet radius of you must make an Intelligence saving throw. On a failed save, a creature takes 10d6 Psychic damage and 10d6 Radiant damage and is stunned for 1 minute. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.
Pulverize
9th-level evocation
- Casting Time: 1 actions
- Range: 90 feet
- Components: V, S, M (a large rock weighing at least 12 pounds, small sack of bone dust)
- Duration: Instantaneous
You choose a target you can see within range, and they must make a Strength saving throw. If failed, they are lifted 10 feet above the ground in a Large field of blue energy, and they take 10d20 bludgeoning damage. If they take more than 3/4 of their max HP in damage, they are crushed so finely they are turned into a pile dust half of the creature's original size and cannot be resurrected by any means.
On a passed save, all the effects of a failed save occur, but they take half damage and will only be turned to dust if they would take more than their remaining HP in damage.
Ravenous Void
9th-level evocation
- Casting Time: 1 action
- Range: 1000 feet
- Components: V, S, M (a small, nine-pointed star made of iron)
- Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 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 100 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 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere.
If the sphere is in the air, the restrained creature hovers inside 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, along with any nonmagical items it is wearing or carrying.
Raise/Sink Island
9th-level transmutation
- Casting Time: 8 hours
- Range: 1 mile
- Components: V, S, M (amethysts worth at least 5000 gp, which the spell consumes)
- Duration: Instantaneous
- Raise Island. Choose a point you can see within range, which must be on a body of water. A 100-foot radius island emerges from the water with the terrain and features of of your choice; alternatively if an existing land area is within range you can extend it by linking the island you create to that landmass which can include another island. Upon completion of this spell, the island becomes a permanent part of the landscape.
- Sink Island. Choose a point you can see within range, which must be on land bordering water. A 100-foot radius area of that land sinks to the bottom of the bordering water, where it will settle. Upon completion of this spell, that effect becomes a permanent of the landscape.
Replication
9th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: V, S,
- Duration: Instantaneous
When you cast this spell, choose one spell of 8th-level or lower. You may duplicate the effect of that spell as if you had just cast that spell. The effects of the spell take effect immediately.
In addition, you may attempt to replicate the effects of a 9th-level spell as well. Make a DC 19 Constitution saving throw. On a successful save, you may replicate the effects of any 9th-level spell other than wish or true resurrection.
On a failure, you take 10d6 force damage, as the effects of trying to replicate the force of a 9th-level spell backfires and damages your body. Regardless of if you succeed on the saving throw or not, you may not cast another spell of 5th level or higher during your next turn, as the force of replicating such a powerful spell drains you magically.
Shapechange
9th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
- Duration: Concentration, up to 1 hour
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Storm of Vengeance
9th-level conjuration
- Casting Time: 1 action
- Range: Sight
- Components: V, S
- Duration: Concentration, up to 1 minute
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell, the storm produces different effects on your turn.
- Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
- Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
- Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
- Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Soul Nuke
9th-level necromancy
- Casting Time: 1 reaction action when drop to hp
- Range: Self (30-foot radius)
- Components: S, M
- Duration: Instantaneous
Your soul violently explodes with life-destroying necromantic powers. Any creature in a 30 foot radius of you when you cast the spell must make a Constitution save. On a successful save, the creature takes 14d12 necrotic damage. After the spell is cast you automatically fail one death save.
Spirit Maelstrom
9th-level necromancy
- Casting Time: 1 action
- Range: 200 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You call forth a large mass of malevolent spirits, invoking their fury to create a vast maelstrom that destroys all in it's wake. A swirling maelstrom of spirits appears in a a 40-foot radius centered on a point you can see within range.
Any creature that starts it's turn within the maelstrom's area must make a Wisdom saving throw. On a failed save a creature takes 15d8 necrotic damage and 15d8 force damage. On a successful save they take half as much damage. Until the spell ends you can use your bonus action to move the maelstrom up to 30 feet in any direction on the ground. Any creature the maelstrom passes through must make the saving throw against the maelstrom's damage.
Any creature that is outside the maelstrom's area but is within 40 feet of it must make a Wisdom saving throw. On a failed save they become frightened of the maelstrom. A creature that cannot see automatically passes their saving throw. While frightened of the maelstrom, a creature must take the Dash action and move away from the maelstrom by the safest available route on each of its turns, unless there is nowhere to move. Regardless if they succeed or fail creatures can't move closer to the maelstrom.
Soul Slice
9th-level necromancy
- Casting Time: 1 action
- Range: 90 feet
- Components: S, M (a diamond that worth at least 1,000 gp)
- Duration: Instantaneous
You extend your mystical powers and grasp at the soul of your enemy, cutting it in two before obliterating half. When you cast this spell, a creature of your choice within the range of the spell must take a Constitution saving throw. If it fails, the target loses half of its current hit points, and cannot regain hit points above half its maximum until it next finishes a long rest.
If it succeeds, the target takes 4d6 necrotic damage, but cannot lose more than half its hit points to this damage. This spell had no effect on undead or constructs.
True Polymorph
9th-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
- Duration: Concentration, up to 1 hour
Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.
This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.
Ultimate Earth Spikes
9th-level necromancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V,S,
- Duration: Concentration, up to 2 minutes
Spikes rise from the ground in a 50-foot cube centered on a space you can see within range. Each creature in the area must make a Dexterity saving throw, taking 15d12 piercing damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also restrained by rock until the spell ends or it frees itself by taking an action to make a Strength (Athletics) check against your spell save DC and succeeding. The area is also difficult terrain until the spell ends.
Weird
9th-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
Wish upon a Star
9th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
- Spell Lists. Cleric, Mage(Wizard/ Sorcerer), Slayer, Warlock
Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:
- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
- You grant up to ten creatures that you can see resistance to a damage type you choose.
- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
Feats
| Name | Page |
|---|---|
| Acrobat | 279 |
| Animal Handler | 279 |
| Arena Champion | 279 |
| Armored Gunner | 279 |
| Armorer | 279 |
| Arms Booster | 279 |
| Artisan | 279 |
| Athlete | 279 |
| Animating Bite | 280 |
| Arcane Artist | 280 |
| Aikido Master | 280 |
| Agile Evader | 280 |
| Alluring Defender | 280 |
| Arcana Infused | 280 |
| Battle Caster | 280 |
| Blackpowder Expert | 280 |
| Blood Hound | 281 |
| Bloodline Mark | 281 |
| Bomb Specialist | 281 |
| Botanist | 281 |
| Bountiful Luck | 281 |
| Bulletstorm | 281 |
| Bardic Adept | 281 |
| Battle Planner | 281 |
| Blade Dancer | 282 |
| Blade Master | 282 |
| Brewer | 282 |
| Blind Sense | 282 |
| Boomerang Master | 282 |
| Blowgun Expert | 282 |
| Bow Master | 282 |
| Cannoneer | 282 |
| Critter Friend | 283 |
| Cartographer | 283 |
| Charge Weapon Mastery | 283 |
| Charger | 283 |
| Chef | 283 |
| Colossus Breaker | 283 |
| Cornered Combatant | 283 |
| Crossbow Expert | 283 |
Feats
| Name | Page |
|---|---|
| Crule | |
| Crusher | 284 |
| Cantrip Caster | 284 |
| Charming Combatant | 284 |
| Captivating Fighter | 284 |
| Counterattacker | 284 |
| Cover Move | 284 |
| Cypher Master | 2834 |
| Defensive Duelist | 284 |
| Dragon Fear | 285 |
| Dragon Hide | 285 |
| Dragon Wing | 285 |
| Dual Wielder | 285 |
| Dual-focused | 285 |
| Dungeon Delver | 285 |
| Durable | 285 |
| Dwarven Fortitude | 285 |
| Dagger Master | 285 |
| Dancer | 285 |
| Defender | 286 |
| Defensive Attacker | 286 |
| Determined | 286 |
| Dexterity Master | 286 |
| Dirty Fighter | 286 |
| Dilettante Fighter | 286 |
| Distracting, | 286 |
| Double Weapon Master | 286 |
| Dual Pistol Master | 286 |
| Doppelganger Metamorphosis | 287 |
| Eldritch Adept | 287 |
| Eldritch Lifesaver | 287 |
| Elemental Adept | 287 |
| Elemental Trapper | 287 |
| Elven Accuracy | 287 |
| Embalmic Alchemist | 287 |
| Envoy Specialist | 287 |
| Exotic Rider | 288 |
| Expert Fisherman | 288 |
| Eldritch Gift of Power | 288 |
| Elemental Swordsman | 288 |
| Elusive | 288 |
Feats
| Name | Page |
|---|---|
| Engineer Power Boon | 288 |
| Enhanced Vigor | 288 |
| Eternal Optimist | 288 |
| Exceptional Counter | 289 |
| Expert Sniper | 289 |
| Expert Trapper | 289 |
| Extra Limbs | 289 |
| Empathic | 289 |
| Fade Away | 289 |
| Familiar Adept | 289 |
| Fanatical Devotion | 289 |
| Fey Teleportation | 289 |
| Fey Touched | 290 |
| Fieldling | 290 |
| Fighting Initiate | 290 |
| Flames of Hell | 290 |
| Flash Recall | 290 |
| Focused Persona | 290 |
| Forge Heart | 290 |
| Fabulous Battle Tendency | 291 |
| Fast Thrower | 291 |
| Fencing Expert | 291 |
| Field Commander | 291 |
| Fighting Mage | 291 |
| Firearm Adept | 291 |
| Firearm Expert | 291 |
| Flying Projectiles | 291 |
| Frontline Caster | 292 |
| Flail Mastery | 292 |
| Fury of the Jotunheim | 292 |
| Gambler | 292 |
| Giantborn | 292 |
| Gift of the Chromatic Dragon | 292 |
| Gift of the Gem Dragon | 292 |
| Gift of the Metallic Dragon | 293 |
| Gladiator | 293 |
| Grappler | 293 |
| Great Weapon Master | 293 |
| Greater Magical Bond | 293 |
| Gourmand | 293 |
Feats
| Name | Page |
|---|---|
| Grudge-Bearer | 293 |
| Gun Fu Artist | 294 |
| Gunner | 294 |
| Gunslinger | 294 |
| Gorilla Grip | 294 |
| Great Weapon Defense | 294 |
| Greater Familiar | 294 |
| Healer | 295 |
| Heavily Armored | 295 |
| Heavy Armor Master | 295 |
| Heavy Carapace | 295 |
| Herbalist | 295 |
| Historian | 295 |
| Hulking Figure | 295 |
| Humanoid/Demi-Human Determination | 295 |
| Hawkeye Shooter | 295 |
| Hell Horns | 296 |
| Headman's Chop | 296 |
| Hero's Heart | 296 |
| Herculean Toughness | 296 |
| Hidden Sniper | 296 |
| Hyper Active | 296 |
| Hell Harpy | 296 |
| Infernal Constitution | 296 |
| Inspirational Caster | 296 |
| Inspiring Leader | 296 |
| Investigator | 296 |
| Iron Gut | 297 |
| Iron Wall | 297 |
| Juggernaut Plating | |
| Juggler | 297 |
| Lightly Armored | 297 |
| Lightning Caster | 297 |
| Linguist | 297 |
| Lord of the Herd | 297 |
| Lucky | 297 |
| Lance Master | 297 |
| Lethal Bite | 298 |
| Lethal Claws | 298 |
| Machine Slayer | 298 |
| Mage Slayer | 298 |
Feats
| Name | Page |
|---|---|
| Magic Initiate | 298 |
| Magical Bond | 298 |
| Marauder | 298 |
| Martial Adept | 298 |
| Martial Training | 298 |
| Master Craftsman | 299 |
| Master Mounter | 299 |
| Master of Disguise | 299 |
| Master Tattoo Artist | 299 |
| Master Trainer | 299 |
| Masterful Teacher | 299 |
| Medic | 299 |
| Medium Armor Master | 299 |
| Menacing | 300 |
| Mending Affinity | 300 |
| Merciful Caster | 300 |
| Mage Spell Arts Adept | 300 |
| Mobile | |
| Mounted Adept | 300 |
| Mounted Mage 300 | |
| Myrmidon | 300 |
| Mystic Conflux | 301 |
| Marksman | 301 |
| Medusa Gift | 301 |
| Nimble Physique | 301 |
| Nocturnal | 301 |
| Night Hunter | 301 |
| Nerve Strike | 301 |
| Observant | 302 |
| Opportunistic Thief | 302 |
| Oracle | 302 |
| Orcish Aggression | 302 |
| Orcish Fury | 302 |
| Oreyan Huntress | 302 |
| Orphean | 302 |
| Outsized Might | 302 |
| Pankratiast | 302 |
| Perceptive | 303 |
| Perfect Landing | 303 |
Feats
| Name | Page |
|---|---|
| Performer | 303 |
| Piercer | 303 |
| Poisoner | 303 |
| Polearm Master | 303 |
| Practiced Expert | 303 |
| Prodigy | 303 |
| Phalanx Fighter | 303 |
| Parry Master | 304 |
| Pit Fighter | 304 |
| Power Armor Champion | 304 |
| Quick-Fingered | 304 |
| Quicksmithing | 304 |
| Rapid Drinker | 304 |
| Resilient | 304 |
| Reveler | 305 |
| Revenant Blade | 305 |
| Ritual Caster | 305 |
| Reaction Master | 305 |
| Savage Attacker | 305 |
| Scion Of Elemental Air | 305 |
| Scion Of Elemental Earth | 305 |
| Scion Of Elemental Fire | 305 |
| Scion Of Elemental Water | 306 |
| Second Chance | 306 |
| Sentinel | 306 |
| Succubus Tattoo | 306 |
| Shadow ELf High Magic | 306 |
| Shadow Touched | 306 |
| Sharpshooter | 306 |
| Shield Master | 306 |
| Shield Training | 306 |
| Silver-Tongued | 307 |
| Skill Expert | 307 |
| Skilled | 307 |
| Skulker | 307 |
| Slasher | 307 |
| Slinger | 307 |
| Spear Mastery | 307 |
| Spell Sniper | 307 |
| Spelldriver | 307 |
| Stealthy | 308 |
Feats
| Name | Page |
|---|---|
| Street Samurai | 308 |
| Sure-Footed | 308 |
| Survivalist | 308 |
| Svirfneblin Magic | 308 |
| Stinger Martial art | 308 |
| Slime Teeths | 308 |
| Slime Shield | 308 |
| Slime Weapons | 308 |
| Slime projectile weapons | 308 |
| Sting of love | 309 |
| Scoundrel Dirty Trick | 309 |
| Telekinetic | 309 |
| Theologian | 309 |
| Thrown Weapon Master | 309 |
| Tough | 309 |
| Tracker | 309 |
| Trapper | 309 ) |
| Triton | 310 |
| Vampiric Exultation | 310 |
| Venom Tongue | 310 |
| Warhammer Master | 310 |
| Weapon Expert | 310 |
| Weaver of Maledictions | 310 |
| Wood Elf Magic | 310 |
| Woodwise | 310 |
| Wild Talent | 311 |
| Wonder Maker | 311 |
Acrobat
You become more nimble, gaining the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
Animal Handler
You master the techniques needed to train and handle animals. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn't currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
Arena Champion
Prerequisite: Charisma 13 or higher Whether you adopt the dirty fighting of the pits or the flashy spectacle of the arena, your combat style takes on the performative aspects of a gladiator. You gain the following benefits:
Whether you adopt the dirty fighting of the pits or the flashy spectacle of the arena, your combat style takes on the performative aspects of a gladiator. You gain the following benefits:
- Increase your Strength, Dexterity, or Charisma by 1, to a maximum of 20.
- As an action you may make a melee weapon attack using Acrobatics (Dexterity), Athletics (Strength), or Performance (Charisma). If this attack hits treat it as a critical hit. Once you use this feature, you can't use it again until you finish a short or long rest.
Armored Gunner
Prerequisite: Strength 13 or higher
- As a bonus action, you can attach or detach a shield to your heavy bowgun.
- While the shield is attached, you gain a +2 bonus to your AC, your movement speed is halved, and being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you attack a creature with your heavy bowgun, and they are within the weapon's normal range, you can choose to use Strength instead of Dexterity for its attack and damage bonuses.
Armorer
You are trained in the upkeep and construction of weapons and armor. You gain the following benefits: ncrease your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with leatherworker's and smith's tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- You can spend an hour repairing a piece of equipment damaged by rust, ooze, or similar degrading effects. - Each hour spent repairing an item removes one instance of its cumulative penalty. You must have smith's tools, as well as access to a sufficient heat source and materials to use this benefit.
- You are able to refine armor in a variety of ways. Over 12 hours, you can modify one piece of nonmagical armor to either remove its disadvantage on Dexterity (Stealth) checks, or to give it resistance to either acid or cold damage. You must have smith's tools or leatherworker's tools, as appropiate to the type of armor, as well as access to a sufficient heat source and materials worth the base cost of the armor, which are consumed, to use this benefit. You can't apply multiple modifications to a single suit of armor with this feature.
Arms Booster
Prerequisite: The ability to cast at least one spell
You can channel the power of your spells into an ally's weapon. By touching a weapon and expending a spell slot of 1st level or higher as an action, the weapon becomes temporarily magical for a number of rounds equal to the level of the spell slot expended. The weapon counts as magical and gains a +1 bonus to damage rolls but gains no bonus to attack rolls. This effect ends when the duration expires, when you lose your concentration, or when you cast a spell that requires your concentration. You must complete a short or long rest before you can use arcane infusion again.
Artisan
- You are a creative, learning a variety of artistic crafts. You gain the following benefits: Increase your Intelligence by 1, to a maximum of 20.
- You gain proficiency with two artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Athlete
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement.
- Climbing doesn't cost you extra movement.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Animating Bite
Prerequisites: creature type undead You can suffuse your unholy lifeforce into creatures you drain. When you reduce a creature to 0 hit points you can choose to animate it, causing it to rise at the next midnight as a zombie under your control. This zombie can take simple commands from you and you may have a number of zombies equal to your proficiency bonus under your control through this method at a time. If you already have your maximum number of zombies under your control other corpses which rise due to your bite are not under your control are hostile towards you and others.
At 12th level, your bite may raise a ghost instead of zombies. You may have up to one vampire spawn under your control through this method at any time.
Arcane Artist
You are adept at painting, and have learned how work some minor arcane arts into your work. You gain the following benefits:
You gain proficiency with Painter's Supplies, if you don't already have it. As part of a long rest, you can spend 100 gp to make an artwork infused with a spell. The spell can be either Illusory Script, Magic Mouth, or Unseen Servant. You must decide the words spoken or written by the spell, or up to three commands given to the Unseen Servant, before the artwork is finished. You determine the trigger for the spell when you finish the artwork. Once the trigger activates, and the spell ends, all magic in the painting disappears, and the painting becomes nonmagical. Painter's Supplies can be used as a arcane focus
Aikido Master
You have mastered dodging individual blows of your opponents while in combat. You have the following benefits:
Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency in Acrobatics checks. When a melee attack is made against you from a creature that is no more than one size larger than you, you can use your reaction to throw your attacker. Make a Dexterity (Acrobatics) check, where the DC equals the attack roll. On a success, the attack misses, and you can move the creature to any open space within 5 feet of you.
Agile Evader
Prerequisites: Dexterity 13 or higher You have become very hard to hit due to the training of your reflexes and speed. You have the following benefits:
When a creature would move within 5 feet of you, as a reaction you may dodge out of the way, moving 10 feet into an unoccupied space. Movement done this way does not trigger opportunity attacks. Once you use this feature, you can not use it again until you finish a long rest. As a bonus action, you may take the dodge action. Once you use this feature, you can not use it again until you finish a long rest.
Alluring Defender
Prerequisites: Charisma 13 or higher or Dancer Class Ever the charismatic one, you have learned to use your strong presence as a shield during combat.
When wearing no armor and wielding no shield your AC equals 10 + your Dexterity modifier + your Charisma modifier.
If you aren't incapacitated, you can use your reaction to add your Charisma modifier as a bonus to your AC against a single attack or to one saving throw. Once you use this ability, you can't do it again until you finish a long rest.
Arcana Infused
Prerequisites: The ability to cast at least one spell Your blood flows with an abundance of magical energy, allowing you to access a well of magical power.
After finishing a long rest, roll 1d4. You then gain a temporary spell slot of equal value to the number rolled for that day.
After finishing a short rest, you can regain a combination of spell slots equal to your spellcasting ability modifier (Minimum of 0). You may use this feature again after finishing a long rest. (For example; a wizard with an intelligence modifier of +4 could regain 4 1st level spell slots, 2 2nd level spell slots, 1 3rd level spell slot and a 1st level, and so on, like a point buy system) You may not gain a spell slot with this ability that you would not normally be able to cast with.
Battle Caster
Prerequisites: The ability to cast at least one spell You are skilled at casting spells with a weapon in hand.
- You can use a weapon that you're proficient with as a spellcasting focus. When wielding a magical weapon that you're proficient with and that provides a bonus to hit and damage, you can also add that weapon's bonus to damage rolls for spells you cast.
- You gain proficiency with a simple or martial weapon of your choice.
Blackpowder Expert
Prerequisite: Proficiency with Firearms You are well-versed in the use of Blackpowder weapons and wield them with deadly efficiency. You gain the following benefits:
- You ignore the loading property of Blackpowder weapons with which you are proficient.
- Whenever a hostile creature moves within 10 feet of you, and you did not move on your last turn, you can use a reaction to make a ranged weapon attack against that creature.
Blood Hound
Prerequisite: Keen Senses
Your keen senses are heightened beyond that of most people. Whether these senses were heightened through training, through the loss of other senses, or they simply matured as you did, you gain the following benefits:
- While conscious, whenever a creature that is small or larger moves, within 10 feet of you, you immediately become aware of its presence.
- Your attack rolls do not have disadvantage against invisible creatures that you are aware of.
- You have advantage on Wisdom (perception) and Wisdom (survival) checks that rely on sound or smell.
Bloodline Mark
Prerequisite: Dhampir or True Vampire
- Increase your Charisma score by 1, to a maximum of 20.
- You gain access to two cantrips and one 1st level spell of your choice from the lore of blood
- Your bite attacks have the Bleed property.
Bomb Specialist
- Increase your Dexterity score by 1, to a maximum of 20.
- You are proficient with improvised thrown weapons.
- You gain proficiency with tinker's tools. If you are already proficient with the tool, you add double your proficiency bonus to checks you make with them.
- You can detonate barrel bombs planted by you, as a bonus action, from up to 60 feet away with the snap of your fingers.
- When using explosive like bombs or rockets you add 1d10 to the damage roll.
Botanist
You have studied the secrets of botany and are an expert in its craft and application, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with the Herbalism Kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- As an action, you can identify one plant within 5 feet of you, as if you had tasted it. You must see the plant for this benefit to work. You learn what kind of plant it is, and what types of properties it has, such as if it is used for medical purposes or is edible.
Bountiful Luck
Prerequisite: Kitsune , Necko or Halfling
You extraordinary luck is leaking out and effecting your allies. When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die.
The ally must use the new roll. When you use this ability, you can't use your Lucky racial trait before the end of your next turn.
Bulletstorm
Prerequisite: Proficiency with Firearms
You love raining lead on your foes, flushing them from cover, and making them suffer, gaining the following benefits:
- When you hit a creature with a firearm with the burst property, you can push a Large or smaller creature 5 feet away from you. A creature pushed in this manner cannot benefit from half cover or three-quarters cover until the end of their next turn.
- Firearms with the burst property which require an action to reload can instead be reloaded with a bonus action.
- Attacks made using the burst property can be fired up to the normal range of the firearm and do not grant melee attacks advantage against you.
Bardic Adept
Though some have mastered the musical arts, even fewer have found their mystical properties. You have learned to inspire others through stirring words or music. You gain the following benefits:
- You gain proficiency in one musical instrument of your choice.
- You gain one use of the Bardic Inspiration ability, as detailed below. You regain the use of it after finishing a long rest.
- As a bonus action, you can use one use of your Bardic Inspiration to give a creature within 60 ft of you a Bardic Inspiration die, which is a d6. Once within the next 10 minutes, that creature can add the die to one attack roll, ability check, or saving throw. The creature can decide to roll the die before or after the attack roll, ability check, or saving throw, but before it knows whether it succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost and cannot be used again. A creature can only have one Bardic Inspiration die at a time.
Battle Burglar
Prerequisites: Dexterity 13 You have trained to steal weapons during battle. When you make an unarmed strike, you can use a bonus action to disarm your opponent and steal their weapon. They must make an Strength or Dexterity saving throw (their choice) against a (DC equal to 8 + your Dexterity modifier + your proficiency bonus.)
Battle Planner
You always plan your every combat and prepare for what you will face. You gain the following benefits:
- You gain a +5 bonus to initiative.
- Before the combat starts, you gain a free turn, during which you can only move and use a bonus action. After you complete this turn, the combat resumes as normal. You can't gain this free turn when you are surprised.
Blade Dancer
Prerequisites: Dexterity 13 or higher or the Dancer Class You master the art of dancing around your opponents on the battlefield whilst simultaneously delivering swift and precise strikes.
- You gain a +1 bonus to attack rolls you make with finesse weapons.
- Increase your walk speed by 10 feet.
- When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Blade Master
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Prerequisites: Dexterity 13 You are one with the blade, performing feats of swordsmanship others find impossible. While wielding a weapon that deals slashing damage and does not have the heavy property, you gain the following benefits:
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When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
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When you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. When you do so, the damage you take is reduced by 1d10 + your character level + your Dexterity modifier. If you reduce the damage to 0 or less, you slice the projectile out of the air, destroying it.
Brewer
You know how to handle alcohol, and have become resistant to its effects over time. You gain the following benefits:
- You increase your Constitution or Wisdom score by 1, up to a maximum of 20.
- You gain proficiency in Brewer's Supplies if you don't have it already.
- You have advantage on saving throws against poison caused by alcohol.
- You can use your Brewer's Supplies to create or modify an alcoholic beverage, making it especially intoxicating, but without an overly alcoholic taste. Creatures that drink this beverage have disadvantage on saves against becoming drunk from alcohol for the next 8 hours. It takes 10 minutes to modify a drink, and 1 hour to make a drink from scratch.
Blind Sense
You have honed your senses to the point where you instinctively know the location of things near you. You gain a blindsight of 10 feet. If you already have a feature that lets you detect nearby creatures without sight, like blindsight, that feature's increases by 5 feet. If you later gain a feature that gives you blindsight, add that feature's range to the blindsight granted by this feat.
Boomerang Master
Prerequisites: Dexterity 13 "A boomerang has so much more to offer":
- You gain proficiency with boomerangs if you didn't already have it. boomerangs now deal 1d8 bludgeoning damage, instead of 1d4.
- Thrown boomerangs will now return to your hand even when they hit their target.
Blowgun Expert
You have become an expert with the blowgun, learning how to use it silently, as well as knowing where to hit creatures to maximize the effectiveness of poisoned darts. You gain the following benefits:
- You gain proficiency with blowguns if you are not already proficient.
- You gain a +2 bonus to attack rolls with a blowgun.
- Attacking with a blowgun at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- When you hit with a blowgun while hidden, your location is not revealed.
- When you hit with a blowgun with a dart that has poison applied to it, the target has disadvantage on saving throws against the poison.
Bow Master
Prerequisites: Dexterity 13 or higher You have extensive combat experience with ranged weapons. You are at your most lethal when using a bow.
- You gain a +1 bonus to attack rolls you make with a longbow or shortbow.
- When you use an action to make an attack with a shortbow, you can take a bonus action to attack again with the bow.
- Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
- You can use Strength instead of Dexterity for the attack and damage rolls you make with longbows.
Cannoneer
Your familiarity with ballistas, cannons, and other heavy mounted weaponry grants you the following benefits:
- You can load, aim, or fire a ballista or cannon as a bonus action on your turn.
- When a ballista or cannon you loaded deals damage, you can reroll the weapon's damage dice and use either total.
- When a ballista or cannon that you aimed is fired, you can add your proficiency bonus to the attack roll.
- When you fire a ballista or cannon, attacking at long range doesn't impose disadvantage on the ranged weapon attack roll.
- If you spend 1 minute repairing a ballista or cannon, it regains hit points equal to 1d6 + your level.
Critter Friend
Prerequisite: Fairy or Tanuki Your friendship with animals mystically deepens. You gain the following benefits:
- You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. - You regain the ability to cast it in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.
Cartographer
You have studied in the methods and techniques of mapmaking. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with cartographer's and navigator's tools. If you are already proficient with them, - you add double your proficiency bonus to checks you make with them.
- You can easily and accurately understand maps, even those written in a language you can't read.
- Even when you are drawing a map while traveling, you remain alert to danger.
- Maps that you draw can be easily understood by any creature that shares a language with you, and a creature possessing such a map cannot become lost within the area the map displays if it can understand it. - You must have cartographer's tools to use this benefit.
- You cannot become lost except by magical means, and always know which way is north. You must have navigator's tools to use this benefit.
Charge Weapon Mastery
You master fighting with weapons that have the charge modification on it, you gain this following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You have learned how to amplify your elemental discharge. As an action you can expend any number of phial charges and release a shockwave of your runes in a 15-foot cone in front of you . Each creature in that area must succeed on a Dexterity saving throw equal to 8 + your proficiency modifier + your Strength modifier. On a failed save the creature takes 2d12 damage and half on a successful save. After you have used the shockwave all charges are used up. You have to recharge your runes after a long rest.
- Your weapon becomes a spell focus and count as a magical weapon.
Charger
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Chef
Time spent mastering the culinary arts has paid off, granting you the following benefits:
- Increase your Constitution or Wisdom by 1, to a maximum of 20.
- You gain proficiency with cook's utensils if you don't already have it.
- As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
- With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Colossus Breaker
Prerequisite: Strength or Dexterity 13 or higher
When you hit a Large or larger creature with a weapon attack, the creature takes an extra 1d6 damage for each size category it is above Medium—for example, a Huge creature would take an additional 2d6 damage. You can deal this extra damage only once per turn.
Cornered Combatant
You've gained an almost animalistic wrath when you're pushed to your limits. In tough circumstances, your adrenaline bolsters your strength so you can live to see another day.
- Strength score increases by 1, to a maximum of 20.
- You have a +1 to damage rolls made while you have less than half of your maximum hit points.
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Cruel
The challenges and struggles you've faced throughout your life have left you ruthless in combat, relishing in the pain you inflict.
- You have a number of cruelty points equal to your proficiency modifier. Once per turn, whenever you deal damage to a creature with an attack, you can spend one cruelty point to deal an additional 1d6 damage of the attack damage type to that creature.
- You can also spend one cruelty point when you score a critical hit against a creature to regain 1d6 hit points.
- While making a Charisma (Intimidation) check that involves inflicting pain, you can spend one cruelty point to gain advantage on the roll.
- You regain your expended cruelty points when you finish a long rest.
Crusher
You are practiced in the art of crushing your enemies, granting you the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn
Cantrip Caster
Prerequisites: Ability to cast cantrips, spellcasting ability of 13 or higher. Your intense study of the simplest of spells has granted you a degree of mastery envied by other spellcasters. You obtain the following benefit: Choose one cantrip and one of the following benefits for that cantrip:
- You can cast that cantrip as a bonus action.
- When you cast a cantrip, the cantrip's range is doubled.
- When casting a cantrip with a casting time of one action, you can choose to cast it twice, instead of once, as a single action.
- You may use the chosen benefit twice, regaining all expended uses after finishing a long rest.
Charming Combatant
Prerequisites: Charisma 13 or higher You have refined and tailored your natural charm to turn against your foes in combat, forcing them hesitate in their strikes by giving them pause for a split second. You gain the following benefits:
- When calculating your AC, you may choose to use your Charisma modifier in place of your Dexterity modifier. You can still use a shield and gain this benefit.
Captivating Fighter
Prerequisites: Charisma 13 or higher When you fight, it's not just a battle to see who comes on top. Each jab and swing of your weapon is a performance, meant to inflict not only pain but admiration and awe into the hearts of your enemies. You've mastered this performance aspect of combat so well that enemies will feel each attack in their hearts with more force than the physical damage you deal. You gain the following benefit:
- You gain proficiency in Performance checks and, if you already have proficiency in Performance checks, you may double your proficiency bonus when rolling for Performance.
- When attacking with a finesse weapon that you are proficient in, you use your Charisma modifier for the attack and damage rolls.
Counterattacker
Prerequisites: Dexterity of 13 or higher Intensive training and many fights have taught you to react quickly and decisively, seizing advantage of your opponent's mistake, granting you the following benefits:
- When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. You may do so again after finishing a short or long rest.
- Additionally, any time a creature attempts to make a melee attack against you and rolls a natural 1 on the attack roll, you gain advantage on your next attack roll against the attacker.
Cover Move
Prerequisites: Constitution 13 or higher, Proficiency with shields
- Increase your Constitution score by 1, to a maximum of 20.
- As a reaction, you can run in front of a ranged or melee attack that targets an ally within your
- movement speed forcing the attacker to roll against your AC, taking any damage from the attack as normal. You may use this ability twice. You regain all expended uses after a long rest.
Cypher Master
Prerequisites: Intelligence 13 or higher You have learned a little something about cyphers, and have gained some additional facility with their use. You gain the following benefits:
- You can bear one additional cypher beyond the standard cypher limit of three, and thus carry a total of four cyphers before risking a roll on the Cypher Danger Table.
- When you use a cypher, you can try to use it in such a fashion that it doesn't burn out, though doing so is dangerous. When you use a cypher in this fashion, roll 1d20. On a roll of 10 or higher, you succeed and the cypher remains available to be used again. Otherwise you fail, and the cypher burns out as normal. In addition to burning out, it detonates and deals half lightning and half force damage to you (no save to avoid the damage) according to the cypher's rarity: common 9 (2d8); uncommon 18 (4d8); rare 27 (6d8); very rare 36 (8d8).
Defensive Duelist
Prerequisites: Dexterity of 13 or higher When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Dragon Fear
Prerequisites: Dragonnoid When angered, you radiate menace. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
- Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success
Dragon Hide
Prerequisites: Dragonnoid You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
- Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
- Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
- You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
Dragon Wings
Prerequisite: Dragonnoid You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren't wearing heavy armor and aren't exceeding your carrying capacity.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Dual-focused
Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be.
- If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously.
- If you take damage during this time, you must make a concentration check for each spell individually.
- At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 8 + both spells' levels combined). On a success, you maintain concentration on both spells. On a failure, you lose concentration on both spells.
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
- Traveling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.
Durable
Hardy and resilient, you gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Dwarven Fortitude
Prerequisite: Dwarf You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
- You gain a 1d8 to any save against magic
Dagger Master
You have trained to utilize your daggers more effectively.
- You gain a +1 bonus to attack rolls you make with a dagger.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack you make with a dagger.
- You can treat your dagger as thieves' tools for the purpose of prying open a lock with it. If you do so, you add only half your proficiency bonus to the check, instead of your normal proficiency bonus, if it applies to the check.
Dancer
Prerequisites: 13 Dexterity or 13 Charisma or Dancer Class You have become quite fluid with your movements, which helps you move across the battlefield.
- Choose either Acrobatics or Performance. You become proficient in your chosen skill. If you are already proficient, add double your proficiency bonus to all checks made with your chosen skill.
- Gain 10ft of movement speed.
- Creatures have disadvantage on opportunity attacks made against you as you are moving too gracefully
Defender
Prerequisites: Constitution 13 or higher. You can become a greater party tank for your allies. You gain the following benefits:
- Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point.
- As an action, you can provide half-cover to one allied creature within 5 feet of you of the same size or smaller than you. That creature has half-cover as long as they remain within 5 feet of you or until the start of your next turn.
- Upon seeing another creature attack a creature within 5 feet of you, as a reaction, you can interpose a weapon or shield between them and the attack, increasing the target of the attack's AC by 1 if you use a weapon, or by the AC bonus of your shield if you use it. While the target's AC is increased this way, if you used your shield, you lose the shield's AC bonus until the start of your next turn. The target of the attack has their AC increased this way until its attacker ends its turn or the target of the attack moves more than 5 feet away from you.
Defensive Attacker
Prerequisites: Proficiency with shields Sometimes the best defense is an overwhelming aura of offense. Your study of defensive maneuvers grants you the following benefits:
- When you are struck by a melee weapon attack, you may use your reaction to shove your attacker with your shield. (Following the normal rules of shoving, including the contested Strength (Athletics) check.) If you successfully shove your attacker in this way, they also take bludgeoning damage equal to your Strength modifier.
- When you use your action to disengage, you may make a single melee weapon attack as a bonus action on that turn.
- You may make a special melee attack with your shield. This attack deals 1d6 + Strength modifier bludgeoning damage and you are considered proficient with this attack. If you use all of your attacks provided by your attack action to strike with your shield, you may use your bonus action to take a defensive stance, increasing your AC by 1 until the start of your next turn.
Determined
You want to push ahead and survive. And by god, you're going to do just that! "The shadow of the ruins looms above, filling you with determination." Forward is the only way to progress and progress you will.
- You may choose to gain advantage with a death saving throw once. You can do so again after you finish a long rest.
- When you are reduced to 0 hit points, you may choose to drop down to 1 hit point instead. Once you do this, you must finish a long rest before doing so again.
Dexterity Master
Prerequisites: Dexterity 13 or higher You have become faster, able to strike swiftly with all sorts of weapons.
- When you make a melee weapon attack with a weapon that lacks the heavy property, you can use your Dexterity modifier for attack and damage rolls, instead of Strength.
- Increase your speed by 10 ft.
Dirty Fighter
- Prerequisites: Strength 13 You’ve adapted yourself to become accustomed to the ways of fighting dishonestly. you gain the following benefits.
- Increase your Strength, or Constitution by 1, to a maximum of 20.
- You can shove as a bonusDexterity action
- You can make unarmed strike as part of a weapon attack
- You are proficient with improvised weapons.
- You add d4 to damage with improvised weapons and unarmed strike
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Dilettante Fighter
When you take the Attack action on your turn, you can attack twice instead of once. You regain the ability to do so when you finish a short rest or long rest.
Distracting,
You are extremely distracting when you want to be, gaining the following benefits:
- Gain +1 to your Strength or Dexterity Score
- When you make a melee weapon attack against a creature, you can use your reaction to cause the target to provoke an opportunity attack, with disadvantage, from another creature of your choice within 5 feet of it.
- When a creature you can see within 60 feet of you that can see or hear you makes an ability check, you can use your reaction to impose a -1 penalty on the check.
Double Weapon Master
You have spent significant time mastering the techniques of weapons with two striking heads. You gain the following benefits:
- You gain a +1 bonus to attack rolls with double weapons.
- You gain one of these benefits, depending on the specific weapon. The weapon description will tell you which you receive. a +1 bonus to AC an increase in damage die for one or both attacks when you are wielding certain double weapons.
- add your ability modifier to the bonus attack damage roll.
Dual Pistol Master
Prerequisites: Proficiency with firearms You master fighting with two pistols, gaining the following benefits:
- You draw and stow two one handed firearms, when you would be able to draw or stow only one.
- You can engage in two-weapon fighting with one handed firearms.
- You can reload a pair of firearms on the time required to reload a single one.
Doppelganger Metamorphosis
Prerequisite: Doppelganger Your ability to shapechange is more than skin deep. Increase your Constitution score by 1, to a maximum of 20. In addition, when you use your Shapechanging trait, you can choose one of the following benefits, which lasts until you use your Shapechanging trait again. Some of these benefits require specific physical features, such as gills or claws, that can be seen by observers.
- Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
- Superior Darkvision. Your darkvision has a range of 120 feet, instead of 60.
- Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice.Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.
Eldritch Adept
Prerequisite: Spellcasting or Pact Magic feature Studying occult lore, you learn one Eldritch Invocation option of your choice from the warlock class.
Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Eldritch Lifesaver
Prerequisite: The ability to cast at least one spell You've learned to cannibalize the power of your spells to reinvigorate your allies. As a bonus action, you can expend a spell slot of 1st level or higher to heal yourself or an ally within 30 feet. The number of hit points healed equals the level of the expended slot. In addition, the target gains temporary hit points equal to your spellcasting ability modifier. You must finish a long rest before you can use eldritch lifesaver again.
Elemental Adept
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Elemental Trapper
Prerequisite: The ability to cast at least one spell Your spells that do elemental damage leave a lingering danger on the battlefield. When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you cast a spell of 1st level or higher that does the chosen type of damage, you can choose to leave behind an elemental cloud that fills the same area as the original spell. Spells that target individuals create a 5-foot-diameter cloud in the target's space. The cloud is stationary and lasts until the start of your next turn. Creatures that end their turn inside an elemental cloud take damage of the cloud's type equal to your spellcasting ability modifier + the level of the spell slot expended when the spell was cast.
Elven Accuracy
Prerequisites: Elf The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
- Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Embalmic Alchemist
You have unearthed a fragment of the ancient alchemical knowledge of your people, gaining the following benefits:
- You add double your proficiency bonus to checks you make with your medecine kit and alchemist's supplies.
- During a long rest you can use your alchemist's supplies or medicine kit to create up to five healing elixirs. The elixirs are completed at the end of the long rest, and lose their potency if they have not been consumed within 8 hours.
- As an action, a creature can drink a healing elixir or administer one to a willing or unconscious creature. The creature imbibing the elixir immediately uses a number of Hit Dice equal to half their level to heal themselves. If a character has insufficient Hit Dice, they use all remaining dice. They roll the dice, add their Constitution modifier to each roll, and regain a number of hit points equal to the total (minimum of 1).
Envoy Specialist
Prerequisite: Construct You have modified your body to perform a specific task, integrating a tool directly into your body. You gain the following benefits.
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency with one tool of your choice.
- Choose one of these tools you are proficient with that weighs 10 pounds or less: an artisan's tools, forgery kit, herbalism kit, poisoner's kit, thieves' tools, or a musical instrument. You have a working model of this tool integrated into your body. It can't be removed, and as long as you have a hand free, you can make use of the integrated tool.
- Your proficiency bonus is doubled when you make ability checks using this integrated tool.
Exotic Rider
Your boldness truly knows no bounds, and you've taken interest in riding more than just horses and ponies. If it's bigger than you, and you can hold on tight, why not try to ride it?
- You can ride any beast, provided it is at least one size category larger than you.
- You have advantage on Animal Handling (Wisdom) checks made to calm your mount or attempt risky maneuvers.
Expert Fisherman
Experienced in the behavior and motions of aquatic prey, you gain the following benefits:
- You have advantage on Intelligence (Nature), Wisdom (Animal Handling), and Wisdom (Survival) checks made when interacting with aquatic creatures.
- You have advantage on Wisdom (Perception) checks made to spot creatures and phenomena underwater.
- When you make an attack at a target that is submerged in water on your turn in combat, you can use a bonus action to steady your aim in order to gain advantage on the attack roll.
- If you are proficient with nets, you can add your proficiency bonus to the DC for the Strength check required to free a creature from a net you threw.
Eldritch Gift of Power
Prerequisites: Charisma 16 or higher and Warlock Class Eldritch Power and knowledge have given you more power.
- You gain +1 to Charisma
- You learn tow cantrip from any spell list, Charisma is your spellcasting ability for this cantrip.
- You gain more one Eldritch Invocation of your choice.
- You can take a 1st level sub class feature for the other warlock sub classes,
Elemental Swordsman
Prerequisites: proficiency with any sword You emulate the power of the elements with your sword, striking with fire's intensity, water's flexibility, stone's durability or air's agility. When you choose this feat, you gain the following benefits:
- Your Strength or Dexterity score increases by 1.
- You learn one of the following techniques:
- Fire's Intensity. When you take the Attack action to make an attack with a sword, you can engulf the sword in flames, dealing an extra die of damage with your next strike. This extra damage is fire, rather than the type that your sword would normally be.
- Water's Flexibility. When you miss an melee attack with a sword, you can choose to redirect the attack at another target within reach. You reroll the attack against the new target. You can only use this feature once per round.
- Stone's Durability. When you take the Attack action to make an attack with a sword, you can use your bonus action (or one of your attacks, if you have the Extra Attack class feature) to gain a number of temporary hit points equal to 2 x your proficiency bonus. If you still have these temporary hit points at the start of your next turn, you add them to the damage roll of one of your attacks on that turn.
- Air's Agility. When you take the Attack action to make an attack with a sword, you can use your bonus action to make another attack with the same weapon. The second attack deals extra damage equal to half the size of the damage die. For example, if you used a longsword with two hands, you would deal an extra 5 damage with the additional attack. This extra damage is force, rather than the type that your sword would normally be.
After using a technique three times, you must finish a short or long rest to use it again.
Elusive
Prerequisites: Dexterity 13 or higher and Rouge or Ranger class You have learned how to dwell among the shadows without raising suspicions. You gain the following benefits:
-You have advantage on any Dexterity (Stealth) check made to hide when you are in dim light or darkness, even if you are hiding from creatures with darkvision or similar senses.
- After you have taken the Hide action, you can move at your full speed without revealing your position.
- Whenever you roll initiative in an environment of dim light or darkness, you can simultaneously take the Hide action if there is an appropriate place to hide within 5 feet of you.
Engineer Power Boon
Prerequisites: Engineer class As a Engineer you have learned how to increase your mana power supplies.
- You gain 2 additional Mana Energy point.
Enhanced Vigor
Prerequisites: Constitution 13 or higher You have trained your body to endure the extremes of adventuring and harsh environments, conferring the following benefits:
- Your Constitution increases by 1 to a maximum of 20
- You can now re-roll one Constitution saving throw. You must do this before the DM tells you if the roll was a success, and must take the second roll. You regain the ability to do this at the end of your next long rest.
- You now only require half the food and water that a creature of your size would generally require.
Eternal Optimist
Your positive attitude is relentless to the point of naivety. Nothing can challenge your resolve.
- Increase your Charisma score by 1, to a maximum of 20.
- You have an advantage on saves vs the Frightened Condition.
Exceptional Counter
Prerequisites: Dexterity and Intelligence 13 or higher You have studied how to perfectly counter attacks that many can only parry, employing your study of the weave where your martial prowess is not enough. You gain the following benefits:
- When a creature hits you with an attack, as a reaction you may designate the attacker as your counter target until the end of your next turn. On your turn, you have advantage on the first attack roll you make against your counter target. If you hit with this attack, you deal additional damage equal to your proficiency bonus. Once you use this feature, you can not use it again until you finish a short or long rest.
- As a reaction to being targeted by a spell attack, you may increase you AC against that attack by an amount equal to your Intelligence modifier. Once you use this feature, you can not use it again until you finish a short or long rest.
Expert Sniper
Prerequisites: Int of 16 or higher, Proficiency in Firearms You have learned where is the best part to hit a target, and how to hit it. This grants you the following benefits:
- As an action, you can carefully line up your next shot. The first ranged weapon attack you make on your next turn has advantage and ignores half cover and three-quarters cover. If it hits, it is a critical hit. You lose this benefit if you move or are forced to move before making this attack on your next turn.
- Being prone doesn't impose disadvantage on your attack rolls with ranged weapons.
- Your ranged weapon attacks ignore half cover and three- quarters cover.
Expert Trapper
Prerequisites: Dexterity or Intelligence 13 You are adept at setting traps and creating them on the fly. You gain the following benefits
- When you place Caltrops, Ball bearings, or a hunting trap, the save DC now equals 8 + your proficiency bonus + your intelligence or dexterity modifier
- You can take the "use an object" action as a bonus action, but only if you use it to place one of the aformentioned traps.
- Any trap you create has a save DC equal to 8 + your proficiency bonus + your intelligence or dexterity modifier
- You have a +5 bonus to both passive and active perception and investigation checks to spot traps
Extra Limbs
Prerequisite: insectoid , monstrosity , or construct
- You have an additional set of arms, below your dominant arms. These secondary hands cannot weild weapons or use a shield, but can be used to carry and manipulate items.
Empathic
You possess keen insight into how other people think and feel. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Fade Away
Prerequisite: Kitsune, Necko, Fairy, Gnome Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
- Increase your Dexterity or Intelligence by 1, to a maximum of 20.
- Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.
Familiar Adept
Prerequisite: Spellcasting or Pact Magic feature You have learned how to allow your familiar to gain higher forms of communication, gaining the following benefits:
- You learn the find familiar spell, or add it to your spellbook, if it is not there already.
- Your familiar gains the ability to speak and read every language that you know, though it cannot write.
- Your familiar's Intelligence score increases to 12.
- You can communicate with your familiar while it is within 500 feet of you.
Fanatical Devotion
Prerequisite: Cleric or Paladin Your intense worship and piety grant you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You have advantage on religion checks.
- You gain advantage on investigation roll in the search of heretics.
Fey Teleportation
Prerequisite Fey Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
- Increase your Intelligence or Charisma by 1, to a maximum of 20.
- You learn to speak, read, and write Sylvan.
- You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Fey Touched
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. - Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Fieldling
Prerequisite: The ability to cast at least one spell Seemingly blessed by the gods, abundant bounty grows around you, granting you the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- When you finish a long rest, you can choose to enrich the land around you. All plants in a half-mile radius centered on you become enriched for 1 year. The plants yield twice thenormal amount of food when harvested. When you would produce food or drink from foraging, a feature, or a spell, such as create food and water, goodberry, or heroes' feast, you produce twice as much.
Fighting Initiate
Prerequisite: Proficiency with a martial weapon Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Flames of Hell
Prerequisite: Fiend You learn to call on hellfire to serve your commands. You gain the following benefits:
- Increase your Intelligence or Charisma by 1, to a maximum of 20.
- When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Flash Recall
Prerequisites: The ability to cast at least one spell or and to prepare spells You've developed the ability to instantly recall an unprepared spell in moments of sudden necessity. As an action, you can instantly prepare a spell from your available class spell list (or spellbook, if you prepare spells from one) that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level. If you are multiclassed, you can only Flash Recall spells from a class that prepares spells. Once you use this ability, you must finish a short or long rest before you can use it again.
Focused Persona
Prerequisite: Doppelganger
You've developed personas that help you focus your talents. Work with your DM to define two unique personas—identities with distinct appearances and personalities. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- Choose a tool and define a persona associated with it.While you are using your Shapechanging trait to assume the identity of that persona, you are proficient with that tool.If you are already proficient in it, your proficiency bonus is doubled for any ability check you make using that tool while assuming that persona.
- Choose a skill you're proficient in and define a different persona associated with it. While you are using your Shapechanging trait to assume the identity of that persona, your proficiency bonus is doubled for any ability check you make using that skill.
Forge Heart
You have achieved mastery of some of your people's sacred crafting skills. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency in two of the following tools of your choice: smith's tools, mason's tools, glassblower's tools or jeweler's tools. If you are already proficient in the chosen tool your proficiency bonus with that tool is doubled.
- Whenever you make an Intelligence (History) check related to the origin of metal craftsmanship, such as a golden ring or bronze sword, you are considered proficient in the History skill and add double your proficiency bonus to the check instead of your normal proficiency bonus.
Fabulous Battle Tendency
- You gain +1 to Charisma
- Dramatic Pose. As a reaction or bonus action, you strike a pose. You gain advantage on the next saving throw you make. You regain use of this feature at the end of a long rest.
- One Liner. As a bonus action, you say something cool. You either rid yourself of 1 condition or gain advantage on your next attack. You regain use of this feature at the end of a long rest.
- Off-balancing Intent. As an action, you throw your enemy off their rhythm. They must succeed a DC 18 Charisma saving throw or be stunned until the end of their next turn. This can be done an amount of times equal to your Charisma modifier. You regain all uses at the end of a short rest.
- Ojou-sama pose. (College of Divas only) As a reaction or bonus action, you strike a pose with your hand in front of your mouth and do the OHOHOHO. A creature must make a Wisdom saving throw Dc15 or take 2d4 psychic and have disadvantage on its next attack. You regain use of this feature at the end of a long rest.
Fast Thrower
Prerequisites: Dexterity 13 or higher. You have learned to quickly and efficiently throw anything.
- Increase your Dexterity by 1, to a maximum of 20.
- You can use your bonus action to make a ranged attack with a weapon with the thrown property, a potion, or an improvised throwing item. You do not add your ability modifier to the damage of this attack.
- When making a ranged attack to throw a weapon or item, you can draw that weapon or item being thrown as part of the attack, without using your Use an Object action.
Fencing Expert
Prerequisites: Dexterity 13 or higher As a trained fencer, you are skilled at attacking and defending with rapiers. While you are wielding a rapier, you gain the following benefits:
- When you score a critical hit, you can roll an additional 1d6 and add it to the extra damage for the critical hit.
- When you are wielding a rapier in one hand and nothing in your other hand, you gain a +1 bonus to AC.
- As a bonus action, you can make a feinting moves to beguile a hostile creature within 10 feet of you. The creature must make a Wisdom saving throw. The DC equals 8 plus your proficiency bonus plus your Dexterity modifier. On a failed save, you have advantage on the next attack on that creature until the start of your next turn. Whether they succeed or fail, the creature is immune to being affected by this feature again for 1 hour.
Field Commander
You have military training, allowing you to direct allies on the battlefield.
- You have 3 command points. As a bonus action, you can spend 1 command point to issue a command to an ally, either to move or to attack. The ally must be able to hear you in order to receive your order.
- If ordered to move, as a reaction, that ally can immediately move up to its movement speed without provoking attacks of opportunity.
- If ordered to attack, as a reaction, that ally can immediately move up to half its movement speed and make a single attack against an enemy of your choosing. Before the attack is made, you may choose to grant the ally a 1d6 bonus on the attack or damage roll of the attack.
You regain your expended command points when you finish a long rest.
Fighting Mage
Prerequisites: The ability to cast at least one spell When one needs to defend his life with metal and arcana, he is called a fighting mage. This feat gives you the ability to attack and cast at the same time. You gain the following benefits:
-
When you use your action to cast a cantrip, you can make a weapon attack using your bonus action.
-
When you use your action to cast a spell of 1st-level or higher, you can make a weapon attack using your bonus action. Once you use this ability, you can't do it again until you finish a long rest.
Flying Projectiles
Prerequisites: Dexterity 13 or higher You are particularly adept with small thrown weapons like daggers and darts. You gain the following benefits.
- Attacks you make with thrown finesse weapons ignore half cover and three-quarters cover.
- You can treat any light weapon as a thrown weapon with a range of 20/60 When wielding two finesse throwing weapons in one hand, you can use your Attack action you can make an attack with both weapons.
Frontline Caster
Prerequisites: Ability to cast at least one spell You specialize in casting spells in close quarter combat, and can adequately defend yourself on the front lines using quick defensive magic.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- You may calculate your armor class by using your spellcasting ability modifier instead of your dexterity bonus. If you are wearing armor, you must be proficient in that armor type to gain this bonus.
- When you roll damage for a ranged spell you cast and the target was 15 or fewer feet from you, you may reroll any number of damage dice that resulted in a 1. You must use the new result.
Flail Mastery
The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits:
- You gain a +1 bonus to attack rolls you make with a flail.
- As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
- When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Fury of the Jotunheim
Prerequisite: Jötunnling You've manifested the icy might emblematic of frost giants, granting you the following benefits:
- Ability Score Increase. Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.
- Born of Ice. You have resistance to cold damage.
- Frigid Vengeance. When a creature hits you with an attack roll, you can use your reaction to retaliate with a burst of magical ire. The creature must succeed on a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the start of its next turn. You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gambler of Legends
Prerequisite: Charisma 19 Spending countless hours winning and losing coin in alestained taverns has forged you into a consummate gambler and chance-seeking addict. You gain the following benefits and features:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain expertise in a gaming sets of your choice.
- You have a reputation as a card shark in some circles. Some folks may avoid playing you for this reason, while other higher-stakes gamblers may seek you out specifically.
- You have advantage on Charisma Charisma (Persuasion) checks to convince others to join you for a game.
- When you are gambling you can once per turn reroll the gambling die or draw a new hand.
- You can roll a 1d100 depending on the roll you can gain a High rolls or Low rolls
| d100 | Loot |
|---|---|
| 1 | you surfers a critical fail |
| 2 to 39 | you deal your weapons damage + your Charisma modifier +pb to a allied creature within weapon range, if there is no allied creature within range you take the damage |
| 40 to 45 | you take damage equal to your Charisma modifier +pb |
| 46 to 49 | you have disadvantage for 1 turn |
| 50 | nothing |
| 51 to 65 | a 1d6 bardic |
| 66 to 85 | advantage on a roll for 1 turn |
| 86 to 89 | a Reroll |
| 90 to 99 | Critical Success for 1 roll |
| 100 | Double Critical Success for 1 roll |
Giantborn
Prerequisite: Ogre, Orc or Giant The blood of the first ogres, orcs, giants among mortals, flows through your veins, granting you the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- Immediately after you use your Relentless Endurance trait, you can spend a number of Hit Dice up to half your level to heal yourself. Roll the dice, add your Constitution modifier to each roll, and regain a number of hit points equal to the total (minimum of 1). For the next ten minutes, your size is increased by one category—from Medium to Large, for example. While enlarged, you have advantage on Strength checks and Strength saving throws, and your attacks deal 1d4 extra damage.
Gift of the Chromatic Dragon
Prerequisites: Constitution 15 or higher You've manifested some of the power of chromatic dragons, granting you the following benefits:
- Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
- Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Gem Dragon
Prerequisites: Constitution 15 or higher You've manifested some of the power of gem dragons, granting you the following benefits:
- Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Metallic Dragon
Prerequisites: Constitution 15 or higher You've manifested some of the power of metallic dragons, granting you the following benefits:
- Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
- Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long res
Gladiator
Fighting for an audience is your forte, and you maximize the use of more exotic weapons to show off your prowess. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in Performance.
- You gain proficiency with nets, and when you use the Attack action and attack with a net, you can use a bonus action to attack with a one-handed weapon you are holding. Being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with a net, and the escape DC for your nets increases by your proficiency bonus.
- You gain proficiency with tridents, and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a trident.
Grappler
Prerequisite: Strength 13 or higher You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Greater Magical Bond
Prerequisite: Magical Bond Feat, character level 5 Adventurers who spend enough time with their familiars as companions find certain loopholes in the find familiar spell's function, allowing their companion even greater strength.
- Your familiar can take the attack action on its turn.
- You can dismiss or summon your familiar as a bonus action.
Gourmand
You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You gain proficiency with cook's utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
- During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook's utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
Grudge-Bearer
Prerequisite: Dwarf You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:
- Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.
- During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
- When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
- Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient.
Gun Fu Artist
You have studied the art of close-quarters combat and gunfights, gaining the following benefits:
- When you hold firearms in your hands, they are melee weapons that deal 1d6 bludgeoning damage. If the firearm has the light property, it also has the finesse property.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
- When you engage in two-weapon fighting with either light melee weapons or light firearms, you can use a bonus action to make two attacks with a light weapon instead of one.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- You can make a single ranged weapon attack with a one-handed firearm when you use your action to take the Dash action.
Firearm Specialist
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency with all firearms (see "Firearms" in the Dungeon Master's Guide).
- You ignore the loading property of firearms.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with fire arms.
- You can use two-weapon fighting even when the one handed firearms you are wielding aren't light.
- You can take opportunity attack with fire arms.
Gorilla Grip
Prerequisites: Proficiency with at least one weapon with the two-handed property. Your extensive training with two-handed weapons has allowed you to effectively wield them using only one hand. While wielding a melee weapon with the two-handed property you may choose to gain the following benefits and downsides.
- You may make attacks with any melee weapon that has the two-handed property as if it was a one-handed melee weapon. Doing so imparts a -3 penalty to all attack rolls made in this way. The weapon is considered a one-handed weapon for determining class, racial, feat, spell, and magic item effects when using it in this way.
- When you are wielding a single melee weapon with the two-handed property and are not wielding another weapon or shield, taking the attack action while only attacking with that melee weapon allows you to make a single additional unarmed strike melee attack as part of that same action. You must make all attacks during your attack action using a melee weapon with the two-handed property as if it was a one-handed melee weapon using the option given by this feat in order to gain this additional unarmed strike melee attack, resulting in the previously mentioned penalty. You may choose to replace this unarmed strike with a grapple or shove as normal.
Great Weapon Defense
Prerequisites: Strength 13 or higher
You have trained to block with two-handed weapons, using them to deflect blows and missiles. When wielding a weapon with the two-handed property, you gain the following benefits:
- You can use a bonus action to assume a defensive stance. This lasts until the start of your next turn. While in this stance, you gain a +1 bonus to your AC.
- By whirling your weapon around, you can parry missiles. As a reaction when you take damage from a ranged weapon attack, you can roll the damage dice of the weapon + your Strength modifier + your proficiency bonus and reduce the damage taken by the amount rolled.
- When you take the Dodge action, you add a bonus to your AC equal to your proficiency bonus until the start of your next turn.
- When wielding a weapon with the two-handed property, if you still didn't take the Attack action on your turn, you can use your bonus action to enter a defensive stance. While you are in this stance, you gain a +2 bonus to your AC and a -2 penalty to all your attack rolls until the start of your next turn.
Greater Familiar
You have gained a greater understanding and appreciation of your familiar and focused extensive research into methods of empowering it further. You gain the following benefits.
- You can cast find familiar once as a ritual. You must finish a long rest before you can cast it this way again.
- Your familiar can be any Small or Tiny beast with a CR of 1/2 or lower. If you know the shield spell or the absorb elements spell, you can use your reaction to cast one of them when an attack roll is made against your familiar.
- When you cast a spell your familiar can hold the concentration, however it can only hold one concentration spell at a time. However, you cannot cast Concentration spells through your familiar while it is holding concentration, and the spell ends if the familiar fails a concentration check, is dismissed or dies.
Healer
You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Heavily Armored
Prerequisite: Proficiency with medium armor You have trained to master the use of heavy armor, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency with heavy armor.
Heavy Armor Master
Prerequisite: Proficiency with heavy armor You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.
Heavy Carapace
Prerequisite: Beast-Kin (Insectoid) Your carapace hardens and grows more dense, granting you the following benefits:
- Your weight doubles.
- When you aren't wearing armor, your AC is 17 (your Dexterity modifier doesn't affect this number). You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
- You have advantage on Strength checks and saving throws made against effects that would push you or knock you prone.
- Your Claws/Pincers gain the heavy property, and deal 1d8 instead of the normal damage.
Herbalist
You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with herbalism kits. If you are already proficient with them, you add double your proficiency bonus to checks you make with them. As an action, you can inspect a plant within 5 feet of you and determine whether it is edible or poisonous, provided that you can see and smell it.
- You can apply herbal remedies to help yourself or your allies recover from maladies. Over the course of a short rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and either a component pouch or access to local herbs to use this benefit.
Historian
Your study of history rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Help action to aid another creature's ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature's check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
Hulking Figure
Prerequisite: Strength 13 or higher You are a broad and formidable size for your race, either due to extensive training or natural build. You gain the following benefits:
- You count as one size larger (to a maximum size of large) when determining your carrying capacity and the weight you can push, drag, and lift.
- When you hit a creature with a melee attack, if you used your strength modifier to hit the creature, you deal an additional 1d8 damage. This damage is of the same type as the weapon attack. Whenever you attempt a Charisma (intimidation) check against a creature of your size or smaller, you can add your Strength modifier to the result.
Humanoid/Demi-Human Determination
Prerequisite: Humanoid or Demi-Human You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.
Hawkeye Shooter
Prerequisites: Dexterity 13 or higher, proficiency in the Perception skill Over the course of your journeys, you have gotten quite adept at targeting your enemies' weak spots with ranged weapons. You gain the following benefits:
- Your ranged weapon attacks score a critical hit on a roll of 19 or 20 when the target is a creature that is below its hit point maximum.
- As long as you are wielding a ranged weapon or a weapon with the thrown property, you can use a bonus action on your turn to try and find a weak spot in a creature you can see within that weapon's normal range. Make a Wisdom (Perception) check against that creature's AC. On a success, the next attack you hit it with before the end of your next turn using that weapon deals an extra 1d6 damage of the weapon's type.
Hell Horns
Prerequisite: Horns You've sharpened and cared for your horns to make them into deadly lacerating weapons.
- When making an attack with your horns, you score a critical hit on a roll of 19 or 20.
- your horn attacks counts as magical.
- your horn have the reach and bleed property
Headman's Chop
You are particularly effective at finishing off those that fall to the ground. You gain the following benefits:
- When a creature falls prone while within your reach, they provoke an opportunity attack from you.
- When you have advantage on an attack roll against a prone creature, you can reroll one of the dice once.
Hero's Heart
Prerequisites: Good Alignment You have the heart of a hero granting you the following benefits:
- You increase your charisma by 1, up to a maximum of 20
- You have advantage on saving throws against poisons, being poisoned, frightened, paralyzed, stunned, and petrified.
- If an ally within your movement speed range is selected to be attacked, using your reaction, you use a flash of speed to step in front of the attack, making the target of the attack you. Due to the speed of this sprint, It counts like the disengage action. You can use this ability a number of times equal to your charisma modifier (minimum of one). You regain the uses after a short rest
Herculean Toughness
Prerequisites: Constitution 13 or higher You have been through hellish training and trials making you exceedingly resilient. You may gain two of the following benefits when you choose this feat:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
- You gain proficiency in Constitution saving throws.
- When you take damage, you can use your reaction to roll a d4. Add your Constitution modifier to the number rolled and reduce the damage by that total. You may use this feature twice, and you regain all uses of this feature when you finish a short or long rest.
Hyper Active
You are always full of energy, but sometimes it's amount is unbelievably high! Once per long, during your turn, you can perform two bonus actions, or two reactions until the start of your next turn. You can use this feat once per long rest.
Hell Harpy
Prerequisite: Strixa
Your wings and talons grow large and strong. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- Your talon counts as magical.
- Your talon damage become a 1d6 and have the bleed property
- You can fly with medium armor.
- You can take the use an object action as a bonus action with your talons.
Infernal Constitution
Prerequisite Fiend or Hellhound subrace Fiendish blood runs strong in you. You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- You have resistance to cold and poison damage.
- You have advantage on saving throws against being Frightened or Frozen
Inspirational Caster
Prerequisites: Charisma 13 or higher; The ability to cast at least one spell Your impressive and inspiring spells rally allies to your cause.
- You gain proficiency in your choice of Intimidation or Persuasion.
- If you target allies with a spell that does not cause damage, those allies gain advantage on saving throws to resist effects that cause charm or fear for a number of rounds equal to your Charisma ability modifier, in addition to the normal effect of the spell.
Inspiring Leader
Prerequisite: Charisma 13 or higher
- You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your - Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Investigator
You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can take the Search action as a bonus action.
Iron Gut
Prerequisite: Constitution 13 or higher You eat and drink like a Orgre. Years of punishing your stomach and liver have led to a powerful fortitude. You gain the following benefits:
- You have advantage on Saving Throws against being poisoned.
- Upon completing a long rest, you regain 1 additional spent Hit Dice.
- As an action, you can spend Hit Dice to heal yourself, as if you have taken a short rest. You can use this ability a number of times equal to your Constitution modifier (minimum of 1) per long rest.
Iron Will
You have honed your mind to resist even the strongest of attacks. You gain a +2 bonus on Wisdom and Intelligence saving throws.
Juggernaut Plating
Prerequisite: Constructs Your armor is a part of you, strengthened by your life force. You gain the following benefits.
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- When you use Integrated Protection to don light or medium armor, you can add your Constitution modifier to your Armor Class instead of your Dexterity modifier (to a maximum of +2 when using medium armor).
- When you use Integrated Protection to don heavy armor, you have advantage on Strength saving throws and Strength (Athletics) checks to resist being knocked prone or moved against your will.
- While it's incorporated into your body, your armor can't be targeted by any effect (such as heat metal or the antennae of a rust monster) against your will
Juggler
You master the art of throwing weapons. You gain the following benefits:
- You get a +1 to Dexterity or Strength.
- You can take out a weapon and throw it as part of the same attack. Additionally you can throw a light weapon as a bonus action.
- You are proficient with any weapon you throw, including improvised. You are considered proficient with any ability check that involves juggling (e.g. performance, acrobatics, dexterity etc.)
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You gain proficiency with light armor.
Lightning Caster
Prerequisite: The ability to cast at least one cantrip Your rapid-fire style of casting cantrips allows you to weave magic with uncanny speed, granting you the following benefit:
- Whenever you cast a cantrip that can only target a single enemy, you can use your bonus action to target two enemies within 5 feet of one another instead.
Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Lord of the Herd
You've discovered how to perfectly manage your relationship with a network of companions, and are even able to take on another.
- Your Wisdom score increases by 1, to a maximum of 20.
- You can have up to four companions, and your Bond Strength with each of them is instead limited to 14.
Lucky
You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Lance Master
You have learned to put all of your weight into a charge, maximizing the carnage that follows your devastating attacks.
- If you move at least 20 feet in a straight line before making an attack with a lance, you add your strength modifier a second time to the damage dealt.
- Before you make a melee attack with a lance, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the damage.
Lethal Bite
Prerequisite: Bite Attack Your have a lethal bite You gain the following benefits:
- you gain a +2 to attacks
- your bite gain the finesse and bleed property
- your bite counts counts as magical.
Lethal Claws
Prerequisite: Claw Attack Your have a lethal claws You gain the following benefits:
- you gain a +2 to attacks
- your Claws counts counts as magical.
- your claws gain the bleed property
Machine Slayer
You have practiced techniques useful in melee combat against machines fashioned by the Ancients (and against most other constructs), gaining the following benefits:
- When a construct within 5 feet of you takes its action, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a construct with a weapon, you deal one additional die of damage of the same type that the weapon or attack normally deals—a longsword adds another 1d8, a fireball adds another 1d6, and so on.
Mage Slayer
You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Magic Initiate
Choose a spell casting class: . You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Magical Bond
The bond between you and your companion transcends material limits, and takes on a magical strength.
- Increase your Wisdom or Charisma by 1, to a maximum of 20.
- You learn the find familiar spell if you don't already know it.
- Instead of choosing a creature from the find familiar spell's list, you can instead choose a willing companion whose Bond Strength with you is 12 or higher. The creature retains the statistics, type, and appearance it had before the spell was cast. If you cast the spell on another creature, or change its form, the companion instead loses the benefits from the spell. If it is in a demiplane when you do this, it appears in an unoccupied space within 30 feet of you.
- Your familiar's maximum hit points are increased by a number equal to your caster level.
Marauder
You are adept at skirting the edge of the front lines of the battlefield, mixing close-quarters combat and flanking tactics.
- When you use the Attack action and make an attack with a melee weapon that you're holding in one hand, you can use a bonus action to make an attack with a one-handed ranged weapon in your other hand. Alternatively, when you use the Attack action and make an attack with a ranged weapon you're holding in one hand, you can use a bonus action to make a melee attack with a one-handed weapon in your other hand.
- When a creature within 10 feet of you that you can see makes an opportunity attack, you can use your reaction to make the attack automatically miss.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. - - You regain your expended superiority dice when you finish a short or long rest.
Martial Training
Prerequisites: Strength or Dexterity 13 or higher or 4th level You have trained in a certain specialized technique of fighting. You gain the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain the benefits of a Fighting Style of your choice. (Page 72 of the Player's Handbook, and additional options below.)
- You can select this feat multiple times. You can't take a Fighting Style option more than once, even if you later get to choose again.
Master Craftsman
- Increase your Intelligence or Wisdom by 1, to a maximum of 20.
- You gain proficiency with one tool of your choice that is listed in the combo list section of chapter 3. Whenever you attempt to craft anything from the combo list, the DC to craft it is reduced by the number of times this feat has been taken by you.
- You can select this feat multiple times. Each time you do so, you must choose a different tool.
Applicable Tools
- alchemist's supplies
- brewer's supplies
- cook's utensils
- glassblower's tools
- herbalism kit
- poisoner's kit
- smith's tools
- tinker's tools
- woodcarver's tools
Master Mounter
Prerequisite: 8th level
- You have advantage on Strength (Athletics) or Dexterity (Acrobatics) checks to climb onto a bigger creature (DMG p.271) or remain on a creature you are already on.
- While you remain on a bigger creature, you can use your action to make an unarmed strike against the creature. On a hit, the creature must use its reaction to move up to half its movement speed in a direction of your choice. If it hits a solid object - that is as big or larger than it - before the end of its movement, the creature is knocked prone. If the creature would enter into any environmental hazard dangerous to the creature (such as falling off a cliff when it can't fly, or into lava when it isn't immune to fire), it instead falls prone in the space adjacent to the hazard.
Master of Disguise
You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
- If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
Master Tattoo Artist
Your superior tattoo artistry allows you to create magically enhanced tattoos. Benefit:
- Increase your Charisma score by 1, to a maximum of 20
- You gain proficiency in the Tattoo/Body Artist Supplies. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it Add your level and proficiency bonus to your daily productivity rate for crafting a tattoo or body modification.
- You can identify the effect and status of tattoo by sight; with a 10 minute inspection you can generate the effects of a Legend Lore (ie. the Artist, construction, history, etc).
Master Trainer
You've become a master of expanding your companion's abilities, and have learned more effective ways to teach it.
- You and your companions have advantage on ability checks and saving throws made during ability training.
- Your companion with the highest Bond Strength can improve its ability scores by a total equal to 14 instead of 10.
Masterful Teacher
Prerequisite: Intelligence 13 or higher You can spend 10 minutes teaching or assisting your companions in problem solving and logic, increasing their skills as reasoning. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains a bonus equal to your Intelligence modifier to the first Intelligence based skill roll they make within the next minute. A creature can't benefit from this feat again until it has finished a short or long rest.
Medic
You master the physician's arts, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
Medium Armor Master
Prerequisite: Proficiency with medium armor You have practiced moving in medium armor to gain the following benefits:
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Menacing
You become fearsome to others, gaining the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
Mending Affinity
Your body has begun to adapt extremely well to healing itself through extraordinary means, gifting you the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When a creature uses a healer's kit to stabilize you when you are dying, you also regain hit points equal to your proficiency modifier.
- Whenever you regain hit points as a result of a spell, potion, or class ability, you regain additional hit points equal to your proficiency modifier.
Merciful Caster
Prerequisite: The ability to cast at least one spell
You are skilled at taking prisoners through the use of even deadly magic. When damage from one of your spells drops a creature to 0 hit points, you can choose to knock that creature unconscious instead of killing it. You must complete a long rest before merciful caster can be used again.
Mage Spell Arts Adept
Prerequisite: The ability to cast at least one spell
You've learned how to exert your will on your spells to alter how they function:
- You learn two Mage Spell Arts options of your choice from the sorcerer class. You can use only one Mage Spell Arts option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Mage Spell Arts options with another one from the mage class.
- You gain 2 mana points to spend on Mage Spell Arts (these points are added to any mana points you have from another source but can be used only on Mage Spell Artsc). You regain all spent mana points when you finish a long rest.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Moderately Armored
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You gain proficiency with medium armor and shields.
Mounted Adept
You are a creative, learning a variety of artistic crafts. You gain the following benefits:
- Increase your Intelligence by 1, to a maximum of 20.
- You gain proficiency with two artisan's tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Mounted Mage
Prerequisite: The ability to cast at least one spell You are trained in the use of magic from horseback. You gain the following benefits:
- You gain proficiency in Animal Handling.
- When you cast a spell targeting yourself while mounted, you can also affect your mount with the spell.
- While mounted, you have advantage on melee spell attack rolls against any unmounted creature that is smaller than your mount.
- While mounted, if your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Myrmidon
Like the heroes of ages past, you learn to fight unencumbered by armor, instead relying on your innate speed and agility to grant you the following benefits:
- While unarmored, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
- While unarmored, damage you take from nonmagical bludgeoning, piercing, and slashing damage is reduced by an amount equal to your Dexterity modifier.
Mystic Conflux
Through your repeated exposure to the natural flow of arcane magic throughout Exandria, you've adapted to attune with additional enchantments, though the process can be physically taxing. You gain the following benefits:
- You have advantage on Intelligence (Arcana) checks when investigating the nature of a magical object or device.
- You can now be attuned to a maximum of four magical items, rather than the normal limit of three. Other attunement limitations still apply.
Marksman
Prerequisites: Dexterity 13 or higher, Proficiency with Range weapons Your years of rigorous, complex shooter practice have resulted in the development of precise and deadly techniques. Carefully firing an arrow ,bolt or bullets is second nature to you.You gain the following benefits:
- You may spend an action focusing on a target you can see. On your next turn, you have advantage on ranged attack rolls against them. In addition, you double the proficiency bonus of your ranged damage rolls and the saving throw DC of your Marksman effects against that target.
- Before you make an attack roll with a ranged weapon, you can forgo dealing damage on a hit to instead attempt to stun the target. The creature must succeed on a Constitution saving throw or become stunned until the start of your next turn.
- Before you make an attack roll with a ranged weapon, you can choose to take a -5 penalty to that attack roll to attempt to knock down a Large or smaller creature. The creature must succeed on a Strength saving throw or fall prone. The DC for these effects i (DC for this saving throw equals 8 + your dexterity modifer + your PB)
Medusa Gift
Prerequisite: Gorgon or Creature type monstrosity Your snake hair have become more deadly and power full You gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- your snake hair counts counts as magical.
- you can shoot you poison with a range of 20ft and deal 1d10 poison or acid damage + Dexterity + pb
- Chimaera-born gain the Gorgon snake hair trait.
Naturalist
Your extensive study of nature rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Nimble Physique
Prerequisite: Dexterity 13 or higher
You are small and thin for your race. You have a mysterious and consistent ability to avoid danger. This feat grants the following benefits:
- As long as you are not wearing armour, you may take the dodge action as a bonus action. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) per long rest.
- You can fit and squeeze through spaces as though you were one size smaller than you are.
- Moving through spaces occupied by allies does not impose movement penalties.
Nocturnal
Due to extensive exposure to the dark, and possible supernatural abilities, you have an unmatched ability to fight adversaries in the dark. You gain the following benefits:
- You gain Darkvision with a radius of 60 feet. If you already have darkvision, then the radius of your darkvision increases by 30 feet, to a maximum of 120 feet.
- You have advantage on Dexterity (Stealth) checks while in dim light or nonmagical darkness.
Night Hunter
Prerequisites: darkvision You have been trained to hunt in darkest depths of dungeons, in the inky blackness of night. While in an area if dim light or darkness, you gain the following benefits:
- If you have advantage on your attack roll against a creature that is surprised and in darkness, you may forgo the advantage. If you do, and you hit the creature, you make two seperate damage rolls, and choose one of them. That creature takes the chosen amount of damage.
- Creatures in darkness that you can't see, such as from the darkness spell or invisible condition, don't have advantage on attack rolls against you, and you don't have disadvantage on attack rolls against them.
Nerve Strike
You know how to strike a creature, causing either excruciating pain or immobility.
- When you have a creature grappled, and are not wielding a shield or another object in your other hand, you can use your action to make an unarmed strike against the creature. If you hit, the creature is either stunned or you gain a + 10 to your damage roll.
- If you choose to stun the creature, it is stunned until it makes a DC 13 Constitution save at the start of its turn, or the grapple ends.
Observant
Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Opportunistic Thief
You have learned the tricks of the trade of thievery, allowing you to exploit opportunities for pick-pocketing both in and out of combat. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- When a creature fails a melee attack roll against you in combat, you can make a Dexterity (Sleight of Hand) check against a DC equal to 10 + the target's Dexterity modifier. On a success, you may steal any one item that is not being held or worn by the target.
- Whenever you successfully use your Sleight of Hand skill outside of combat to steal an object, you may immediately conceal it flawlessly on your person, or put another object you possess in its place.
Oracle
You gain the power of Sight. Such abilities could be a latent inheritance passed down through bloodlines or they could arise suddenly, a gift or curse from the gods. You gain the following benefits:
- You learn the dream spell and cast it without expending a spell slot. When cast in this way, you may only choose yourself as the spell's messenger and the spell's target automatically succeeds on its saving throw.
- You learn the divination spell and can cast it as a ritual. You may ask three questions instead of one.
Orcish Aggression
Prerequisite: Half-Orc
As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Orcish Fury
Prerequisite: Half-Orc Your fury burns tirelessly. You gain the following benefits:
- Increase your Strength or Constitution by 1, to a maximum of 20.
- When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
- Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.
Oreyan Huntress
You do not have disadvantage as a result of making a ranged weapon attack while within 5 feet of a hostile creature.
- When you could use your reaction to make a melee attack as part of an opportunity attack, you may make a ranged weapon attack against that creature instead.
- If you make a ranged weapon attack on your turn you may take the disengage action as a bonus action.
Orphean
You can inspire others through stirring words or music. You gain the following benefits:
- As a bonus action on your turn you can choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die.
- If you already have uses of Bardic Inspiration, you gain one more; otherwise, you have one, a d6. You regain any expended uses when you finish a short or long rest.
Outsized Might
You have absorbed primeval magic that allows you, despite your relatively small stature, to embody the might of titanic creatures. This grants you the following benefits:
- Little but Mighty. You gain proficiency in either the Athletics or Acrobatics skill.
- Powerful Build. You count as one size larger when determining your carrying capacity and the amount you can push, drag, or lift.
- Stalwart. You have advantage on saving throws against being moved or knocked prone.
Pankratiast
You have studied the Arkadian sport of unarmed combat, gaining the following benefits:
- You add a d4 to damage with unarmed strikes
- While you have a free hand, you can use your bonus action to make one unarmed attack.
- If you hit a creature with an unarmed attack, you can use your reaction to attempt to grapple that creature.
Pankratiast
You've been trained to treat injuries and resuscitate flatlining patients, gaining the following benefits:
- Increase your Constitution, Intelligence, or Wisdom by 1, to a maximum of 20.
- You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- Over the course of 1 minute, you can spend one use of a healer's kit to attempt to revive a dead creature that died within the last 10 minutes. At the end of this minute, you must make a DC 20 Wisdom (Medicine) check. On a successful check, the creature returns to life with 1 hit point and its exhaustion level is set to 3. This ability can't return to life a creature that has died of old age, and if the creature is lacking body parts or organs integral for its survival - its head, for instance - the check automatically fails. If this ability check has failed for a dead creature, this feat cannot be used on it again until it has been returned to life in another manner.
Perceptive
You hone your senses until they become razor sharp. You gain the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
Perfect Landing
Years of living at great heights have taught you how to fall more gracefully. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- Reduce the damage die for fall damage from a d6 to a d4.
- You do not fall prone after taking falling damage.
- You do not take damage for the first 30 feet of your fall.
Performer
You master performance so that you can command any stage. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Piercer
You have achieved a penetrating precision in combat, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
- When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Poisoner
You can prepare and deliver deadly poisons, granting you the following benefits:
- When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
- You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
- You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Practiced Expert
You have honed your proficiency with particular skills or tools, gaining the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency with one skill or tool of your choice.
- Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Prodigy
You have a knack for learning new things. You gain the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
- If you are a spell caster you gain one cantrip of your choice and you use your class spell mod for the spell.
Phalanx Fighter
You've mastered combat tactics that you have learned to best fight as a team. You gain the following benefits:
- When you use the Help action to aid another creature in combat, that creature has advantage on each attack roll made against your target.
- When you are aided or aiding in combat against a creature, the aided creature has a +2 to damage rolls. As a bonus action on your turn, you can increase your reach with a weapon with the versatile property by 5 feet for the rest of your turn
Parry Master
Prerequisites: Dexterity of 15 or higher, dual wielding
- Immediately after you successfully hit a creature with a dagger, rapier or shortsword, you gain a bonus to your AC equal to your proficiency bonus until the end of your next turn. You also have advantage in opportunity attacks until the end of your next turn. The weapon used to hit must be in your off-hand.
Pit Fighter
Prerequisites: Strength 15 or higher or Monk or Dancer Capoeira Sub Class You've become a fierce competitor in a bloody fist fighting sport. When both of your hands are empty you gain the following benefits:
- Your Unarmed damage die increases by 1 size.
- You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks when defending against grappling and shoving (but not when escaping grapple).
- When you successfully grapple a creature as part of your action, you can attempt to perform a powerful throw as a bonus action. Make another grapple check. Upon success the grappled creature takes 1d4 bludgeoning damage, falls Prone, and the grapple ends. Additionally, the creature must succeed on a DC 10 Constitution saving throw or become Stunned until the end of its next turn.
- When a creature makes a melee attack against you and misses, you can use your reaction to attempt to grapple or shove the creature.
Power Armor Champion
Prerequisites: Proficiency with heavy armor, Strength 13 or higher You have grown so accustomed with your armor that you can move with unthinkable agility while wearing it. You gain the following benefits:
- you gain a + 1 to int and Str
- While wearing armor, you reroll any failed dex saves
- You have learned to better defend yourself while wielding large weapons. While wielding a heavy weapon you can choose to take a -5 penalty to your attack roll to gain +2 to your AC until the start of your next turn.
- when targeted by Acid, Poison or Fire you can reduce the damage by a 1d8
- You are not at a disadvantage on Stealth checks while wearing heavy armor.
Quick-Fingered
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
Quicksmithing
Prerequisite: Intelligence 13 or higher You have mastered the art of on-the-fly invention, improvement, and jury-rigging. You can use your talents to create immediate, short-term magical effects similar to spells, given time and an adequate supply of aether. When you choose this feat, you master two magical effects, each of which recreates the effect of a 1st-level spell that has the ritual tag. These spells can come from any class list, but Intelligence is your spellcasting ability for them.
If you come across a schematic geared toward quicksmithing or study with another quicksmith, you might be able to add another spell to the effects you have mastered. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of mastering the spell takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents aether you use as you experiment with the spell effect to master it.
In addition, you have proficiency with artisan's tools (quicksmith's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours unless you spend 1 hour repairing it to keep it functioning. You can use your action to dismantle the device, at which point you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. This device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Rapid Drinker
Through a lifestyle of hard, competitive drinking, you've learned how to quaff drinks at an incredibly accelerated pace. You gain the following benefits:
- You can drink a potion as a Bonus action, instead of as an action.
- You have advantage on any saving throws triggered by ingesting an alcoholic or dangerous substance.
Resilient
Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
Reveler
Prerequisite: Charisma 13 or higher You are the life of the party. Your hedonistic indulgences, be they drinking, feasting, or debauchery, are sure to lead others to follow.
- Increase your Charisma score by 1, to a maximum of 20.
- You gain advantage on Constitution saving throws against poison from alcohol.
- You gain proficiency in one of the following musical instruments: pan pipes, double flute, lyre, drum, or your voice as if it were a musical instrument.
- When you are in a social area, such as a market square, fighting pit, or an inn, populated with ten or more creatures that can see and hear you, you can make a Performance (Charisma) skill check against a DC of 5–20 (at the GM's discretion based on the crowd). If you succeed, for the next hour you have advantage on any ability check to interact socially with a creature in the area. If you fail, you cannot use this feature in the same area for 24 hours. Any creature that can't be charmed is immune to these effects.
Revenant Blade
You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
- A double-bladed scimitar has the finesse property when you wield it.
Ritual Caster
Prerequisite: Intelligence or Wisdom 13 or higher You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Reaction Master
Prerequisites: Dexterity 13 or higher Through intense training, you have learnt to unthinkingly react to many things at once even in the midst of combat. You may take a number of reactions equal to your dexterity modifier (maximum 5) per round.
Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Scion Of Elemental Air
You've been exposed to the primordial magic of the Elemental Plane of Air, granting you the following benefits:
- Elemental Magic. You learn the minor illusion cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).
- Wind's Glide. You can use a bonus action to gain a flying speed equal to your walking speed until the end of your turn. If you are airborne at the end of your turn after using this movement and aren't held aloft by other means, you fall. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Scion Of Elemental Earth
You've been exposed to the primordial magic of the Elemental Plane of Earth, granting you the following benefits:
- Elemental Magic. You learn the druidcraft cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).
- Earthen Shield. You can use a bonus action to conjure a bulwark of earth that provides half cover to you or a creature of your choice within 30 feet of yourself. The bulwark remains until the start of your next turn. You can create this bulwark a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Scion Of Elemental Fire
ou've been exposed to the primordial magic of the Elemental Plane of Fire, granting you the following benefits:
- Elemental Magic. You learn the light cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).
- Fervent Blaze. You learn the Create Fire cantrip, using the same spellcasting ability chosen for this feat's Elemental Magic benefit. You can cast Create Fire as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Scion Of Elemental Water
You've been exposed to the primordial magic of the Elemental Plane of Water, granting you the following benefits:
- Elemental Magic. You learn the thaumaturgy cantrip, using Intelligence, Wisdom, or Charisma as the spellcasting ability (choose when you select this feat).
- Wave Surge. You can use a bonus action to create a forceful surge of water directed at a creature within 15 feet of you that you can see. The target must make a Strength saving throw; the DC for this save is equal to 8 + your proficiency bonus + the spellcasting ability modifier chosen for this feat, and a creature can choose to fail this saving throw. On a failure, the target is pushed up to 10 feet away from you or pulled up to 10 feet toward you (your choice). The water vanishes immediately after the creature succeeds or fails. You can create this effect a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Second Chance
You have a knack for learning new things. You gain the following benefits:
- Increase your Dexterity, Constitution, or Charisma by 1, to a maximum of 20.
- When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't do so again until you finish a short or long rest.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Succubus Tattoo
Prerequisite Charisma 13 or higher or Succubus
Your tattoos are particularly alluring, adding to your attractiveness. Benefit:
- Increase your Charisma score by 1, to a maximum of 20
- You gain proficiency in the Persuasion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it
- Gain the abilty to effectively generate an effect akin to Friends, or if you can cast friends already its duration increases to up to 10 minutes when you cast it.
Shadow ELf High Magic
Prerequisite Shadow ELf
You learn more of the magic typical of Shadow ELf. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
Shadow Touched
Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Training
You've trained in the effective use of shields. You gain the following benefits:
- Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
- You gain proficiency with shields.
- In combat, you can don or doff a shield as the free object interaction on your turn.
- If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.
Silver-Tongued
You develop your conversational skill to better deceive others. You gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Skulker
Prerequisite: Dexterity 13 or higher You are expert at slinking through shadows. You gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Slasher
You've learned where to cut to have the greatest results, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Slinger
You are with trained with a sling as a weapon of war.
- When using lead or other dense, uniform bullets rather than rough stones as ammunition, your range with slings increases to 60/240.
- If you wield a weapon or shield in your other hand while using a sling, you may still load it as if you had a free hand.
- You may use your bonus action to make a ranged attack with your sling.
Spear Mastery
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:
- You gain a +1 bonus to attack rolls you make with a spear.
- When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.)
- You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your spear's reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can't use this ability if the creature used the Disengage action before moving.
- As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
Spell Sniper
Prerequisite: The ability to cast at least one spell
you have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits: When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Spelldriver
Prerequisite: 8th level Through intense focus, training, and dedication, you've harnessed the techniques of rapid spellcasting. You are no longer limited to only one non-cantrip spell per turn. However, should you cast two or more spells in a single turn, only one of them can be of 3rd level or higher.
Stealthy
You know how best to hide. You gain the following benefits:
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible.
Street Samurai
You have rigorously trained your body and mind in the ways of street bushido, allowing you to unsheathe your weapons at incredible speeds and deflect gunfire, gaining the following benefits:
- While you are holding a melee weapon, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d8 + an ability modifier you could use to modify an attack roll with the melee weapon (your choice) + your proficiency bonus.
- The first time you draw a melee weapon in each combat, you gain advantage on your first attack with the weapon, and if the attack hits, it deals extra damage equal to 1d6 + your proficiency bonus.
- You are familiar with the street bushido code. You know the names of other street samurai, you have advantage on Intelligence checks related to the origin and nature of weapons, and you have advantage on Charisma (Persuasion) checks to persuade others who follow street bushido.
Sure-Footed
Experienced with shifting terrain or the rocking and swaying of ships out at sea, you gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You have advantage on ability checks and saving throws made to resist being knocked prone.
- When a creature within 5 feet of you fails an ability check or saving throw against an effect that would knock it prone, you can use your reaction to allow the creature to reroll the ability check or saving throw if you have at least one hand free.
Survivalist
You master wilderness lore, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Svirfneblin Magic
You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.
Stinger Martial art
Prerequisite: Stinger
- Your Sting now also counts as a Finesse weapon and have reach
- evrey time you sting creature the must make a Constitution save. (DC for this saving throw equals 8 + your con modifier + your PB) On failed save the creature can become unconscious, paralyzed , Incapacitated or frightened you pick witch one for 1 minute creature can repate the save at the end of each turn.
Slime Teeths
Prerequisite: Slimenoids You create a fanged maw out of your tendrils or out of your mouth. you can use to make unarmed strikes. you hit with it, you deal piercing damage equal to 1d6 + Dex or Str. you regain hit points equal to half the damage dealt rounded down by the bite.
Slime Shield
Prerequisite: Slimenoids reaction as You can make a shield out of you body you gain 2+ to your AC against attack that would hit it. To do so, you must must see the attacker
Slime Weapons
Prerequisite: Slimenoids As a slime you can morph your body in to different weapons, with Finesse, Reach Properties.
- Slime slashing weapons You create a sharp slashing weapons on your hands or at end of your tendrils that can cut through most things. If you hit with them, you deal slashing damage equal to 2d4 + your Dex or Str.
- Slim bludgeoning weapons You create a bludgeoning weapons on your hands or at end of your tendrils that can crush most things, you can use to make unarmed strikes. you hit with it, you deal bludgeoning damage equal to 1d8 +Dex or Str.
Slime projectile weapons
Prerequisite: Slimenoids you can detach a piece of your body and use it as a projectile weapon like a dart or a spear. with ,Range, Thrown Properties on theme.
- Slime projectile small.
you can as a bonus action target a creature with in range of 20/60ft with a dart like projectile. On hit the damage is 1d4 Piercing + Dex or Str. - Slime projectile Medium. you can as normal action target a creature with in range of 20/60ft with a spear/arrow like projectile. On hit the damage is 1d8 Piercing + Dex or Str.
Sting of love
Prerequisite: Succubus or Angelic Succubus Your grow a stinger at the end of you tail with Finesse, Reach Properties. As action, you can make a special attack with your tail 1d8+ pb psychic creature the must make a Constitution save. (DC for this saving throw equals 8 + your con modifier + your PB) On failed save the creature can become unconscious, paralyzed , incapacitated, stunned or charmed you pick witch one for 1 minute creature can repate the save at the end of each turn.
Scoundrel Dirty Trick
Telekinetic
You learn to move things with your mind, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Theologian
Your extensive study of religion rewards you with the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Thrown Weapon Master
You excel at thrown weapons and gain the following benefits:
- When you take the attack action to throw a weapon with the Thrown property, you may immediately use a bonus action to make two more attacks with a Thrown weapon. These must also be thrown attacks. You may use this ability a number of times equal to your dexterity or strength modifier per short rest.
- If you throw a weapon as part of an attack, you may immediately draw another one handed weapon as part of that attack.
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Tracker
You have spent time hunting creatures and honed your skills, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You learn the hunter's mark spell. You can cast it once without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell.
- You have advantage on Wisdom (Survival) checks to track creatures
Trapper
You are skilled at hunting and trapping, gaining the following benefits:
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in Survival. If you are already proficient in it, you add double your proficiency bonus to checks made with Survival.
- You gain proficiency with nets, and when you use the Attack action and attack with a net, you can use a bonus action to attack with a one-handed weapon you are holding. Being within 5 feet of a hostile creature doesn't impose disadvantage on your attack rolls with a net, and the escape DC for your nets increases by your proficiency bonus. The escape DC of hunting traps that you place increases by your proficiency bonus.
Triton
You learn the art of fighting with spear and net, and gain the following benefits:
- When you wield a trident, its damage die changes from a d6 to a d8 when wielded in one hand, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.)
- Your reach with tridents with which you are proficient is increased by 5 feet. Other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
- You can use a bonus action to attack with a net you are holding. This attack has advantage if you are also wielding a trident.
Vampiric Exultation
Prerequisite Dhampir or True Vampire As an action, you can transform the lower half of your body into an inky black vapor, allowing you to float through the air. While transformed, you have a flying speed of 30 feet. You can maintain this form for up to 10 minutes. Once you use this ability, you can't use it again until you finish a short or long rest.
Void Channeler
As an action, you can speak aloud a word or short phrase in void speech. One creature of your choice within 10 feet that can hear you must succeed on a Wisdom saving throw against this magic (DC 8 + your proficiency bonus + your Charisma modifier) or be frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.
Other creatures who can hear you suffer minor reactions to the void speech such as spontaneous nosebleeds, headaches, bits of hair falling out, and other unsettling effects. The first time you use this ability, you suffer no adverse effects. If you use it again before completing a short or long rest, you take 1d4 necrotic damage. Each additional time you use it before finishing a rest, the necrotic damage increases by 1d4.
Venom Tongue
Prerequisite: Slimenoids You create a slimy tongue that drips a slimy liquid that can be use as a poison weapon. you can use to make unarmed strikes. you hit with it, you deal piercing damage equal to 1d6 +Dex or Str. and creature must make a constitution save (DC for this saving throw equals 8 + your constitution + your PB) on a failed save the creature take 1d4 poison and unconscious, paralyzed , Incapacitated or frightened you pick witch one for 1 minute creature can repate the save at the end of each turn.
Warhammer Master
When you hit a creature with a warhammer, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
In addition, you can use your warhammer to knock away a foe's shield. If you hit a creature that's using a shield, you can have the attack deal no damage and force the creature to drop its shield.
Weapon Expert
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.
- Once per turn you can reroll a nat 1 that you have proficiency with.
Weaver of Maledictions
Prerequisite: The ability to cast at least one spell You have learned how to use effigy dolls when cursing your targets. These dolls take 8 hours to create and can only be used on the target that the effigy was created to resemble. Only you can benefit from dolls you have created. When you use an effigy doll you gain the following benefits:
- The target of the curse has disadvantage on their initial saving throw.
- The target of your curse does not know that you tried to curse them upon a successful save against being cursed.
Wood Elf Magic
Prerequisite: Wood-Elf You learn the magic of the primeval woods. You learn one druid cantrip of your choice. You also learn longstrider and pass without trace, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.
Woodwise
You have lived your entire life in the gnarled, wooded areas of the world. You are adept at finding your way through even the most treacherous terrain. You gain the following benefits:
- You gain proficiency in either the Survival or Nature skill.
- You ignore difficult terrain.
- You cannot become lost in natural surroundings except by magical means.
Wild Talent
You awaken to your psionic potential, which enhances your mind or body. Increase one ability score of your choice by 1, to a maximum of 20, to represent this enhancement. You also harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Psionic Talent Options. You can use your Psionic Talent die in the following ways: Psi-Boosted Ability. When you make an ability check with the ability increased by this feat, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.
Psi-Guided Strike. Once on each of your turns when you hit with an attack roll that uses the ability increased by this feat, you can roll your Psionic Talent die after you make the damage roll and then replace one of the damage dice with the number rolled on the Psionic Talent die.
Changing the Die's Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). If you have a Psionic Talent die from another source, such as a class feature, you don't get more than one die; use only the one with the largest starting size.
Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can't use Psi Replenishment again until you finish a long rest.
Wonder Maker
You master the tinker techniques of your people. You gain the following benefits:
- Increase your Dexterity or Intelligence by 1, to a maximum of 20.
- When you make a check using your proficiency with tinker's tools, you add double your proficiency bonus to the check.
- When you make a device with your Tinker trait, you have the following additional options for what you make:
- Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
- Calculator. This device makes doing sums easy.
- Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.
- Timekeeper. This pocket watch keeps accurate time.
- Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.