transmutation cantrip
Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M Duration: Instantaneous Classes: Cleric, Druid, Warlock
You create shockwaves in the shape of a bestial claw in a 30-foot cone. Each creature in the area must make a Dexterity saving throw or take 1d4 slashing damage.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
abjuration cantrip
Casting Time: 1 action Range: Self Components: V, M Duration: 1 round Classes: Artificer, Bard, Cleric, Druid, Warlock
You fill your body with bestial vigour, ending the frostbitten condition on yourself. Until the start of your next turn, you are immune to being frostbitten and resistant to piercing damage.
evocation cantrip
Casting Time: 1 action Range: 30 feet Components: V, S, M Duration: Instantaneous Classes: Cleric, Druid, Warlock
You hurl a number of sharp rocks. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. Make a ranged spell attack against each target. On a hit, a target takes 1d8 piercing damage.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time: 1 action Range: Touch Components: V, S, M Duration: Instantaneous Classes: Cleric, Druid, Warlock
You attempt to quickly scorch a nearby creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d12 fire damage.
The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
1st level illusion
Casting Time: 1 action Range: Self Components: V, M Duration: Concentration, up to 1 minute Classes: Artificer, Cleric, Paladin, Ranger
You shroud your body in soft silence. For the duration, you are immune to damage taken from falling unless the damage would reduce you to 0 hit points. Additionally, your footsteps produce no sound, giving you advantage on Dexterity (Stealth) checks made to hide from creatures that cannot see you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on this spell for one hour.
1st level transmutation
Casting Time: 1 action Range: Self Components: V, M Duration: Concentration, up to 1 hour Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Warlock
You fill your body with bestial vigour. For the duration, you regain 1 hit point at the start of each of your turns. The spell can restore a maximum of 10 hit points, after which it ends.
This maximum includes healing from features that increase the amount of hit points regained from the spell, such as Disciple of Life from the Life Domain.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum hit points the spell can restore increases by 5 for each slot level above 1st.
Casting Time: 1 action Range: Self Components: V, M Duration: Concentration, up to 1 minute Classes: Cleric, Paladin, Ranger, Warlock
You engulf a nonmagical weapon you hold with bloodflame, turning it into a magical weapon until the spell ends. For the duration, the weapon deals an extra 1d4 fire damage when it hits. If you stop holding the weapon, the spell ends.
When you score a critical hit with the weapon, it deals an additional 5d4 piercing damage and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the additional piercing damage increases by 1d4 for each slot level above 1st.
Casting Time: 1 action Range: 5 feet Components: V, S. M Duration: Instantaneous Classes: Cleric, Paladin, Warlock
You slash the air, creating lacerations at a point within 5 feet of you. Each creature other than you within 5 feet of that point must make a Constitution saving throw. A creature takes 3d4 fire damage on a failed save, or half as much on a successful one.
If a creature rolls a 1 on its saving throw, it takes an additional 5d4 piercing damage as its blood hemorrhages from its body.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the fire damage increases by 1d4 for each slot level above 1st.
1st level abjuration
Casting Time: 1 action Range: Self Components: V, M Duration: 1 round Classes: Artificer, Bard, Cleric, Druid, Ranger
You end the poisoned condition on yourself. Until the end of your next turn, you become resistant to poison damage and immune to the poisoned condition.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you become immune to poison damage instead of resistant.
1st level evocation
Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M Duration: 1 round Classes: Cleric
You fire a ring of light forwards in a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 2d8 radiant damage on a failed save, or half as much on a successful one.
At the start of your next turn, the disc returns to you, causing each creature in the line to make the same saving throw.
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.
Casting Time: 1 action Range: Self Components: V, M Duration: Concentration, up to 1 minute Classes: Artificer, Bard, Cleric, Ranger
You become resistant to radiant damage for the duration.
You electrify a nonmagical weapon you hold, turning it into a magical weapon until the spell ends. For the duration, the weapon deals extra lightning damage equal to your spellcasting ability modifier when it hits. If you stop holding the weapon, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd or higher, the bonus to damage rolls increases to 1d4 + your spellcasting ability modifier. When you use a spell slot of 6th level or higher, the bonus increases to 2d4 + your spellcasting modifier.
You become resistant to fire damage for the duration.
Casting Time: 1 action Range: 90 feet Components: V, S, M Duration: Instantaneous Classes: Cleric, Druid, Warlock
You throw a small sphere of flame towards a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage, and other creatures within 5 feet of the target take 1d8 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial and secondary damage both increase by 1d8 for every 2 slot levels above 1st.
Casting Time: 1 action Range: Self Components: V, M Duration: Instantaneous Classes: Artificer, Bard, Cleric, Druid, Ranger
You create a scalding fire within to cleanse ailments. You take 1d8 fire damage and end the poisoned and scarlet rot conditions on yourself.
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M Duration: 1 round Classes: Bard, Cleric, Druid
You kneel, slowly charging and releasing healing energy in a 10-foot-radius around yourself. At the start of your next turn, each creature within the area regains an amount of hit points equal to your spellcasting ability modifier.
When you cast this spell, you cannot move until the start of your next turn. If you are moved from your original position or fall prone before the start of your next turn, the spell's effects do not occur.
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.
You become resistant to lightning damage for the duration.
Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Classes: Cleric
You summon a spear made of lightning and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 lightning damage.
When you cast this spell, you can choose to make the attack at the start of your next turn instead, charging the lightning spear and increasing the range of the spell to 180 feet.
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.
You kneel, slowly charging and releasing restoring energy in a 10-foot-radius around yourself. At the start of your next turn, you end the poisoned condition each creature in the area. Additionally, if a creature in the area has been put to sleep by magic, it wakes up.
You become resistant to force damage for the duration.
Casting Time: 1 action Range: Self Components: S, M Duration: Instantaneous Classes: Cleric
You adopt a holy pose and reduce your deathblight level by one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you reduce one additional level of deathblight for each slot level above 1st.
Casting Time: 1 action Range: Self Components: V, M Duration: Concentration, up to 1 minute Classes: Cleric, Paladin
You bless a nonmagical weapon you hold, turning it into a magical weapon until the spell ends. For the duration, the weapon deals 1d4 extra radiant damage when it hits. This bonus is increased to 2d6 against undead (Those Who Live In Death). If you stop holding the weapon, the spell ends.
If you slay undead with this damage, they cannot return to life by any means short of the Elden Ring itself.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to damage rolls against undead increases by 1d6 for every 2 slot levels above 1st.
You launch many threads born from the servants of rot towards a creature within range. The target must make a Dexterity saving throw or take 4d6 piercing damage.
If the target is Huge or larger, it takes half as much damage on a successful save.
Casting Time: 1 action Range: Self Components: V, M Duration: Cleric, Druid, Paladin, Ranger, Warlock
You coat a nonmagical weapon you hold with poison, turning it into a magical weapon until the spell ends. For the duration, the weapon deals 1d4 extra poison damage when it hits.
When you hit a creature with the weapon, you can choose for the creature to make a Constitution saving throw. Upon failure, it is poisoned until the end of your next turn and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to damage rolls increases to 2d4, and the spell does not end when a creature fails the save. When you use a spell slot of 6th level or higher, the bonus increases to 3d4.
1st-level conjuration
Casting Time: 1 action Range: 10 feet Components: V, M Duration: Concentration, up to 1 minute Classes: Cleric, Druid, Warlock
You create a 10-foot-radius sphere of poisonous mist centered on a point within range. The mist spreads around corners, and its area is lightly obscured. The mist lingers in the air for the duration.
Each creature that starts its turn in the mist must make a Constitution saving throw or take 1d4 poison damage and be poisoned until the end of its next turn.
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.
1st-level evocation
Casting Time: 1 action Range: Self (10-foot radius) Components: V, M Duration: Instantaneous Classes: Cleric, Paladin
You unleash a shockwave in a 10-foot radius around yourself. Each creature that is Large or smaller in the area must make a Strength saving throw or be pushed 15 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance a creature is pushed increases by 5 feet for every 2 slot levels above 1st.
1st-level illusion
Casting Time: 1 action Range: 60 feet Components: V, M Duration: Concentration, up to 1 minute Classes: Artificer, Bard, Cleric
You create a pale-gold shadow at a point within range. The shadow tricks nearby enemies into attacking it in a 30-foot radius around itself. Humanoids that enter the area or start their turn in it must make an Intelligence saving throw. Upon failure, they perceive the shadow as a hated enemy, and are compelled to attack it until the start of their next turn. Damaging the shadow reveals it to be an illusion, ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, damaging the shadow no longer reveals it to be an illusion.
1st level conjuration
You conjure a boulder and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 bludgeoning damage.
A creature that is Medium or smaller hit by this spell must make a Strength saving throw or fall prone.
Casting Time: 1 action Range: Self (10-foot line) Components: V, S, M Duration: Concentration, up to 1 minute Classes: Cleric, Druid, Warlock
You release a stream of fire in a line 10 feet long and 5 feet wide from yourself. Each creature in the line takes 2d4 fire damage.
On subsequent turns until the spell ends, you can use your action to continue releasing the fire. When you continue releasing the fire, you can choose to change the direction of the line. If you take another action, the spell ends.
Casting Time: 1 action Range: 120 feet Components: V, M Duration: 1 round Classes: Cleric, Warlock
You summon a vile swarm of bloodflies and send them to pursue a creature within range. The target must make a Dexterity saving throw. It takes 4d4 piercing damage on failed save, or half as much on a successful one.
If the creature succeeds the save and is still within range of the spell, it must repeat the saving throw at the start of your next turn as the flies continue to pursue it.
A creature that rolls a 1 on either save takes an additional 5d4 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the initial and additional piercing damage increases by 1d4 for each slot level above 1st.
Casting Time: 1 bonus action Range: Self Components: V, M Duration: Instantaneous Classes: Artificer, Bard, Cleric, Druid
You swiftly utter a prayer, regaining a number of hit points equal to 1d6 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.
2nd level evocation
Casting Time: 1 action Range: 90 feet Components: V, S, M Duration: 1 round Classes: Cleric, Warlock
You throw a ball of black fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage and is set alight with blackflame for the duration.
While alight, a creature takes fire damage equal to half of its level or CR (whichever is applicable) at the start of each of its turns. The target or another creature can use its action to put out the fire.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each slot level above 2nd. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 1 minute.
2nd level transmutation
Casting Time: 1 action Range: Self Components: V, M Duration: Concentration, up to 2 rounds Classes: Cleric, Paladin, Warlock
You engulf a nonmagical weapon you hold with black flame, turning it into a magical weapon until the spell ends. For the duration, when it hits the weapon deals additional fire damage equal to half of the target's level or CR (whichever is applicable).
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 1 minute.
2nd level conjuration
Casting Time: 1 action Range: Self (15-foot cone) Components: V, M Duration: Instantaneous Classes: Artificer, Bard, Cleric, Druid
You thrust your arm into the body of the distant Formless Mother, and draw bloodflame from her, scattering it before you. Each creature in a 15-foot cone must make a Constitution saving throw or take 4d6 fire damage.
Flames linger in the area until the start of your next turn. Each creature that enters the area for the first time on a turn or starts its turn there takes 1d4 fire damage and rolls a d20. If the creature rolls a 1, it takes 5d4 piercing damage as its blood hemorrhages from its body.
Casting Time: 1 action Range: Self Components: V, S, M Duration: Concentration, up to 1 minute Classes: Artificer, Cleric, Paladin
You summon volatile lightning to bolster your body, allowing it to spread within. For the duration, you become vulnerable to lightning damage and gain the following benefits:
You lift into the air, transforming your arm into a dragon's claw and flying up to 30 feet in any direction. You can then make a melee spell attack against a creature or object within 10 feet of you. On a hit, the target takes 4d8 slashing damage.
Whether the attack hits or misses, every creature other than you within 10 feet of the target must make a Strength saving throw or take 1d8 bludgeoning damage. A creature that fails the save falls prone if it is Large or smaller.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the slashing damage increases by 1d8 for each slot level above 2nd.
Casting Time: 1 action Range: Self (30-foot cone) Components: V, M Duration: Instantaneous Classes: Cleric, Druid, Warlock
You roar, transforming your head into a dragon's and unleashing fiery breath. Each creature in a 30-foot cone must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
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.
You roar, transforming your head into a dragon's and unleashing icy breath. Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save, a target takes 3d6 cold damage and is frostbitten until the end of its next turn.
The ice spreads around corners and freezes water in the area.
Casting Time: 1 action Range: Self (15-foot radius) Components: V, M Duration: Concentration, up to 1 minute Classes: Cleric, Druid, Warlock
You set yourself on fire, letting the raging flames burn you from within. The fire burns around you to a distance of 15 feet for the duration. Each creature that enters the area for the first time on a turn or starts its turn there takes 2d8 fire damage, and you take 1d8 fire damage at the start of each of your turns. You cannot reduce the damage to yourself in any way.
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.
Casting Time: 1 action Range: Self Components: V, M Duration: Concentration, up to 1 minute Classes: Cleric, Druid, Warlock
You invigorate yourself with a bolstering flame. Once whenever you deal bludgeoning, piercing, slashing, or fire damage on a turn, you can add your proficiency bonus to the damage dealt.
You roar, transforming your head into a dragon's and unleashing magical breath. Each creature in a 30-foot cone must make a Dexterity saving throw. A target takes 4d6 force damage on a failed save, or half as much on a successful one.
Casting Time: 1 action Range: Self (20-foot radius) Components: V, S, M Duration: Instantaneous Classes: Cleric, Druid, Warlock
You thrust your hand into the ground and tear bestial claws from the earth, sending rending shockwaves out to a 20-foot radius. Each creature in the area other than you must make a Dexterity saving throw. A target takes 4d6 slashing damage on a failed save, or half as much on a successful one.
2nd level abjuration
You enchant a shield that you hold with the light of regression. For the duration and while you are wielding the shield, whenever you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed the save. \columnbreak
Casting Time: 1 action Range: Self (20-foot cube) Components: S, M Duration: Instantaneous Classes: Cleric, Paladin
You adopt a holy pose, becoming the image of order and sending out a wave of holy energy. Each creature in a 20-foot cube originating from you must make a Wisdom saving throw. A target takes 3d6 radiant damage on a failed save, or half as much on a successful one. This damage is increased to 7d6 against undead (Those Who Live In Death).
Undead slain by this spell cannot return to life by any means short of the Elden Ring itself.
Casting Time: 1 action Range: 30 feet Components: V, S, M Duration: 1 round Classes: Cleric, Druid, Warlock
You roar, transforming your head into that of a wyrm, unleashing its breath of magma at a point within range. Each creature within a 15-foot radius of the point must make a Dexterity saving throw or take 3d6 fire damage.
Any surfaces in the area are covered in magma until the end of your next turn. A creature that enters the area for the first time on its turn or starts its turn there takes 1d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d6 for each slot level above 2nd.
You spark roaring flame from your hand; make a melee spell attack against a creature you can reach. On a hit, the target takes 4d10 fire damage.
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.
Casting Time: 1 action Range: Self (30-foot cone) Components: V, M Duration: 1 minute Classes: Cleric, Druid, Warlock
You roar, transforming your head into a dragon's and unleashing breath of scarlet rot. Each creature in a 30-foot cone must make a Constitution saving throw. On a failed save, a target takes 2d6 necrotic damage and is afflicted with scarlet rot for the duration.
An afflicted target makes another Constitution saving throw at the end of each of its turns. On a success, it is cured of the scarlet rot afflicted by this spell.
Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M Duration: Instantaneous Classes: Bard, Cleric, Warlock
You channel the power of the yellow flame of frenzy, screaming and unleashing it. When you cast this spell, you gain one level of frenzied madness. Each creature in a 30-foot cone must make a Wisdom saving throw or take 4d6 fire damage. A humanoid that fails the save gains two levels of frenzied madness.
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. When you cast this spell using a spell slot of 5th level or higher, the amount of frenzied madness levels a creature gains when it fails the save increases by one.
Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M Duration: Instantaneous Classes: Cleric, Druid, Warlock
You create a spiraling stream of fire in a line 30 feet long and 5 feet wide. 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 on a successful one.
3rd level evocation
Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M Duration: Instantaneous Classes: Cleric
You summon bolts of red lightning that scatter and spread in a 30-foot radius around you. Each creature in the area that you choose must make a Dexterity saving throw. A creature takes 6d6 lightning 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
3rd level transmutation
Casting Time: 1 action Range: Self (30-foot cone) Components: V, S, M Duration: Concentration, up to 1 minute Classes: Cleric, Paladin, Druid
You grow an animalistic throat pouch from your neck, allowing you to breath fire in a 30-foot cone. Each creature in the cone takes must make a Dexterity saving throw, taking 4d6 fire damage on failed save, or half as much on a successful one.
On subsequent turns until the spell ends, you can use your action to continue releasing the fire. When you continue releasing the fire, you can choose to change the direction of the cone. If you take another action, the spell ends.
Casting Time: 1 action Range: 30 feet Components: S, M Duration: Instantaneous Classes: Cleric, Paladin, Druid
You create a large horn on your shoulder, bracing it and charging up to 30 feet in any direction. You can then make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 6d8 piercing damage.
If the target is Medium or smaller, it must make a Strength saving throw upon being hit. On a failed save, it is simultaneously pushed 10 feet into the air and 10 feet away from you.
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.
Casting Time: 1 action Range: Self (20-foot radius) Components: S, M Duration: Instantaneous Classes: Cleric, Paladin, Druid
You create a flexible tail and swing it in a wide arc around you. You can choose to target creatures in either a 10-foot radius or a 20-foot radius around you.
Each target in the area must make a Dexterity saving throw or take 6d6 bludgeoning damage. Creatures that are Large or smaller fall prone when they fail the save.
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M Duration: Concentration, up to 10 minutes Classes: Cleric
You kneel, slowly charging and releasing healing energy in a 10-foot-radius around yourself. At the start of your next turn, each creature within the area receives a blessing for the duration. While under this blessing, a creature regains 1 hit point at the start of each of its turns. A creature can regain a maximum of 10 hit points from this blessing. This maximum includes healing from features that increase the amount of hit points regained from the spell, such as Disciple of Life from the Life Domain.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum amount of healing increases by 2 for each slot level above 3rd.
Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M Duration: Instantaneous Classes: Cleric, Druid, Warlock
You summon pillars of flame that rise in a 30-foot radius around you. Each creature in the area other than you must make a Dexterity saving throw. A creature takes 7d6 fire damage on a failed save, or half as much on a successful one.
Casting Time: 1 action Range: 15 feet Components: V, S, M Duration: 1 round Classes: Cleric, Druid, Warlock
You lift into the air, transforming your head into that of a dragon's and moving 15 feet in any direction. You can then make a melee spell attack against a creature or object within 5 feet of you. On a hit, the target takes 6d8 piercing damage.
If the target is Medium or smaller, it is restrained in the dragon's maw until the end of its next turn.
3rd level abjuration
Casting Time: 1 action Range: Self Components: V, M Duration: Concentration, up to 1 minute Classes: Bard, Cleric, Druid, Warlock
You create a fire within. You become resistant to fire damage for the duration. If you are already resistant to fire damage, you become immune to fire damage for the duration.
Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Classes: Bard, Cleric, Warlock
You scream, releasing a concentrated blast of the flame of frenzy from your eyes towards a creature within range. When you cast this spell, you gain one level of frenzied madness. Make a ranged spell attack against the target. On a hit, it takes 8d6 fire damage.
If the target is a humanoid, it must make a Wisdom saving throw on a hit or gain two levels of frenzied madness.
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. When you cast this spell using a spell slot of 5th level or higher, the amount of frenzied madness a creature gains when it fails the save increases by one.
Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M Duration: Concentration, up to 1 minute Classes: Cleric, Paladin
You swear a vow to the erdtree, granting each creature that you choose within a 30-foot radius of you a blessing. A blessed creature gains the following benefits:
Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M Duration: 1 round Classes: Bard, Cleric, Druid
You kneel, slowly charging and releasing healing energy in a 15-foot-radius around yourself. At the start of your next turn, each creature within the area regains hit points equal to 2d6 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd.
You summon a bolt of lightning at a point within range. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 4d10 lightning 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 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
Casting Time: 1 action Range: Touch Components: V, S, M Duration: Instantaneous Classes: Bard, Cleric, Warlock
You channel the yellow flame of frenzy through your eyes and attempt to grab a creature you can reach. When you cast this spell, you gain one level of frenzied madness. Make a melee spell attack against the target. On a hit, the target is grappled and takes 4d6 fire damage.
If the target is a humanoid, it must make a Wisdom saving throw on a hit or gain three levels of frenzied madness.
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. When you cast this spell using a spell slot of 5th level or higher, targets automatically fail the Wisdom saving throw.
Casting Time: 1 action Range: Self (10-foot radius) Components: S, M Duration: 1 round Classes: Cleric, Paladin, Warlock
You throw out your arms and thrust your body forward, unleashing a shockwave in a 10-foot radius around you. Each creature in the area other than you must make a Strength saving throw. On a failed save, a creature is knocked prone and pushed 5 feet away from you if it is Large or smaller.
Regardless of whether a creature succeeded or failed the save, it is set alight with blackflame for the duration. While alight, a creature takes fire damage equal to half of its level or CR (whichever is applicable) at the start of each of its turns. The target or another creature can use its action to put out the fire.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 1 minute.
Casting Time: 1 action Range: Self ( Components: V, S, M Duration: 1 round Classes: Cleric
You fire three rings of light in three lines, each 30 feet long and 5 feet wide. Each line points in a direction you choose. The end of each line must be within 30 feet of the end of one of the other lines. Each creature in a line must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much on a successful one.
At the start of your next turn, the rings return to you, causing each creature in the line to make the same saving throw.
You summon volatile red lightning to bolster your body and a weapon you hold, allowing it to spread within. For the duration, you become vulnerable to lightning damage and gain the following benefits:
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the extra damage increases to 2d4 + your spellcasting ability modifier.
4th level transmutation
Casting Time: 1 bonus action Range: Self (30-foot cone) Components: V, S, M Duration: Concentration, up to 1 minute Classes: Cleric, Druid, Warlock
You roar, lifting into the air and channeling the head of Agheel to spew flaming breath. You gain a flight speed of 15 feet for the duration. Until the spell ends, you can use your action to breathe fire in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. A target takes 5d6 fire 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 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
4th level abjuration
Casting Time: 1 action Range: Self Components: V, M Duration: Concentration, up to 1 minute Classes: Cleric, Paladin, Warlock
You summon black flame within. For the duration, you become resistant to bludgeoning, piercing, and slashing damage. Additionally, whenever you regain hit points while under the effect of this spell, the number of hit points you regain is halved.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can concentrate on this spell for up to an hour.
You roar, lifting into the air and channeling the head of Borealis to spew icy breath. You gain a flight speed of 15 feet for the duration. Until the spell ends, you can use your action to breathe icy mist in a 30-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a target takes 3d6 cold damage and is frostbitten until the end of its next turn.
You roar, lifting into the air and channeling the head of Ekzykes, the Decaying to spew breath of the scarlet rot. You gain a flight speed of 15 feet for the duration. Until the spell ends, you can use your action to breathe scarlet rot in a 30-foot cone. Each creature in the area must make a Constitution saving throw. On a failed save, a target takes 2d6 necrotic damage and is afflicted with scarlet rot for the duration.
4th level evocation
Casting Time: 1 action Range: Self (40-foot cone) Components: V, S, M Duration: Instantaneous Classes: Cleric, Druid, Warlock
You throw several balls of fire in a wide arc. Each creature in a 40-foot cone must make a Dexterity saving throw. A target takes 6d8 fire damage on a failed save, or half as much on a successful one.
If you target a creature within 10 feet of you with this spell, the cone becomes a 10-foot cone and the damage increases by 2d8.
The fire spreads around corners and ignites flammable objects in the area 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 1d8 for each slot level above 4th.
You throw a large ball of fire towards a point within range. Each creature within a 20-foot radius sphere around that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much on a successful one.
The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. Additionally, the ball of fire can be thrown over obstacles with a height of 15 feet or less, reaching a point behind it.
Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M Duration: Concentration, up to 1 minute Classes: Cleric, Druid, Warlock
You roar, channeling the head of Greyoll, the Elder Dragon to join you. Each hostile creature in a 30-foot radius around you must make a Constitution saving throw. A creature takes 6d8 thunder damage on a failed save, or half as much on a successful one.
A creature that fails its save is frightened of you for the duration. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself when it succeeds.
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. When you cast this spell at 8th level or higher, targets are frightened even if they succeed the initial saving throw.
Casting Time: 1 action Range: Self (10-foot radius) Components: S, M Duration: 1 minute Classes: Cleric, Paladin
You strike a holy pose and manifest a ring of causality around your body for the duration. Each time you take damage from a creature other than you, the spell activates. Once the spell has activated five times, the ring explodes into radiant light out to a 10-foot radius. Each creature in the area other than you must make a Dexterity saving throw, taking 12d6 radiant damage on a failed save, or half as much on a successful one.
You summon a bolt of lightning that repeatedly strikes forward in a line 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 5d10 lightning 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 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M Duration: 1 round Classes: Cleric, Paladin, Warlock
You spread an arc of blackflame out before you. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature that fails the save takes 3d8 fire damage and is set alight with blackflame for the duration. On a successful save, it takes half damage and is not set alight.
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, and the duration increases to 1 minute.
You roar, lifting into the air and channeling the head of Smarag, the Glintstone Dragon to spew magical breath. You gain a flight speed of 15 feet for the duration. Until the spell ends, you can use your action to breathe breath of glintstone in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. A target takes 5d6 force damage on a failed save, or half as much on a successful one.
Casting Time: 1 bonus action Range: 30 Components: V, S, M Duration: Concentration, up to 1 minute Classes: Cleric, Druid, Warlock
You roar, lifting into the air and channeling the head of Theororix to spew globules of magma. Until the spell ends, you can use your action to unleash magma at a point within range. Each creature in a 15-foot radius around the point must make a Dexterity saving throw. A target takes 5d6 fire damage on a failed save, or half as much on a successful one.
For the duration, any surfaces in the area are covered in magma. A creature that enters the area for the first time on its turn or starts its turn there takes 1d6 fire damage.
5th level evocation
Casting Time: 1 action Range: 10 feet Components: V, S, M Duration: Instantaneous Classes: Cleric
You lift into the air and descend upon a creature within 10 feet of you, summoning a spear of lightning in your hands. Make a melee spell attack against the target. On a hit, it takes 5d12 lightning damage.
Whether the attack hits or misses, waves of lightning spread spread from the target in a 30-foot radius. Every creature other than you in the area must make a Dexterity saving throw. A target takes 4d6 lightning 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 initial damage increases by 1d12 and the damage of the shockwave increases by 1d6 for every 2 slot levels above 5th.
Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M Duration: Concentration, up to 10 minutes Classes: Cleric
You kneel, slowly charging and releasing healing energy in a 15-foot-radius around yourself. At the start of your next turn, each creature that you choose within the area receives a blessing for the duration. While under this blessing, a creature regains 2 hit points at the start of each of its turns. A creature can regain a maximum of 16 hit points from this blessing. This maximum includes healing from features that increase the amount of hit points regained from the spell, such as Disciple of Life from the Life Domain.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the maximum amount of healing increases by 2 for each slot level above 3rd.
5th level abjuration
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M Duration: Concentration, up to 1 minute Classes: Artificer, Bard, Cleric, Paladin
You kneel, slowly preparing to grant you and your allies protective energy in a 10-foot-radius around yourself. At the start of your next turn, each creature that you choose within the area becomes resistant to force damage for the duration.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can maintain your concentration on this spell for one hour.
You lift into the air and descend upon a creature within 10 feet of you, summoning a spear of frozen lightning in your hands. Make a melee spell attack against the target. On a hit, it takes 2d12 lightning damage and 2d12 cold damage. Then, waves of cold lightning spread from the target in a 30-foot cone. Every creature other than you in the area must make a Dexterity saving throw or take 3d6 lightning damage and 3d6 cold damage. A creature that fails the save is frostbitten until the end of its next turn.
You kneel, slowly preparing to grant you and your allies protective energy in a 10-foot-radius around yourself. At the start of your next turn, each creature that you choose within the area becomes resistant to lightning damage for the duration.
Casting Time: 1 action Range: Self (30-foot radius) Components: V, M Duration: Instantaneous Classes: Bard, Cleric, Warlock
You release a maddening screech. When you cast this spell, you gain one level of frenzied madness. Each creature of your choice in a 30-foot radius around you must make a Wisdom saving throw. A creature that fails the save takes 6d8 psychic damage.
If a creature that fails the save is a humanoid, it gains three levels of frenzied madness.
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.
5th level transmutation
Casting Time: 1 action Range: Self Components: V, M Duration: Instantaneous Classes: Cleric, Paladin
You strike a holy pose and channel the law of regression. You end any conditions of your choice afflicting you. The conditions can be blinded, deafened, deathblight, frenzied madness, frostbitten, paralysed, poisoned, or scarlet rot.
You kneel, slowly preparing to grant you and your allies protective energy in a 10-foot-radius around yourself. At the start of your next turn, each creature that you choose within the area becomes resistant to radiant damage for the duration.
Casting Time: 1 action Range: Self (20-foot radius) Components: V, S, M Duration: Concentration, up to 1 minute Classes: Bard, Cleric, Druid
You kneel, slowly charging and releasing healing energy in a 20-foot-radius around yourself. At the start of your next turn, each creature that you choose within the area regains hit points equal to 4d8 + your spellcasting ability modifier.
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.
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M Duration: Concentration, up to 1 minute Classes: Cleric
You kneel, slowly preparing to grant you and your allies protective energy in a 10-foot-radius around yourself. At the start of your next turn, each creature that you choose within the area falls under the erdtree's protection for the duration.
While under the erdtree's protection, a creature can use its reaction when it takes damage from a spell to reduce the damage by 1d12 + your spellcasting ability modifier.
Casting Time: 1 action Range: Self (15-foot radius) Components: S, M Duration: Instantaneous Classes: Cleric
A golden ring of light emerges from your body, spreading in a 15-foot radius around you. Each creature in the area other than you must make a Charisma saving throw. A target takes 8d8 radiant damage on a failed save, or half as much on a successful one.
Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M Duration: Concentration, up to 1 minute Classes: Bard, Cleric, Warlock
You scream, unleashing the flame of frenzy from your eyes and spreading it in a 60-foot cone. Each creature in the cone must make a Wisdom saving throw or take 6d6 fire damage. A humanoid that fails the save gains two levels of frenzied madness.
On subsequent turns until the spell ends, you can use your action to continue unleashing the flame of frenzy in the same area. When you cast this spell and each time you use this action thereafter, you must make a Wisdom saving throw against your own spell save DC or gain one level of frenzied madness. If you move or take another action, the spell ends.
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.
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M Duration: Instantaneous Classes: Cleric, Paladin
You produce a golden shockwave in a 10-foot radius around you. Each creature in the area other than you takes 2d8 radiant damage and must make a Strength saving throw. On a failed save, the target is knocked prone and pushed 30 feet away from you if it is Large or smaller. This spell also pushes objects with a weight of 1,000 pounds or less.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the distance a target is pushed increases by 5 feet and the damage increases by 1d8 for each slot level above 5th.
6th level evocation
Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M Duration: 1 minute Classes: Cleric, Warlock
You summon black flame in a ring around you in a 10-foot radius. The black flame remains until the end of your next turn. Each creature other than you that enters the area for the first time on a turn or starts its turn there takes 4d6 fire damage and is set alight with black flame for the duration.
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.
Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: 1 minute Classes: Cleric, Druid, Warlock
A ball of raging fire, inhabited by a fell god of the fire giants, emerges within 5 feet of you and begins moving towards a creature or object within range. For the duration, the ball moves 15 feet towards the target at the end of each of its turns, or, if the target is an object, at the start of each of your turns.
The ball burns creatures in a 15-foot radius around itself. Whenever a creature other than you enters this area on a turn or starts its turn there, it takes 4d6 fire damage.
When the spell ends or when the ball is within 5 feet of its target, it explodes. Each creature other than you in a 15-foot radius around the orb must make a Dexterity saving throw. A creature takes 10d6 fire 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 8th level or higher, the damage of the ball and its explosion both increase by 2d6. Additionally, the speed of the ball increases by 15 feet.
Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M Duration: Instantaneous Classes: Cleric
You create a glaive of red lightning in your hands and sweep it before you, spreading lightning in a 60-foot cone. Each creature in the area must make a Dexterity saving throw. A target takes 6d8 lightning damage on a failed save, or half as much on a successful one.
The glaive strikes targets within 10 feet of you, increasing the damage against them by 4d8.
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.
7th level evocation
Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M Duration: 1 minute Classes: Cleric, Warlock
You create a storm of Death lightning, bolts striking in a 30-foot radius around you. Each creature in the area that you choose must make a Dexterity saving throw. On a failed save, a creature takes 8d6 lightning damage and suffers one level of deathblight.
For the duration, mist of deathblight fills the area. Each humanoid other than you that ends its turn in the mist must make a Constitution saving throw or suffer one level of deathblight.
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.
Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M Duration: 1 round Classes: Cleric, Druid
You kneel, slowly charging and releasing healing energy in a 30-foot-radius around yourself. At the start of your next turn, each creature that you choose within the area regains hit points equal to 5d10 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the healing increases by 1d10 for each slot level above 7th.
You lift into the air, creating a spear of red lightning in each hand and striking targets within range with them. You can strike one target or two separate targets. Make a melee spell attack for each spear. On a hit, a target takes 4d12 lightning damage.
Regardless of whether it hits or misses, each attack produces waves of lightning that spread from the targe in a 30-foot radius. Each creature other than you in the area must make a Dexterity saving throw. A target takes 4d6 lightning damage on a failed save, or half as much on a successful one. \pagebreakNum
8th level evocation
Casting Time: 1 action Range: 15 feet Components: S, M Duration: Instantaneous Classes: Cleric, Warlock
You create a representation of Maliketh's black blade, channeling Destined Death and swinging the blade twice. Make two melee spell attacks against one creature or two separate creatures within range. On a hit, a target takes 6d10 necrotic damage. This damage cannot be reduced in any way. When a creature takes this damage, its maximum number of hit points is reduced by the same amount until it completes a long rest.
Regardless of whether it hits or misses, each attack releases an arc of light in a line 10 feet wide and 60 feet long. Each creature in the line must make a Dexterity saving throw. A target takes 6d6 radiant damage on a failed save, or half as much on a successful one.
Each creature that takes damage from this spell takes an additional 2d10 necrotic damage at the start of its next turn as Destined Death saps its life away.
8th level transmutation
Casting Time: 1 action Range: 150 feet Components: V, S, M Duration: Instantaneous Classes: Cleric, Druid, Warlock
You transform your head into one of Dragonlord Placidusax's many heads. When you transform, you unleash an explosion of lightning, and each creature other than you within 15 feet of you takes 6d6 lightning damage. You then unleash a beam of golden flame in a line 5 feet wide and 150 feet long. Each creature in the area must make a Dexterity saving throw. A target takes 8d12 fire damage on a failed save, or half as much on a successful one.
Afterward, you continue to fire the beam, wildly swinging it around. Each creature of your choice 60 feet of the line must make the same Dexterity saving throw.
Casting Time: 1 action Range: 30 feet Components: V, S, M Duration: 1 minute Classes: Cleric, Druid
You rise into the air and descend upon a point within 30 feet of you, creating a giant flower that blooms into an explosion of scarlet rot in a 20-foot radius around you. Each creature in the area must make a Constitution saving throw or take 8d6 necrotic damage. A creature that fails the save is afflicted with the scarlet rot for the duration.
At Higher Levels. When you cast this spell using a spell slot of 9th level, the damage increases by 4d6.
9th level evocation
Casting Time: 1 action Range: 300 feet Components: V, S, M Duration: 1 minute Classes: Cleric
You create a single golden comet that assails nearby creatures with a shower of shooting stars. It appears within 5 feet of you and begins moving towards a point within range. For the duration, the comet moves 30 feet towards the target at the end of each of its turns.
Each hostile creature that starts its turn within 30 feet of the comet or enters the area for the first time on a turn takes 10d4 radiant damage as the shooting stars strike it.
When the spell ends or when the comet reaches the point, it explodes with a powerful burst of energy. Each creature other than you within 30 feet of the comet takes 20d6 radiant damage.