On this page, we list every spell that is currently on the Elkan Website in full detail. You can filter these spells by class, spell level, and more.
Each spell has its own page with a full description. You might be looking for spellcasting rules, or simple class spell lists. If you want a list of all the changes we made to preexisting spells, click here.
Filter Spells
Click a tag to include it, double-click to exclude it.
Subclasses
Bard
Cleric
Druid
Paladin
Ranger
Sorcerer
Warlock
Wizard
Advanced Options
Schools of Magic
Spell Types
Damage Types
Conditions
Attack / Save
Casting Time
Spellcasting
-
Acid Splash Action – 5 ft. Radius (60 ft.) – Cantrip (Conjuration) – VS
Action – 5 ft. Radius (60 ft.) – Cantrip (Conjuration) – VS
You form a ball of acid between your hands and hurl it. It bursts on impact with the ground and melts nearby creatures.Dexterity Save
- Failure: Target takes 1d6 acid damage.*
- Success: No damage.
*At Higher Levels: This spell’s damage increases by 1d6 when you reach a total character or creature level of 5th level (2d6), 11th level (3d6), and 17th level (4d6).
-
Barrier Action – Self – Cantrip (Abjuration) – VS – 1 Round
Action – Self – Cantrip (Abjuration) – VS – 1 Round
Buff
- You gain resistance to one type of damage: acid, cold, electric, fire, sonic, or non-magical physical damage.
-
Blades Action – 1 Creature (10 ft.) – Cantrip (Conjuration) – SM
Action – 1 Creature (10 ft.) – Cantrip (Conjuration) – SM
Melee Spell Attack
- Hit: Target takes 1d10 magical slashing damage.*
- Miss: No effect.
*At Higher Levels: This spell’s damage increases by 1d10 when you reach a total character or creature level of 5th level (2d10), 11th level (3d10), and 17th level (4d10).
-
Celestial Bolt Action – 1 Creature (60 ft.) – Cantrip (Evocation) – VS -1 Round
Action – 1 Creature (60 ft.) – Cantrip (Evocation) – VS -1 Round
You launch a glowing mote of starlight that lights up your target on impact.Ranged Spell Attack
- Hit: 1d8 damage.* The target emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
*At Higher Levels: This spell’s damage increases by 1d8 radiant when you reach a total character or creature level of 5th level (2d8), 11th level (3d8), and 17th level (4d8).
-
Druidcraft Action – 30 ft. – Cantrip (Transmutation) – VS – Instantaneous
Action – 30 ft. – Cantrip (Transmutation) – VS – Instantaneous
You whisper to the spirits of nature, calling upon their power to perform a simple magical task.Utility
You create one of the following effects.
- You change a 5 ft. cube of difficult terrain caused by plant growth or uneven terrain to no longer count as difficult terrain. This can free a target grappled by the Arms of Earth or Entangle spells.
- You predict what the weather will be at your location for the next 24 hours.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You conjure a harmless ambient effect in a 30 ft. radius around yourself, such as falling leaves or a gentle breeze, which persists for up to 1 minute.
- You create an instantaneous, harmless sensory effect, such as the sound of a small animal, or the faint odor of skunk.
- You instantly light or snuff out a candle, a torch, or a small campfire.
-
Elementalism Action – 5 ft. Cube (30 ft.) – Cantrip (Transmutation) – VS
Action – 5 ft. Cube (30 ft.) – Cantrip (Transmutation) – VS
You exert control over the elements.Utility
You create one of the following effects.
- Beckon Air.
- You create a breeze strong enough to clear dirt, dust, leaves, smoke, or fog (in a small area). This breeze can close doors, windows, or objects that aren’t held open.
- You move an unsecured object that weighs 5 lbs. or less up to 10 ft.
- Beckon Earth.
- You create a thin shroud of dust or sand that covers surfaces.
- You create words, images, or patterns on dirt, sand, or stone.
- Beckon Fire.
- You light a flammable torch, campfire, or similar flammable object.
- You extinguish a nonmagical flame.
- Beckon Water.
- You either create a spray of cool mist that lightly dampens creatures, or dry the skin and clothes of a creature.
- You create 1 cup of clean water either in an open container or on a surface.
- Sculpt Element.
- You cause dirt, sand, fire, smoke, mist, or water to assume a crude shape (such as that of a creature) for 1 hour.
- Beckon Air.
-
Explosive Shot Action – 5 ft. Radius (60 ft.) – Cantrip (Evocation) – SM
Action – 5 ft. Radius (60 ft.) – Cantrip (Evocation) – SM
Dexterity Save
- Failure: Target takes 1d4 bludgeoning and 1d4 fire damage.*
- Success: No damage.
*At Higher Levels: This spell’s damage increases by 1d4 bludgeoning and 1d4 fire when you reach a total character or creature level of 5th level (2d4 each), 11th level (3d4 each), and 17th level (4d4 each).
-
Fire Bolt Action – 1 Creature (120 ft.) – Cantrip (Evocation) – VS
Action – 1 Creature (120 ft.) – Cantrip (Evocation) – VS
Muttering a short invocation and pointing at your target, you send a bolt of fire streaking forward.Ranged Spell Attack
If this spell damages a vehicle or object that is flammable and has hit points, the object is set on fire**.
- Hit: Target takes 1d10 fire damage*
*At Higher Levels: This spell’s damage increases by 1d10 when you reach a total character or creature level of 5th level (2d10), 11th level (3d10), and 17th level (4d10).
**Some objects may be too large or flammable to be simply extinguished as an action, and will require creative solutions. Additionally, some vehicles or other objects may have a ‘damage threshold’. For example, a fire bolt would have to deal at least 5 damage to damage and ignite a wooden catapult. Once ignited, the ignited object takes 1d10 fire damage at the end of each of the caster’s turns, which is dealt regardless of the target’s damage threshold.
-
Lapidate Action – 1 Creature (90 ft.) – Cantrip (Transmutation) – VSM
Action – 1 Creature (90 ft.) – Cantrip (Transmutation) – VSM
You pick up an object or a small creature. You shake it, saying a few words to animate it, and then throw it at your target. Your magic aids your aim and allows you to strike with unnatural force.Ranged Spell Attack
You pick up a small object or a creature you are grappling which is at least two sizes smaller than you. You throw it at a creature or location up to 60 ft. away.
- Hit: Target takes 1d8 bludgeoning damage* and the thrown object or creature takes the same damage.
- Miss: Thrown object or creatures takes 1d8 bludgeoning damage*.
*At Higher Levels: This spell’s damage increases by 1d8 when you reach a total character or creature level of 5th level (2d8), 11th level (3d8), and 17th level (4d8).
An object or creature thrown by this spell does not take damage from falling, as the spell magically throttles the speed to the same speed constantly. If a creature is thrown 60 ft. into the air and then falls, they take this spell’s damage when they hit the ground and no falling damage.
-
Minor Magic Missile Action – 1 Creature (120 ft.) – Cantrip (Evocation) – VS
Action – 1 Creature (120 ft.) – Cantrip (Evocation) – VS
You create a glowing dart of magical force. The missile animates and hurtles through the air, unerringly seeking its target.This spell moves around objects to strike its target, but is completely negated by the Shield spell.
Always Hits
- Target takes 1d4+1 force damage*.
*At Higher Levels: This spell’s damage increases by 2 when you reach 5th level (1d4+3), 11th level (1d4+5), and 17th level (1d4+7).
-
Negative Energy Ray Action – 1 Creature (120 ft.) – Cantrip (Necromancy) – VS – 1 Round
Action – 1 Creature (120 ft.) – Cantrip (Necromancy) – VS – 1 Round
Pointing at a creature you can see, you call upon dark forces, shooting a beam of necrotic energy that rots or weathers your target. If your target is undead, you are temporarily magically bound together by dark tendrils.Ranged Spell Attack
- Hit: Target takes 1d8 necrotic damage* and target cannot be healed. If target is undead, target has disadvantage on attack rolls.
*At Higher Levels: This spell’s damage increases by 1d8 when you reach a total character or creature level of 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Negative energy refers to dark magic that drains life or rots and weathers whatever it touches. Whether an elf, a zombie, or a wooden door, most things are susceptible.
-
Produce Flame Action – 1 Creature (90 ft.) – Cantrip (Conjuration) – VS – 1 Hour
Action – 1 Creature (90 ft.) – Cantrip (Conjuration) – VS – 1 Hour
You blow into your open hand, and a fire forms in your palm. You can hold the fire or throw it at a creature.Utility
A flame appears in your empty hand and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
You can also attack with the flame, which extinguishes it, either when you cast this spell, or later as an action.
Ranged Spell Attack
If this spell damages a vehicle or object that is flammable and has hit points, the object is set on fire**.
- Hit: Target takes 1d8 fire damage*
*At Higher Levels: This spell’s damage increases by 1d8 when you reach a total character or creature level of 5th level (2d8), 11th level (3d8), and 17th level (4d8).
**Some objects may be too large or flammable to be simply extinguished as an action, and will require creative solutions. Additionally, some vehicles or other objects may have a ‘damage threshold’. For example, a fire bolt would have to deal at least 5 damage to damage and ignite a wooden catapult. Once ignited, the ignited object takes 1d10 fire damage at the end of each of the caster’s turns, which is dealt regardless of the target’s damage threshold.
-
Rain Action – 30 ft. Radius (30 ft.) – Cantrip (Conjuration) – VSM – Concentration (1 Minute)
Action – 30 ft. Radius (30 ft.) – Cantrip (Conjuration) – VSM – Concentration (1 Minute)
You sprinkle a bit of water on one of your hands, causing rain to appear in an area you choose, extinguishing flames. Alternatively, by sprinkling sand on your hands, you can clear fog in an area you choose.Utility
You cause one of the following effects.
- Create Rain: You cause rain to fall from midair in the area you choose, which continues to fall for a minute. Overall, this creates about 10 gallons of water overall, which remains when the spell is finished, but is very difficult to catch much of. This effect also clears light smoke.
- Condense Fog: Fog in the area clears. If a cloud created by the Fog Cloud spell is in the area, the spell ends immediately. For 1 minute, any new fog created in the area also clears.
-
Ray of Frost Action – 1 Creature (60 ft.) – Cantrip (Evocation) – VS – 1 Round
Action – 1 Creature (60 ft.) – Cantrip (Evocation) – VS – 1 Round
Pointing at a creature you can see, a beam of frigid air strikes out towards your target.Ranged Spell Attack
- Hit: 1d8 cold damage* and target’s speeds are reduced by 10.
- You can also freeze a 5 ft. cube of water with this spell. If a creature is inside the cube, the ice fails to form.
*At Higher Levels: This spell’s damage increases by 1d8 when you reach a total character or creature level of 5th level (2d8), 11th level (3d8), and 17th level (4d8).
-
Sacred Flame Action – 1 Creature (60 ft.) – Cantrip (Evocation) – VS
Action – 1 Creature (60 ft.) – Cantrip (Evocation) – VS
You invoke the power of the sun, searing your target with light that seeks them out.Your target cannot benefit from cover against this cantrip.
Dexterity Save
- Failure: Target takes 1d8 radiant damage.*
- Success: No damage.
*At Higher Levels: This spell’s damage increases by 1d8 when you reach a total character or creature level of 5th level (2d8), 11th level (3d8), and 17th level (4d8).
-
Seeking Spikes Action – 3 Creatures (90 ft.) – Cantrip (Conjuration) – SM
Action – 3 Creatures (90 ft.) – Cantrip (Conjuration) – SM
Ranged Spell Attack
- Hit: Target takes 1d4 magical piercing damage.*
- Miss: No effect.
*At Higher Levels: This spell’s damage increases by 1d4 when you reach a total character or creature level of 5th level (2d4), 11th level (3d4), and 17th level (4d4).
-
Shillelagh Bonus Action – 1 Object (Touch) – Cantrip (Transmutation) – VSM – 1 Minute
Bonus Action – 1 Object (Touch) – Cantrip (Transmutation) – VSM – 1 Minute
You touch a wooden club, greatclub, or quarterstaff you are carrying. The wood is enchanted with your magical power, allowing you to wield it with ease and strike powerful creatures deadly blows.Utility
- Your chosen weapon now deals magical bludgeoning damage. You can use your spellcasting ability instead of Strength for attack and damage rolls, and the weapon’s damage die becomes a d8 if wielded one handed, and a d10 if wielded two-handed. The spell ends if you cast it again or if you let go of the weapon.
-
Shocking Grasp Action – 1 Creature (Touch) – Cantrip (Evocation) – VS – 1 Round
Action – 1 Creature (Touch) – Cantrip (Evocation) – VS – 1 Round
You invoke the power of electricity, which shoots out of your hands as you reach for your target.You have advantage on this attack if the target is wearing metal or made of metal.
Melee Spell Attack
- Hit: Target takes 1d10 electric damage,* and the target cannot use reactions.
*At Higher Levels: This spell’s damage increases by 1d10 when you reach a total character or creature level of 5th level (2d10), 11th level (3d10), and 17th level (4d10).
If for some reason your target is wearing or made of non-conductive metal, like lead or titanium, you do not have advantage on the attack roll.
-
Smoke Field Action – 5 ft. Radius* (20 ft.) – Cantrip (Conjuration) – SM – 1 Round
Action – 5 ft. Radius* (20 ft.) – Cantrip (Conjuration) – SM – 1 Round
Utility
- You create a 5-foot-radius* sphere of smoke. The smoke spreads around corners.
- Area Hazard: The area is heavily obscured. Any amount of wind or water current that can push a creature will disperse the smoke early.
*At Higher Levels: The maximum radius of the smoke increases by 5 ft. when you reach a total character or creature level of 5th level (10 ft.), 11th level (15 ft.), and 17th level (20 ft.). You can choose to make a smaller smoke field at these levels.
-
Snowball Swarm Action – 5 ft. Radius* (90 ft.) – Cantrip (Conjuration) – 1 Minute
Action – 5 ft. Radius* (90 ft.) – Cantrip (Conjuration) – 1 Minute
Whistling, you call forth heavy snowfall for a moment in an area, pelting creatures with snow.Dexterity Save
- Failure: Target takes 1d6 bludgeoning damage and 1d6 cold damage.
- Success: No damage.
- Area Hazard: The area is covered with snow and counts as difficult terrain. This difficult terrain is removed if any amount of it comes into contact with rain or fire damage.
*Upcasting: You target an additional 5 ft. radius area when you reach 5th level (2 areas), 11th level (3 areas), and 17th level (4 areas). Targets only roll the save once if the areas overlap.
-
Sorcerous Burst Action – 1 Creature (120 ft.) – Cantrip (Evocation) – VS
Action – 1 Creature (120 ft.) – Cantrip (Evocation) – VS
You unleash the sorcerous energy within you, which manifests in the way you choose.Ranged Spell Attack
- Hit: 1d8 damage.*
- If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. The maximum number of these d8s you can add to the spell’s damage equals your spellcasting ability modifier.
*At Higher Levels: This spell’s damage increases by 1d8 when you reach a total character or creature level of 5th level (2d8), 11th level (3d8), and 17th level (4d8).
-
Spare the Dying Action – 1 Creature (Touch) – Cantrip (Necromancy) – VS
Action – 1 Creature (Touch) – Cantrip (Necromancy) – VS
You touch a dying creature, healing them just enough to prevent them from dying from their wounds.This spell has no effect on constructs.
Healing
- If the target was at 0 hit points but still alive, they become stable and no longer need to roll death saving throws. This effect ends if the target takes any damage. If the target takes no damage, is stable for 10 minutes, and still has 0 hit points, they regain 1 hit point.
-
Static Charge Action – 1 Creature (60 ft.) – Cantrip (Evocation) – VSM – 1 Round
Action – 1 Creature (60 ft.) – Cantrip (Evocation) – VSM – 1 Round
You hold out a small conductive metal rod , pointing at your target, concentrating static electricity around them.Constitution Save
- Failure: Target takes 1d6 electric damage* and target has disadvantage on their next skill check or saving throw.
- Success: No Effect
*At Higher Levels: The spell’s damage increases by 1d6 when you reach a total character or creature level of 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Any creature touching your target is harmlessly shocked. At the GM’s discretion, the target may not suffer disadvantage on a saving throw against electricity damage (due to lightning taking the path of least resistance).
-
Toxic Sting Action – 1 Creature (30 ft.) – Cantrip (Conjuration) – VS
Action – 1 Creature (30 ft.) – Cantrip (Conjuration) – VS
You reach out as if to grasp your target, conjuring toxic mist around them.Consitution Save
- Failure: Target takes 1d12 poison damage.*
- Success: No damage.
*At Higher Levels: This spell’s damage increases by 1d12 when you reach a total character or creature level of 5th level (2d12), 11th level (3d12), and 17th level (4d12).
-
Vine Lash Action – 1 Creature (60 ft.) – Cantrip (Transmutation) – VSM
Action – 1 Creature (60 ft.) – Cantrip (Transmutation) – VSM
You hold a vine in your hand, which leaps forward, stretching to grab your target at your command.Ranged Spell Attack
- Hit: Target takes 1d6 slashing damage.* If the target is large or smaller, they must also roll a strength saving throw.
Strength Save
- Failure: You move the target 5 ft. in a direction of your choosing.
- Success: No extra effect.
*At Higher Levels: This spell’s damage increases by 1d6 when you reach a total character or creature level of 5th level (2d6), 11th level (3d6), and 17th level (4d6).
-
Ball Lightning Action – 2 Creatures* (30 ft.) – 1st Level (Evocation) – VSM
Action – 2 Creatures* (30 ft.) – 1st Level (Evocation) – VSM
You call the power of the storm, electrifying a small ball of crumbled metal foil. A congruent ball of lightning appears in your hand, which you fling, bouncing, at an enemy.Dexterity Save
This spell can affect 2 creatures within 15 ft. of each other. The first must be within 30 ft. of you.
- Failure: Target takes 2d8 electric damage.*
- Success: Half damage.
*Upcasting: The ball can bounce to an additional target within 15 ft. of your last target for each spell level above 1st.
-
Barkskin Action – 1 Ally* (30 ft.) – 1st Level (Transmutation) – VSM – 8 Hours
Action – 1 Ally* (30 ft.) – 1st Level (Transmutation) – VSM – 8 Hours
You crumble a bit of bark in your hand, offering thanks to the tree, and your target’s skin is covered in protective bark.Buff
- The target’s AC is increased to 16 if it isn’t already higher, and it can’t be reduced beyond that number.
-
Burning Hands Action – 20 ft. Cone – 1st Level (Evocation) – VS
Action – 20 ft. Cone – 1st Level (Evocation) – VS
As you hold your hands with thumbs touching and fingers spread and say a word of power, a thin sheet of flames shoots forth from your outstretched fingertips.Dexterity Save
- Failure: Target takes 3d6 fire damage.*
- Success: Half damage.
*Upcasting: Increase damage by 1d6 for each spell level above 1st.
-
Chromatic Orb Action – 1 Creature (90 ft.) – 1st Level (Evocation) – VSM
Action – 1 Creature (90 ft.) – 1st Level (Evocation) – VSM
You spin a tiny prismatic diamond in your hand, catching the light and refracting its many colors to generate a flying sphere of energy.Materials: You require a Tiny Prismatic Diamond, typically valued at 50 gold.
Ranged Spell Attack
- Hit: Target takes 3d8 damage.* This damage can be acid, cold, electric, fire, force, necrotic, or sonic (your choice).
- If two or more of the damage d8s show the same number, the orb leaps to another creature of your choice within 30 ft. of the target. Make a new attack and damage roll for that creature. A creature can be targeted only once by each casting.
*Upcasting: Increase damage by 1d8 for each spell slot level above 1st.
-
Detect Evil and Good Action – 30 ft. Emanation (Self) – 1st Level (Divination) – VS – Concentration (10 Minute)
Action – 30 ft. Emanation (Self) – 1st Level (Divination) – VS – Concentration (10 Minute)
You gain a second sort of awareness outside of yourself, seeing certain magical creatures in your mind, even when you aren’t looking at them.Buff
- You know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated (such as with the Hallow spell). 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.
This spell does not allow you to accurately see invisible creatures, but you know their location.
-
Detect Poison and Disease Action (Ritual: 1 Minute) – 30 ft. Emanation (Self) – 1st Level (Divination) – VSM – Concentration (10 Minute) – Ritual
Action (Ritual: 1 Minute) – 30 ft. Emanation (Self) – 1st Level (Divination) – VSM – Concentration (10 Minute) – Ritual
You hold a yew leaf as you chant a short spell. You gain the ability to sense poisons and diseases, usually by amplifying visual or olfactory cues that a creature or object is contaminated.Buff
- You can sense the presence and location of poisons, poisonous creatures, diseases, and creatures afflicted with a poison or a disease within 30 feet of you. 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.
-
Divine Favor Bonus Action – 1 Creature* (60 ft.) – 1st Level (Evocation) – VS – Concentration (1 Minute)
Bonus Action – 1 Creature* (60 ft.) – 1st Level (Evocation) – VS – Concentration (1 Minute)
You ask for divine radiance to empower the weapons of one of your allies.Buff
- The target’s weapon attacks deal an extra 1d4 radiant damage.
*Upcasting: Target one additional creature for each spell level above 1st.
-
Ensnaring Vine Bonus Action – 1 Creature (30 ft.) – 1st Level (Conjuration) – V – Concentration (1 Minute)
Bonus Action – 1 Creature (30 ft.) – 1st Level (Conjuration) – V – Concentration (1 Minute)
With a brief quiet whistle, a writhing mass of crushing vines appears around your target.Strength Save
A large or larger creature has advantage on this save.
- Failure: Target takes 1d6 bludgeoning damage and is grappled. Target rolls again at end of their turns, taking damage again and ending effect on success.
- Success: No effect.
*Upcasting: Increase damage by 1d6 for each spell slot level above 1st.
-
Entangle Action – 20 ft. Radius (90 ft.) – 1st Level (Conjuration) – VS – Concentration (1 Minute)
Action – 20 ft. Radius (90 ft.) – 1st Level (Conjuration) – VS – Concentration (1 Minute)
Reaching out to your foes, you call upon nature to spring forth and hold them in place. -
False Life Action – 1 Creature (5 ft.) – 1st Level (Necromancy) – VSM – Instantaneous
Action – 1 Creature (5 ft.) – 1st Level (Necromancy) – VSM – Instantaneous
You hold a flask, soaked rag, or bottle of alcohol underneath the nose of a creature. As they breathe in, they feel more resilient to pain and their spirit is temporarily strengthened.Buff
- The target gains 1d8 + 5 temporary hit points.*
*Upcasting: Increase temporary hit points by 5 for each spell level above 1st.
-
Fog Cloud Action – 20 ft. radius* (120 ft.) – 1st Level (Conjuration) – VS – Concentration (1 Hour)
Action – 20 ft. radius* (120 ft.) – 1st Level (Conjuration) – VS – Concentration (1 Hour)
You call upon the power of water, forming a fog cloud where you reach out your hand.Utility
- You create a 20-foot-radius sphere of fog. The sphere spreads around corners.
- Area Hazard: The area is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses it. This spell also doesn’t function underwater.
*Upcasting: The radius of the spell increases by 20 ft. for each spell level above 1st level.
-
Gentle Current Bonus Action – 1 Ally (60 ft.) – 1st Level (Conjuration) – VSM
Bonus Action – 1 Ally (60 ft.) – 1st Level (Conjuration) – VSM
You wet your finger, drawing it across your arm and making a sweeping motion towards your target as you ask a spirit of water to deliver them to safety.Utility
- The target is moved up to 10 ft.
- This spell removes the grappled and prone conditions from the target. It cannot move a creature that is restrained.
Upcasting: Target one additional creature for each spell level above 1st.
-
Goodberry Action – 5 ft. – 1st Level (Transmutation) – VSM – 1 Hour
Action – 5 ft. – 1st Level (Transmutation) – VSM – 1 Hour
Holding a small sprig that once carried edible berries, you ask for nature’s blessing and magically regrow the berries, now instilled with healing magic.Healing
- Ten berries* appear in your hand. A creature can use their action to eat up to ten berries, or a creature can use their action to feed a berry to another creature, including unconscious creatures. Eating a berry restores 1 hit point.
*Upcasting: Create five more berries for each spell level above 1st.
A creature that cannot swallow or digest the berry cannot gain hit points from this spell.
-
Grease Action – 10 ft. Radius (60 ft.) – 1st Level (Conjuration) – VSM – 1 Minute
Action – 10 ft. Radius (60 ft.) – 1st Level (Conjuration) – VSM – 1 Minute
You teleport a small stick of butter or similar shortening, where it rapidly melts and spreads in a thin layer over the ground.Dexterity Save
- Failure: Target is prone
- Success: No Effect.
- Area Hazard: The area is difficult terrain. A creature that moves onto or away from the grease must make a save against the spell.
-
Guiding Bolt Action – 1 Creature (120 ft.) – 1st Level (Evocation) – VS – 1 Round
Action – 1 Creature (120 ft.) – 1st Level (Evocation) – VS – 1 Round
You command a mote of light to seek your target. Upon contact, the bolt sears flesh and causes the creature’s weak spots to glitter.Ranged Spell Attack
- Hit: Target takes 4d6 radiant damage* and the next attack roll made against this target has advantage.
*Upcasting: Increase damage by 1d6 for each spell level above 1st.
-
Ice Knife Action – 1 Creature (60 ft.) – 1st Level (Conjuration) – SM
Action – 1 Creature (60 ft.) – 1st Level (Conjuration) – SM
You toss water or ice in the air, which hardens and sharpens into a jagged icicle as it hurls toward your foe.Ranged Spell Attack
- Hit: Target takes 1d10 piercing damage .
- Hit or miss, the shard explodes. The target and each creature within 5 ft. must make a dexterity save.
Dexterity Save
- Failure: 2d6 cold damage.*
- Success: No damage.
*Upcasting: Increase cold damage by 1d6 for each slot level above 1st.
-
Inflict Wounds Action – 1 Creature (Touch) – 1st Level (Transmutation) – VS
Action – 1 Creature (Touch) – 1st Level (Transmutation) – VS
You touch a creature, mentally picturing them being violently wounded as you describe the pain you wish to inflict upon them in an arcane language.Constitution Save
- Failure: Target takes 3d8 necrotic damage.*
- Success: Half damage.
*Upcasting: Increase damage by 1d8 for each spell level above 1st.
-
Jump Action – 1 Creature* (Touch) – 1st Level (Transmutation) – VSM – 1 Hour
Action – 1 Creature* (Touch) – 1st Level (Transmutation) – VSM – 1 Hour
A grasshopper’s hind leg twitches in your hand or component pouch as you whisper and envision your target jumping high into the air.Buff
- The target’s jump distance is tripled. If the target creature moves at least 10 ft. before jumping, they can make running long jumps of up to three times their strength score in distance, or high jumps of a height of 3 x (3+ their strength modifier). Round the total possible jump distance to the nearest 5 ft. when using this spell. We provide a table below with typical jump distances below**.
- When the target falls further than 10 ft. and would take fall damage, subtract their running high jump height from the fall distance for calculating fall damage. A character with this spell doesn’t take damage from their own jumps unless falling further than they can jump.
*Upcasting: Target one additional creature for each spell level above 1st.
The amount a character can move in one jump is still limited by their total movement speed. While a character with 20 strength can jump up to 60 ft. with a long jump using this spell, they would need to have an effective speed of 70 to pull that off- including the 10 ft. of lead up. A character’s total jump distance is limited to a maximum of their speed.
**Jump Distance Table for Jump Spell (with 10 ft. running start)
Strength Score Long Jump High Jump 8 25 5 10 30 10 12 35 10 14 40 15 16 50 20 18 55 20 20 60 25 -
Mage Armor Action – 1 Creature (Touch) – 1st Level (Abjuration) – VSM – 8 Hours
Action – 1 Creature (Touch) – 1st Level (Abjuration) – VSM – 8 Hours
You touch a creature who isn’t wearing armor, and a protective magical force surrounds them, appearing as a glowing, translucent suit of padded or leather armor.The spell has no effect if the target is wearing armor or later puts on armor- the magical armor flickers and disappears.
Buff
- The target’s AC becomes 13 + its Dexterity modifier if it wasn’t already higher.
-
Magic Missile Action – 1 Creature (120 ft.) – 1st Level (Evocation) – VS
Action – 1 Creature (120 ft.) – 1st Level (Evocation) – VS
You create a cluster of glowing darts of magical force. The missiles animate and hurtle through the air, unerringly seeking their target.This spell is completely negated by the Shield spell.
Always Hits
Hits three times*, which can be split between targets when casting.
- Target takes 1d4+1 force damage for each missile.
*Upcasting: Add one missile (1d4+1 force damage) for each spell level above 1st.
If you strike the same target multiple times and your target needs to make a concentration check, only roll once for the combined damage. This spell also doesn’t cause more than one death saving throw failure when striking a creature with 0 hit points multiple times.
-
Prismatic Bolt Action – 1 Creature (120 ft.) – 2nd Level (Evocation) – VSM
Action – 1 Creature (120 ft.) – 2nd Level (Evocation) – VSM
At your command, light shoots through a small glass prism, shooting a rainbow light at your target. The bolt has a different effect based on the dominant color reflected.Ranged Spell Attack
When you cast this spell, you roll 1d8 to determine the damage type.
- Hit: Target takes 2d20 damage (or 2d20 + 10 if you rolled an 8 for radiant damage).*
D8 Result Damage Type 1 Fire (Red) 2 Sonic (Orange) 3 Electric (Yellow) 4 Acid (Green) 5 Cold (Blue) 6 Force (Indigo) 7 Necrotic (Purple) 8 Radiant (White or Rainbow), and add +5 to the spell’s damage. *Upcasting: Increase damage by 1d20 for each spell level above 1st.
-
Protection from Evil and Good Action – 1 Creature (Touch) – 1st Level (Abjuration) – VSM – Concentration (10 Minutes)
Action – 1 Creature (Touch) – 1st Level (Abjuration) – VSM – Concentration (10 Minutes)
You sprinkle a tiny bit of holy water or powdered silver and cold iron on an ally, offering a prayer and warding them from harm from certain magical creatures.Buff
The target is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
- Creatures of those types have disadvantage on attack rolls against the target.
- The target can’t be charmed, frightened, or possessed by those types of creatures. 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.
-
Purify Action (Ritual 1 Minute) – 5 ft. Radius (10 ft.) – 1st Level (Transmutation) – VS – 8 Hours
Action (Ritual 1 Minute) – 5 ft. Radius (10 ft.) – 1st Level (Transmutation) – VS – 8 Hours
You call out to the poisons afflicting a creature or object, drawing them out with a few swift motions, weakening or slowing the effects of poisons that are already present, whether in a vial of poison or afflicting a creature.Utility
- All food and drink in the area is purified and rendered free of poison and disease, though it may still be rotten or inedible. This has no effect on magical poisons or diseases.* This effect is permanent.
- A creature currently afflicted with a poison or disease is bolstered against the effect for the next 8 hours. They have advantage on any saves against the poison or disease’s effects, or any save made to determine if it gets worse or better with time.
*Upcasting: This spell can remove poisons or diseases from food or drink if cast at least one level higher than the level of the spell that made the poison or disease, if applicable.
-
Ray of Sickness Action – 1 Creature (60 ft.) – 1st Level (Transmutation) – VS – 1 Round
Action – 1 Creature (60 ft.) – 1st Level (Transmutation) – VS – 1 Round
Calling out a few words of power to afflict your target, you create a ray of sickening greenish energy to lash out toward a creature.Constitution Save
- Failure: The target takes 2d8 poison damage* and is poisoned.
- Success: No effect.
*Upcasting: Increase damage by 1d8 poison for each spell level above 1st.
-
Reconstruct Action – 1 Creature (30 ft.) – 1st Level (Transmutation) – VS
Action – 1 Creature (30 ft.) – 1st Level (Transmutation) – VS
This spell only affects constructs, objects, and vehicles.
Healing
- Target gains hit points equal to 2d10 + your spellcasting ability modifier.*
- You can also reattach a missing piece of a construct, object, or vehicle if you have the same piece (or a replacement piece).
- If the target is a nonliving construct, object, or vehicle that was destroyed or killed, you can restore it to functionality if you have all the pieces.**
*Upcasting: Increase healing by 2d10 for each spell level above 1st.
**This does not revive player characters with the construct ancestry or other constructs with a soul, who need a revivify spell instead.
-
Rend Vigor Bonus Action – 1 Creature* (90 ft.) – 1st Level (Necromancy) – VSM
Bonus Action – 1 Creature* (90 ft.) – 1st Level (Necromancy) – VSM
Holding a small reflective black stone in your palm, you curse your target, stripping them of the energy empowering them, whether it be biological, magical, or psychological.Charisma Save
- Failure: Target loses all temporary hit points.
- Success: Target loses half of their temporary hit points.
*Upcasting: Target one additional creature for each spell level above 1st.
This spell counts as a curse.
-
Sanctify Action (Ritual: 1 Minute) – 1 Object (Touch) – 1st Level (Abjuration) – VSM – 8 Hours
Action (Ritual: 1 Minute) – 1 Object (Touch) – 1st Level (Abjuration) – VSM – 8 Hours
You speak a prayer while sprinkling powdered silver and iron onto a liquid or object. The powder liquifies and then dissipates, imbuing the object with holy power.Materials: You require 0.2 pounds of pure holy silver and iron powder (one quarter sterling silver, three quarters iron), typically valued at 25 gold. You can alternatively use a pound of holy water to sanctify a weapon. This spell consumes this material.
Enchant Item
- You touch a weapon. That weapon counts as a silver weapon if it wasn’t already.
- Alternatively, you can bless a pound of water, which becomes holy water. If you use this spell to create holy water, the duration is permanent.
Action – 1 Creature (20 ft.) – 1 Charge – Magical
Holy water only deals damage to fiend or undead creature. The DC for holy water equals 8 + your proficiency bonus + dexterity modifier (of the person throwing the holy water).
Dexterity Save
- Failure: 4d6 radiant damage.
- Success: Half damage.
Diluting holy water diminishes its effectiveness. If there is less than 0.2 pounds of holy silver and iron powder per pound of water, the water deals less damage, proportional to the reduced ratio. Holy water cannot be concentrated to deal more damage.
-
Sanctuary Bonus Action – 1 Creature (30 ft.) – 1st Level (Abjuration) – VSM – Concentration (1 Minute)
Bonus Action – 1 Creature (30 ft.) – 1st Level (Abjuration) – VSM – Concentration (1 Minute)
Holding a small silver mirror, you catch the reflection of your chosen target. A shimmering barrier forms around the target that makes it difficult for creatures to mentally focus on directly attacking the shielded target.Buff
- You ward a creature within range against attack. Until the spell ends, any creature who decides to target the warded creature with an attack or a spell or ability that does damage must first make a wisdom saving throw. On a failed save, the creature must choose a new target. A creature rolls this save before moving to the shielded creature, if applicable, and can move after failing the save to reach a new target.
- If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
- If the warded creature is goading another creature, the goaded effect is suppressed for the duration of this spell.
A target affected by Sanctuary can be targeted by area of effect abilities that deal damage without the user first rolling a wisdom saving throw, but only if the target of Sanctuary is not the only target of the ability.
-
Seeping Ooze Action – 1 Creature (15 ft.) – 1st Level (Conjuration) – 1 Round
Action – 1 Creature (15 ft.) – 1st Level (Conjuration) – 1 Round
You smear your hand with something sticky like tree sap, then thrust your hand forward with a command. The sticky material surges forward to burn your target and stick them to a surface.Dexterity Save
- Failure: Target takes 2d8 acid damage and is grappled.
- Success: Half damage, no other effect.
Upcasting: Target one additional creature for each spell level above 1st.
-
Shadow Strike Action – Self – 1st Level (Conjuration) – S
Action – Self – 1st Level (Conjuration) – S
You brandish your weapons or begin casting a spell, only to disappear in a burst of shadows or magical energy. You strike, then immediately teleport to your original position again.Utility
- You teleport up to 30 ft. to an unoccupied space on the ground, use your normal attack action from that position (with multiple attacks if applicable), then you teleport to your original position.
- Your first attack on this turn has advantage.
At your GM’s discretion, you might be able to use an action other than attacking if it’s quick and doesn’t require you to move from the position you teleport to.
-
Shield Reaction – Self – 1st Level (Abjuration) – VS – 1 Round
Reaction – Self – 1st Level (Abjuration) – VS – 1 Round
A shimmering shield forms around one of your arms, allowing you to block incoming attacks.Trigger: You cast this spell when you can use it to turn a hit against you into a miss.
If you are holding a shield, you cannot gain the benefits of your shield and this spell at the same time.
Buff
- You have a +3* bonus to AC, including against the triggering attack, and you take no damage from magic missile.
*Upcasting: The bonus to AC increases by 1 for each spell level above 1st, to a maximum of +5 to AC.
-
Shield of Faith Bonus Action – 1 Creature (60 ft.) – 1st Level (Abjuration) – VSM – Concentration (10 Minutes)
Bonus Action – 1 Creature (60 ft.) – 1st Level (Abjuration) – VSM – Concentration (10 Minutes)
You read from a piece of parchment, calling upon the power of your faith to protect one of your allies. The scroll glows in your hand, and your target then takes on that glow, partially protected from harm.Buff
- Target gains a +2 bonus to Armor Class.
-
Speak with Animals Action (Ritual: 1 Minute) – Self – 1st Level (Divination) – VS – 1 Hour
Action (Ritual: 1 Minute) – Self – 1st Level (Divination) – VS – 1 Hour
You mutter a few nonsensical sounds, which start to sound like words as you cast the spell.Buff
- You gain the ability to comprehend and verbally communicate with creatures with the beast or plant creatures types 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.
- This doesn’t function on plants or animals that are too weak or inanimate to have statistics.
You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.
-
Acid Arrow Action – 1 Creature (90 ft.) – 2nd Level (Evocation) – VSM – 1 Round
Action – 1 Creature (90 ft.) – 2nd Level (Evocation) – VSM – 1 Round
Saying a command phrase, you dab your hand on a wet adder’s stomach stuffed with rhubarb leaves. A shimmering green arrow streaks toward your target and bursts in a spray of acid.Ranged Spell Attack
- Hit: Target takes 4d4 acid damage* immediately and 4d4 acid damage* at the end of their next turn.
- Miss: Half initial damage, no damage on their next turn.
*Upcasting: Increase initial damage and damage on target’s next turn by 1d4 for each spell level above 2nd.
-
Alter Self Action – Self – 2nd Level (Transmutation) – VS – Concentration (8 Hours)
Action – Self – 2nd Level (Transmutation) – VS – Concentration (8 Hours)
You chant the names of several animals and your body distorts in a grotesque way as it changes shape and you assume a different form.Utility
You change your appearance. You decide what you look like, including your facial features, hair length, height, weight, sex, skin color, sound of your voice, etc. You can’t appear as a size other than medium or small, and you can’t gain extra limbs or other body parts, and you can’t gain any extra abilities. While this spell lasts, you can change your appearance as an action.
While transformed you gain one of the following, which cannot be replaced without casting this spell again:
- Natural Weapons: Your unarmed strikes are replaced with a natural weapon of your choice, such as claws, horns, or hooves.
- You are proficient with this natural weapon, and use your spellcasting ability modifier for attack and damage bonuses.
- The natural weapon deals 1d6 type bludgeoning/piercing/slashing damage, as appropriate to the natural weapon you chose.
- It has a 5 ft. range, is magic, and you have a +1 bonus to the attack and damage rolls you make using it.
- 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.
- Natural Weapons: Your unarmed strikes are replaced with a natural weapon of your choice, such as claws, horns, or hooves.
-
Animate Dead Action – 1 Medium or Small Corpse* (10 ft.) – 2nd Level (Necromancy) – VSM – Concentration (1 Hour)
Action – 1 Medium or Small Corpse* (10 ft.) – 2nd Level (Necromancy) – VSM – Concentration (1 Hour)
Scattering a mix of bone dust wet with blood upon the ground, you call a nearby corpse back into unlife as either a skeleton or a zombie.Summoning
- Your spell imbues the target corpse with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton or a zombie depending on the state of the body.
- Your animated undead take their turns on your turn (including when you cast the spell), and count as charmed by you. At the start of their turns, you can choose to give them mental or verbal commands, which could be more general (like kill all intruders) or specific (shoot that halfling and then run away). If you issue no commands or the undead’s orders do not require immediate action, the undead defends itself against hostile creatures.
- When you lose concentration on this spell, the undead servant continues following whatever command you last gave it. If the servant finishes its task, it then returns to the place where it was summoned and guards that location. Even after you lose concentration, the undead cannot harm you, and will not attack anyone you tell them not to.**
*Upcasting: Animate an additional zombie or skeleton for each spell level above 2nd level. Each of the creatures must come from a different corpse.
**Animated undead can follow basic commands such as “watch for orcs and return here if you see any”, but are prone to error when given complex tasks that require judgement such as “come find me if you see something suspicious”. These undead are also susceptible to disguises, and if instructed not to attack necromancers in black robes, might not attack anyone in a black robe.
If you die, the undead servant becomes completely free-willed, and may wander as it likes. Typically, this means the skeleton or zombie will kill any living creature it can find.
-
Arms of Earth Action – 30 ft. Cube (90 ft.) – 2nd Level (Transmutation) – VSM – Concentration (1 Minute)
Action – 30 ft. Cube (90 ft.) – 2nd Level (Transmutation) – VSM – Concentration (1 Minute)
Chanting to draw upon the power contained in an igneous stone you carry, you make an upwards grasping gesture, and the earth surges upwards to grab creatures.Strength Save
- Failure: Target takes 2d6 bludgeoning damage*, and target is grappled. Target rolls again at end of their turns: taking full damage on a failure or taking half damage and ending effect on success.
- Success: Half damage, no other effect.
- Area Hazard: The area is difficult terrain.
*Upcasting: Increase damage by 1d6 for each spell level above 2nd.
-
Burning Beam Action – 45 ft. Line (5 ft. Wide, Extends from Self) – 2nd Level (Evocation) – VS
Action – 45 ft. Line (5 ft. Wide, Extends from Self) – 2nd Level (Evocation) – VS
Stretching out your hands, crackling flames extend between your fingertips, then strike outwards in a beam to burn everything in its path.Dexterity Save
- Failure: Target takes 4d6 fire damage.*
- Success: Half damage.
*Upcasting: Increase damage by 2d6 for each spell level above 2nd.
-
Continual Flame Action – 5 ft. Cube (5 ft.) – 2nd Level (Evocation) – VSM – Permanent
Action – 5 ft. Cube (5 ft.) – 2nd Level (Evocation) – VSM – Permanent
You scatter red sand by blowing it over a torch or other kindling, creating a bright flame. The flame never uses oxygen or consumes the fire’s fuel.Utility
You select a space with flammable material. You cannot directly set a creature on fire with this spell.
- You light a fire which does not spread and which cannot be smothered or quenched by mundane means. The fire spreads dim light in a 60 ft. radius and bright light in a 30 ft. radius. Undying torches can be made with this spell.
- A creature that is within the area of effect of the fire when it appears takes damage.
- Area Hazard: The fire is permanent. Targets roll a save when they enter or when they end their turn in the well (but only once per turn).
Dexterity Save
- Failure: Target takes 3d6 fire damage.*
- Success: Half damage.
*Upcasting: Increase damage by 1d6 for each spell level above 2nd.
Normally, the only way to end a Continual Flame spell is with Dispel Magic or a Darkness spell.
-
Crushing Wave Action – 30 ft. Line (10 ft. Wide, Extends from Self) – 2nd Level (Conjuration) – VS
Action – 30 ft. Line (10 ft. Wide, Extends from Self) – 2nd Level (Conjuration) – VS
You uncap a waterskin, releasing a large torrent of water to blast creatures with freezing water.Strength Save
- Failure: Targets take 2d6 bludgeoning damage and 1d6 cold damage* and are pushed 10 ft. away from you.
- Success: Half damage, no other effect.
*Upcasting: Increase damage by 1d6 bludgeoning and 1d6 cold for each spell level above 2nd.
-
Curse of Frailty Action – 1 Creature (30 ft.) – 3rd Level (Transmutation) – VS – Permanent
Action – 1 Creature (30 ft.) – 3rd Level (Transmutation) – VS – Permanent
You reach out with an arm and making a clawing gesture, questioning or mocking your target’s resilience as you do so. Their appearance becomes subtly weathered and worn as their vital energies leaves them.Charisma Save
- Failure: Target is cursed. While cursed in this way, target has disadvantage on constitution and death saving throws. Target cannot benefit from abilities that prevent them from reaching 0 hit points, and if they reach 0 hit points, they are incapacitated for 1 minute even if they later regain hit points.
- Success: No effect.
This functions to block a zombie’s Undead Fortitude, an orc’s Relentless Endurance, and other similar effects. It blocks Death Ward‘s ability to prevent you from hitting 0, but does not prevent Death Ward from blocking instant death. A regenerating creature, such as a troll, can still regenerate after reaching 0 with this curse, but would be temporarily incapacitated.
-
Darkness Action – 15 ft Radius (60 feet.) – 2nd Level (Illusion) – VM – Concentration (10 Minutes)
Action – 15 ft Radius (60 feet.) – 2nd Level (Illusion) – VM – Concentration (10 Minutes)
You either smear a drop of pitch on your hands or step on a piece of brittle coal, conjuring a black smokey globe which no light can penetrate.Area Hazard
- You create darkness that cannot be seen through even by creatures with darkvision. This magical darkness spreads arounds corners.
- Non-magic light can’t spread through the darkness.
- If this spell overlaps with an area of light created by a spell of 1st level or lower*, the spell that created the light is dispelled.
- If the point you choose is an object you are holding or one that is being worn or carried the darkness is exuded by the object and moves with it.
*Upcasting: The level of light-creating spell Darkness can dispel increases by 1 for each spell level above 2nd level.
-
Dragon Breath Bonus Action – 1 Creature (5 ft.) – 2nd Level (Transmutation) – VS – Concentration (1 Minute)
Bonus Action – 1 Creature (5 ft.) – 2nd Level (Transmutation) – VS – Concentration (1 Minute)
You breathe draconic power into the air. As it settles, you or your target’s breath takes on magical qualities as you draw on draconic power.The target can use an action to exhale energy.
Action – 15 ft Cone (Self)
Dexterity Save
- Failure: A target takes 3d6 acid, cold, electric, fire, poison, psychic, or thunder damage.* The caster chooses which damage type to impart to you.
- Success: Half damage.
*Upcasting: Increase damage by 1d6 for each spell slot level above 2nd.
-
Flame Blade Bonus Action – One Weapon – 2nd Level (Evocation) – VSM – Concentration (10 Minutes)
Bonus Action – One Weapon – 2nd Level (Evocation) – VSM – Concentration (10 Minutes)
You hover your hand over the edge of a scimitar, shortsword, or other edged weapon, muttering an incantation. In an instant, the blade catches fire. As you fight with it, you find yourself striking harder and faster as the blade listens to your will.Utility
Your chosen weapon gains the following properties:
- You can use your spellcasting ability in place of strength or dexterity for attack or damage rolls.
- The weapon deals 3d6 fire damage,* which replaces the weapon’s damage.
- The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
If you let go of the blade, the fire disappears, but you ignite the same blade again or ignite a new blade as a bonus action.
*Upcasting: Increase damage by 1d8 for every two spell levels above 2nd.
-
Flaming Sphere Action – 60 ft. – 2nd Level (Conjuration) – VSM – Concentration (1 Minute)
Action – 60 ft. – 2nd Level (Conjuration) – VSM – Concentration (1 Minute)
You empty a flask containing a bit of tallow, a pinch of brimstone, and a dusting of powdered iron on the ground. As you say a few magic words in a firm voice, you create a flaming confluence of elemental energy.Summoning
You create an sphere of fire.
- It is a medium elemental and acts immediately after the end of your turn.
- It is immune to fire and poison damage, and immune to the grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious, and exhaustion conditions.
- It has AC 10, 20 hit points,* and all its ability scores are 2, except dexterity and constitution which are 10.
- Its speed is 30 and can move through other creatures (but not end in their space).
- It emits bright light in a 20 ft. radius and dim light in a 40 ft. radius.
Dexterity Save
At the end of each of the sphere’s turns or if the sphere is reduced to 0 hit points, any creature within 5 feet of the sphere makes a dexterity save.
- Failure: Target takes damage 2d6 fire damage.*
- Success: Half damage.
*Upcasting: The sphere’s hit points increase by 10 and its damage increases by 1d6 for each spell level above 2nd level.
-
Gentle Repose 1 Minute (Ritual: 10 Minutes) – 1 Target* (Touch) – 2nd Level (Necromancy) – VSM – 1 Week
1 Minute (Ritual: 10 Minutes) – 1 Target* (Touch) – 2nd Level (Necromancy) – VSM – 1 Week
You place a pinch of salt and a copper piece on each of a corpse’s eyes or on the body in some way if the eyes no longer exist. You say a prayer for their soul, protecting the corpse from desecration, either by the passage or time or magic.Optional Materials: If you use 1 lb of Holy Water, typically valued at 25 gold, while casting this spell, this spell is permanent. You pour the water on the ground around the target. This consumes the holy water.
Utility
- A target corpse is protected from decay and can’t become undead.
- Creatures that are already undead are protected from decay. Player characters with the Undead Nature feat no longer suffer the drawbacks of being undead during a short rest.
- Time spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
- This spell counts as a curse, and can be ended with the Break Enchantment spell.
*Upcasting: Target one additional corpse or creature for each spell level above 2nd.
-
Gust of Wind Action – Self (60 ft. line 10 feet wide) – 2nd Level (Evocation) – VSM – Concentration (1 Minute)
Action – Self (60 ft. line 10 feet wide) – 2nd Level (Evocation) – VSM – Concentration (1 Minute)
You exhale, pushing all the air in your lungs forward in the direction of your outstretched hand. Your breath becomes a strong gust that throws objects and creatures around.Candles, torches, and similar unprotected flames in range of the wind are extinguished.
Strength Save
- Failure: Targets are pushed 15 feet away from you in a direction following the line.
- Success: Nothing
- Area Hazard: Any movement going towards you against the direction of the latest gust of wind counts as movement through difficult terrain.
- Concentration: On each of your subsequent turns, you can use a bonus action to both change the direction of the wind and have the spell occur again.
-
Levitate Action – 1 Ally or Object* (60 ft.) – 2nd Level (Transmutation) – VSM – Concentration (10 Minutes)
Action – 1 Ally or Object* (60 ft.) – 2nd Level (Transmutation) – VSM – Concentration (10 Minutes)
Holding a piece of wire meant to hold eggs to dip them in paint, you gesture as if lifting a creature or object from afar, calling a spirit of air. The creature or object lifts into the air and gains the ability to float above the ground.Buff
The spell can levitate a target that weighs up to 500 pounds.
- Target immediately rises up to 20 ft. into the air (your choice).
- Target gains a fly speed of 20 ft. and can hover.
- Concentration: Once per turn, you can use your action to move the levitated target up to 20 ft., but never higher than 20 ft. off the ground.
*Upcasting: Target one additional creature for each spell level above 2nd.
-
Mind Spike Action – 1 Creature (120 ft.) – 2nd Level (Divination) – S – 1 Hour
Action – 1 Creature (120 ft.) – 2nd Level (Divination) – S – 1 Hour
You make a stabbing gesture at your target, placing a harmful psychic link inside their mind, which then allows you to track them.Charisma Save
- Failure: Target takes 3d8 psychic damage*. While this spell is active, you always know the target’s location (within the same plane of existence). The target gains no benefit from the invisible condition against you.
- Success: Half damage, no other effect.
*Upcasting: Increase damage by 1d8 for each slot level above 2nd.
-
Misty Step Bonus Action – Self – 2nd Level (Conjuration) – VS
Bonus Action – Self – 2nd Level (Conjuration) – VS
You say a word of power and step forward, vanishing in a silvery mist. You then appear a short distance away.Teleportation
- You teleport up to 30 feet to an unoccupied space that you can see.
-
Moonbeam Action – 5 ft. Radius (120 ft.) – 2nd Level (Evocation) – VSM – Concentration (1 Minute)
Action – 5 ft. Radius (120 ft.) – 2nd Level (Evocation) – VSM – Concentration (1 Minute)
You chant an old mantra in a forgotten language, rubbing the seed of a moonseed plant as you call a silvery beam of pale light down from above, burning all creatures in a pillar before you.Constitution Save
The moonbeam targets all creatures in a 5 ft. radius, 40-foot tall cylinder centered on a point within 120 ft.
Shapeshifters (including some druids, creatures that are polymorphed or cursed into another form, and natural shapeshifters like changelings) make their saving throws against this spell with disadvantage. If a shapeshifter fails their save against this spell, they instantly revert to their original form and stay that way until they leave the light or the spell ends.
- Failure: Target takes 2d10 radiant damage.*
- Success: Half damage.
- Area Hazard: The moonbeam remains in place, and fills the target location with dim light. If a shapeshifter enters the light, they can’t shapeshift while in the light.
- Concentration: Once per turn, you can use your action to move the beam up to 60 ft. and deal damage to all creatures in the light at its new destination.
*Upcasting: Increase damage by 1d10 for each spell level above 2nd.
-
Pass without Trace Action – 6 Allies* (30 ft.) – 2nd Level (Illusion) – VSM – Concentration (1 Hour)
Action – 6 Allies* (30 ft.) – 2nd Level (Illusion) – VSM – Concentration (1 Hour)
You mark your forehead with ashes from a burned leaf of mistletoe and a sprig of spruce. The mark of ash appears over your chosen allies as well as you call it into being, disappearing when the spell ends. A veil of shadows and silence radiates from you, maskiBuff
- Each target has advantage on Stealth skill checks. None of you leave footprints, disturb dust, leave ripples in water, or otherwise leave mundane signs of your passage.
*Upcasting: Target two additional creatures for each spell level above 2nd.
-
Prayer of Healing 1 Minute – 6 Allies (30 ft.) – 2nd Level (Necromancy) – V
1 Minute – 6 Allies (30 ft.) – 2nd Level (Necromancy) – V
You offer a prayer for the recovery of your allies, possibly yourself included. Your prayer is about a minute long, and usually includes some standard prayers to a particular faith.This spell has no effect on Constructs.
Healing
- Targets gain hit points equal to 2d8 + your spellcasting ability modifier.*
*Upcasting: Increase healing by 1d8 for each spell level above 2nd.
-
Protection from Poison Action – 1 Creature (Touch) – 2nd Level (Abjuration) – VS – 1 Hour
Action – 1 Creature (Touch) – 2nd Level (Abjuration) – VS – 1 Hour
You make a magical proclamation, insisting that poisons will not harm your target as you touch them.Buff/Healing
- If the target is Poisoned, you neutralize the poison, ending the condition and its secondary effects, if any. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
- The target has advantage on saving throws against being Poisoned and has resistance to poison damage.
-
Ray of Enfeeblement Action – 1 Creature* (60 ft.) – 2nd Level (Transmutation) – VS – Concentration (1 Minute)
Action – 1 Creature* (60 ft.) – 2nd Level (Transmutation) – VS – Concentration (1 Minute)
Speaking an incantation in a forgotten language, you conjure a winding red and black beam of enervating energy, which springs from your finger toward your target.Constitution Save
- Failure: Target is Weakened. Target rolls again at end of their turns, ending effect on success.
*Upcasting: Target one additional creature for each spell level above 2nd.
-
Scorching Ray Action – 1 Creature (120 ft.) – 2nd Level (Evocation) – VS
Action – 1 Creature (120 ft.) – 2nd Level (Evocation) – VS
You call upon the power of fire to burn your target, sending a powerful fiery ray from your hands towards your target.Ranged Spell Attack
- Hit: Target takes 6d6 fire damage.*
*Upcasting: Increase damage by 2d6 for each spell level above 2nd.
-
Spider Climb Action – 1 Creature* (30 ft.) – 2nd Level (Transmutation) – VSM – Concentration (1 Hour)
Action – 1 Creature* (30 ft.) – 2nd Level (Transmutation) – VSM – Concentration (1 Hour)
You touch a vial containing a drop of bitumen and a spider (living or dead), drawing on the magical energy of the spider. You think of your chosen target, chanting to give them the power of the spider.Buff
- The target gains the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving its hands free.
- The target also gains a climbing speed equal to its walking speed.
*Upcasting: Target one additional creature for each spell level above 2nd.
-
Spike Growth Action – 20 ft. Radius* (150 ft.) – 2nd Level (Transmutation) – VSM – Concentration (10 Minutes)
Action – 20 ft. Radius* (150 ft.) – 2nd Level (Transmutation) – VSM – Concentration (10 Minutes)
You drop seven sharp thorns or sticks to the ground, asking the land to obey your will. You gesture over the area and spikes sprout forth, blending in with their surroundings.Area Hazard
- The spikes are camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast rolls a Perception check against your spell save DC right before they would step into the spikes to notice the danger. Creatures who witness the spell can see the danger.
- When a creature moves into a space occupied by the spikes, they take 2d4 piercing damage for every 5 feet they travel.
- The spikes create difficult terrain.
*Upcasting: The radius of the spell increases by 5 ft. for each spell level above 2nd level.
-
Spiritual Weapon Bonus Action – 30 ft. – 2nd Level (Conjuration) – VS – Concentration (1 Minute)
Bonus Action – 30 ft. – 2nd Level (Conjuration) – VS – Concentration (1 Minute)
Calling upon the holy power of your chosen deity, you summon a weapon of pure energy into your hand before it flies off and attacks your enemies.Summoning
You create a weapon which can take any form you choose. It cannot be damaged or destroyed directly, and follows your commands.
- It is a small construct, and acts at the end of your turns.
- It is immune to all damage and conditions.
- The spiritual weapon can fly up to 30 ft. and make an attack against a creature within 5 ft. of it.
Melee Spell Attack
- Hit: Target takes 1d8 + your spellcasting ability modifer force damage.*
*Upcasting: Increase damage by 1d8 for every two spell levels above 2nd.
-
Web Action – 20 ft. Cube* (60 ft.) – 2nd Level (Conjuration) – VSM – Concentration (1 Hour)
Action – 20 ft. Cube* (60 ft.) – 2nd Level (Conjuration) – VSM – Concentration (1 Hour)
You touch a bit of spiderweb with your fingers, muttering strange spider-like sounds and stretching your fingers slightly as you focus on the area where your magical spiderweb spontaneously appears.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. Webs layered over a flat surface have a height or depth of 5 ft. rather than the full 20 ft.
Dexterity Save
- Failure: Target is restrained. Target rolls a Strength Save at end of their turns, ending effect on success.
- Success: No effect.
- Area Hazard: Once per turn, when a target moves at least 5 ft. into a webbed square, they roll a save. The web is difficult terrain and lightly obscures the area. The webs are flammable. If the webs or a creature inside the webs takes fire damage, the web will rapidly and harmlessly burn away after 1 round.
*Upcasting: The size of the cube increases by 5 ft. for each spell level above 2nd level.
-
Well of Corruption Action – 20 ft. Radius (90 ft.) – 2nd Level (Necromancy) – VSM – Concentration (1 Minute)
Action – 20 ft. Radius (90 ft.) – 2nd Level (Necromancy) – VSM – Concentration (1 Minute)
You present a vial of magical shadow which flows outwards and creates a swirling vortex in front of you that corrupts everything it touches.Materials: Casting this spell requires a bottled shadow essence typically valued at 20 gold. This spell consumes the material.
Constitution Save
- Failure: Target is drained for 4d8 hit points*. This cannot drain a target below their current hit point total, only draining them up to the amount of damage they’ve already taken.
- Success: Target is drained by half as much.
- Area Hazard: The well remains in place. Targets within the well cannot regain hit points, gain temporary hit points, or be raised from the dead (as undead or otherwise).
*Upcasting: Targets are drained an additional 2d8 for each spell level above 2nd level.
-
Blink Action – Self – 3rd Level (Conjuration) – VS – 1 Minute
Action – Self – 3rd Level (Conjuration) – VS – 1 Minute
You hum a high pitched drone and wave your arms around yourself, shrouding yourself in white mist as you fade from view. You reappear in the Ethereal Plane, observing the world from a space of white void. You fade in and out of this liminal space at random, shielding you from sBuff
Roll a d20 at the end of each of your turns for the duration of the spell.
- A roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane, where ghosts and powerful planar travelers walk.
- While in the Ethereal Plane, you cannot affect creatures on other planes or vice versa (though others in the Ethereal Plane can affect you) and you float harmlessly in a white void. 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. Creatures cannot normally see you in return.
- If you are in the Ethereal Plane at the start of each of your turns or when this spell ends, 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).
-
Call Lightning Action – 5 ft. Radius, 100 ft. Tall Cylinder (120 ft.) – 3rd Level (Evocation) – VS – Concentration (10 Minutes)
Action – 5 ft. Radius, 100 ft. Tall Cylinder (120 ft.) – 3rd Level (Evocation) – VS – Concentration (10 Minutes)
You make a sound like the growl of distant thunder while sweeping your hand through the air. You gain control of an existing thunderstorm, or else rapidly summon thick rainclouds into the air high above you, causing lightning to repeatedly burst from the clouds and strike a poiYou cannot cast this spell if there is not at least 100 ft. of space above your head. The clouds you create follow you, and lightning always strikes your target from the clouds directly above them.
Dexterity Save
- Failure: Target takes 3d10 electric damage.* If you cast this spell in stormy weather, the damage increases by 1d10.
- Success: Half damage.
- Concentration: Once on each subsequent turn, you can call down lightning again as a action.
*Upcasting: Increase damage by 1d10 lightning for each spell level above 3rd.
When you cast this spell, you create a cylindrical stormcloud that is 10 ft. tall with a 120 ft. radius directly above your head at least 100 ft. above the ground, which does heavily obscure its area. Because the lightning comes from above your targets, the target can only have cover from the lightning if they have cover above their head. If you move into a building, the cloud still follows above the building, but can only strike creatures who are exposed to the sky. If you somehow move 100 ft. underground or otherwise your cloud would collide with a solid object of comparable size, the spell ends.
-
Clairvoyance Action – 1 Mile – 3rd Level (Divination) – VSM – Concentration (10 Minutes)
Action – 1 Mile – 3rd Level (Divination) – VSM – Concentration (10 Minutes)
You chant steadily while holding either a jeweled ear horn to your ear or a clear quartz eye in front of your own eye, and begin seeing and hearing as if you were in the chosen location.Materials: You require a clear quartz eye or a jeweled horn, typically valued at 100 gold.
Summoning
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). You don’t need line of sight to the target.
- The sensor is a tiny construct. It cannot move or take actions.
- You can see and hear through the sensor.
- 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.
- The sensor is incorporeal and cannot be destroyed, but it can be covered or dispelled.
-
Conjure Beast Action – 60 ft. – 3rd Level (Conjuration) – V – Concentration (1 Hour)
Action – 60 ft. – 3rd Level (Conjuration) – V – Concentration (1 Hour)
You speak a few words to encourage spirits to briefly come to the physical realm. Once your words are finished, the obedient spirit or spirits you have summoned emerge from the ground and rapidly assume the shape of an animal.Summoning
An animal spirit is called from beyond the grave to aid you. You summon one beast of challenge rating 2 or lower.*
- The beast is friendly to you and your companions and follows your instructions.
- The beast acts after your turn in initiative.
- If you don’t issue any commands, the beast only defends itself from attackers and otherwise does nothing.
*Upcasting: The challenge rating of the summoned creature increases by 1 for every two spell levels above 3rd.
-
Create Food and Water Action – 30 ft. – 3rd Level (Conjuration) – VS
Action – 30 ft. – 3rd Level (Conjuration) – VS
You place your hands on the ground, and begin describing your favorite food and drink. Gallons of plain water and pounds of a nourishing but tasteless and bland-looking imitation of your favorite dish appears on the ground near you.Utility
- Create 45 pounds of food and 30 gallons of water on the ground or in containers within range. This is enough to sustain up to fifteen small/medium humanoids or five large creatures for 24 hours.
- The food is bland but nourishing, and spoils rapidly if uneaten after 24 hours. The water is clean.
-
Curse of Clumsiness Action – 1 Creature (30 ft.) – 3rd Level (Enchantment) – VS – Permanent
Action – 1 Creature (30 ft.) – 3rd Level (Enchantment) – VS – Permanent
You disparage your target with a supernaturally dexterous flourish. Stiff by comparison, your target’s movements become disjointed and wavering.Charisma Save
- Failure: Target is cursed. While cursed in this way, target has disadvantage on strength and dexterity skill checks, as well as strength and dexterity saving throws.
- Success: No effect.
-
Daylight Action – 120 ft. Radius (120 ft.) – 3rd Level (Illusion) – VS – 1 Hour
Action – 120 ft. Radius (120 ft.) – 3rd Level (Illusion) – VS – 1 Hour
You call upon the sun while raising one arm to the heavens. Light shines forth, briefly appearing as the dim red hues of early dawn before settling into the bright, clean, illuminating light of the noonday sun.Utility
You conjure a sphere of sunlight.
- The sphere emits bright light for 60 ft. and sheds dim light for an additional 60 ft. beyond that.
- 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.
-
Explosive Runes 1 Minute – 10 ft. – 3rd Level (Evocation) – VSM – Permanent
1 Minute – 10 ft. – 3rd Level (Evocation) – VSM – Permanent
You mutter incantations while carving a rune, then pour a handful of diamond dust into the surface of the rune where it is absorbed. Magically hidden, your rune lies ready to unleash its power at a chosen trigger.Materials: You require 0.2 pounds of pure diamond dust, typically valued at 100 gold. This spell consumes this material.
Create Runes
- Choose a 5 ft. space in which to create the rune. If the rune is somehow moved 5 ft. or more, the spell ends. You set a condition for the rune to detonate (such as the rune’s text being read aloud, or at least two undead being in the blast radius). You can also detonate the rune at any time using your reaction.
Dexterity Save
The explosion has a 20 ft. radius.
- Failure: 5d8 damage*. Damage can be acid, cold, fire, electric, or sonic damage (your choice).
- Success: Half damage.
*Upcasting: Increase damage by 1d8 for each spell level above 3rd.
-
Fireball Action – 10 ft. Radius (150 ft.) – 3rd Level (Evocation) – VSM
Action – 10 ft. Radius (150 ft.) – 3rd Level (Evocation) – VSM
A small ball of bat guano floats into your hands and catches fire, then shoots forward. When it reaches its destination, it explodes.The fire spreads around corners, igniting flammable objects in the area that aren’t being worn or carried, which take 1d10 fire damage every round until extinguished as an action.
Dexterity Save
- Failure: Target takes 8d6 fire damage.*
- Success: Half damage.
*Upcasting: Increase damage by 1d6 for each spell level above 3rd.
Some objects may be too large or flammable to be simply extinguished as an action, and will require creative solutions.
-
Fly Action – 1 Creature* (Touch) – 3rd Level (Transmutation) – VSM – Concentration (10 Minutes)
Action – 1 Creature* (Touch) – 3rd Level (Transmutation) – VSM – Concentration (10 Minutes)
In a single fluid pass, you trace a feather over the extremities of a creature while mimicking the sound of a bird or other flying creature. The creature’s surface briefly flashes a feather-like texture, as it gains the power of flight for the duration of the spell.Buff
- The target gains a fly speed of 60 feet. When the spell ends, the target falls if it is still aloft.
*Upcasting: Target one additional creature for each spell level above 3rd.
-
Gaseous Form Action – 1 Creature* (Touch) – 3rd Level (Transmutation) – VSM – Concentration (1 Hour)
Action – 1 Creature* (Touch) – 3rd Level (Transmutation) – VSM – Concentration (1 Hour)
While exhaling in a steady whistle, you touch a creature and imagine them expanding like steam. You imagine them gently losing their fine details and shape. Your ally’s form shifts accordingly until they are little more than an insubstantial roiling cloud.Utility
Transform a willing creature and everything they’re carrying into a mist cloud vaguely resembling their form.
- The target can enter and occupy the space of another creature, but can’t talk or manipulate objects. Any objects they are carrying become mist as well and can’t be dropped, used, or otherwise interacted with.
- The target can’t attack or cast spells.
- The target has a flying hover speed of 10 ft. and loses their other speeds.
- The target has resistance to acid, cold, fire, electric, necrotic, poison, sonic, and nonmagical bludgeoning, piercing, and slashing damage.
- The target is immune to the grappled, paralyzed, petrified, prone, and restrained conditions.
- The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
*Upcasting: Target one additional creature for each spell level above 3rd.
-
Intercession Action – 1 Creature (60 ft.) – 3rd Level (Abjuration) – VM – Concentration (1 Minute)
Action – 1 Creature (60 ft.) – 3rd Level (Abjuration) – VM – Concentration (1 Minute)
You raise your holy symbol aloft and exhort higher powers to strip your foe of its magic.Charisma Save
- Failure: Target takes 2d8 psychic damage and is siphoned. Target rolls again at end of their turns, ending effect on success.
- Success: Half damage, no other effect.
Upcasting: Target one additional creature for each spell level above 3rd.
-
Life Drain Action – 1 Creature (30 ft.) – 3rd Level (Necromancy) – VS
Action – 1 Creature (30 ft.) – 3rd Level (Necromancy) – VS
You stare at your victim, visualizing the ebb and flow of their animating energies. Your eyes glaze for an instant, before your hands contort into seemingly unnatural shapes that are rapidly obscured by a clinging, roiling darkness that restores your vitality as your target’s lConstitution Save
- Failure: Target takes 6d6 necrotic damage* and the target is drained by the same amount. The caster regains hit points equal to half the amount of damage taken.
- Success: Half damage and the target is drained by the same amount. The caster regains hit points equal to half the amount of damage taken.
*Upcasting: Increase damage by 1d6 for each spell level above 3rd.
-
Lightning Bolt Action – 100 ft. Long, 5 ft. Wide Line (From Self) – 3rd Level (Evocation) – VSM
Action – 100 ft. Long, 5 ft. Wide Line (From Self) – 3rd Level (Evocation) – VSM
You cover the bottom half of a rod of glass with a piece of fur and speak a word of power. As the fur begins to smoke, you yank the rod out of the fur and point it with a whip-like motion, a streak of lightning roaring out of the end of the rod as you do so.Dexterity Save
The lightning ignites flammable objects in the area that aren’t being worn or carried, which take 1d10 fire damage every round until extinguished as an action.
- Failure: Target takes 8d6 lightning damage.*
- Success: Half damage.
*Upcasting: Increase damage by 1d6 for each spell level above 3rd.
Some objects may be too large or flammable to be simply extinguished as an action, and will require creative solutions.
-
Magic Circle 1 Minute – 20 ft. High, 20 ft. Radius Cylinder* (20 ft.) – 3rd Level (Abjuration) – VSM – 8 Hours
1 Minute – 20 ft. High, 20 ft. Radius Cylinder* (20 ft.) – 3rd Level (Abjuration) – VSM – 8 Hours
Simultaneously, you draw a mural on the ground and speak an invocation related to the protective forces you channel. You then either pour holy water or sprinkle a mix of iron and silver dust around the edge. A cylinder of magical power arises from the center of the mural, capabMaterials: You require 0.2 pounds of pure holy silver and iron powder (one quarter sterling silver, three quarters iron), typically valued at 25 gold. You can also use a pound of holy water. This spell consumes this material.
Utility
*If you want, the magic circle can be a cylinder with a smaller radius or height.
- Choose one 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 type can’t willingly enter or exit the cylinder by nonmagical means.
- The creature type has disadvantage on attack rolls against targets within the cylinder. If within the cylinder, the creature type has disadvantage on all targets outside the cylinder.
- The creature type must succeed on a charisma saving throw against your spell save DC in order to use teleportation or planar travel to leave the circle. On a failed save, the creature still expends the spell or ability they used to attempt to leave.
- The creature type cannot charm, frighten, or possess a target within the cylinder.
- Choose one 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:
-
Meld Into Stone Action (Ritual: 1 Minute) – Self – 3rd Level (Transmutation) – VSM – 8 Hours
Action (Ritual: 1 Minute) – Self – 3rd Level (Transmutation) – VSM – 8 Hours
In a solemn tone you speak the word ‘enter’ in Primordial and walk into a stone surface large enough to hold your form. The stone surface turns to powder and ripples as it parts before you, then reforms behind you.Utility
- You step into 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. You spend movement for entering and exiting. You must exit at the same point, and exiting the stone ends the spell.
- While merged with the stone, you can’t see what occurs outside it and outside sound is muffled. Any perception checks you make to hear sounds outside it are made with disadvantage.
- You can breathe within the stone but not speak (limiting most spells). You can adjust equipment you’re carrying.
- Physical damage to the stone usually doesn’t harm you, but if the stone is damaged to the point you can no longer fit within it, or the spell ends with you still inside the stone, you take 6d6 bludgeoning damage and fall prone in the nearest unoccupied space to where you first entered.
- A creature with tremorsense can detect your location.
-
Metalline Weapon Bonus Action – 1 Object (Touch) – 3rd Level (Transmutation) – VS – 8 Hours
Bonus Action – 1 Object (Touch) – 3rd Level (Transmutation) – VS – 8 Hours
You touch a weapon, adjusting its composition to be made of a complicated and normally unstable alloy of different metals.Enchant Item
- The chosen weapon now counts as adamantine, cold iron, and silver.
-
Phantom Steed Action (Ritual: 1 Minute) – 30 ft. – 3rd Level (Illusion) – VS – 1 Hour
Action (Ritual: 1 Minute) – 30 ft. – 3rd Level (Illusion) – VS – 1 Hour
You shape the air before you with your hands, creating a dull gray mist. You sketch a horse-like creature of your choice in the air, then give the creature a name, granting it a semblance of life. The creature fades to mist when the spell ends.Summoning
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range.
- It is a Large Construct. It has 16 Strength, 10 Dexterity, 12 Constitution, 2 Int, 11 Wisdom and 7 Charisma. It has a speed of 100 ft. and can travel 10 miles in an hour, or 13 miles at a fast pace. The Construct cannot attack.
- The horse-like creature has 1 hit point. If the steed takes any damage, the spell ends. When the spell ends the steed gradually fades in place, giving the rider 1 minute to dismount.
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.
-
Plant Growth Action – 100 ft. Radius (150 ft.) – 3rd Level (Transmutation) – VS – Instantaneous
Action – 100 ft. Radius (150 ft.) – 3rd Level (Transmutation) – VS – Instantaneous
You thrust both of your hands into the ground, and sing a short paean to the primal forest. As your words echo and fade, plants in a wide radius are vitalized and grow rapidly as the land is enriched.Utility
- All normal plants become thick and overgrown. Any space that was within 5 ft. of a plant is now covered in plant life and counts as difficult terrain. You can exclude one or more areas of any size within the spell’s area from being affected.
- The plants double in volume, and yield twice the food or other produce when harvested, if applicable.
- If these plants are affected by this spell a second time in a growing season, the food or produce spoils, but the plants still grow and create more difficult terrain.
-
Protection from Energy Action – 1 Creature (Touch) – 3rd Level (Abjuration) – VS – Concentration (1 Hour)
Action – 1 Creature (Touch) – 3rd Level (Abjuration) – VS – Concentration (1 Hour)
With your left index finger, you trace a rune of power on the surface of your target and speak a word of Primordial. Depending on the rune you drew, if briefly flashes either viridian, blue, red, yellow or white, as the creature gains resistance to either acid, cold, fire, elecBuff
- The target gains resistance to one damage type of your choice: acid, cold, electric, fire, or sonic.
Upcasting: Target one additional creature for each spell level above 3rd.
-
Revivify Action – 1 Corpse (Touch) – 3rd Level (Necromancy) – VSM
Action – 1 Corpse (Touch) – 3rd Level (Necromancy) – VSM
Placing your hand on a dead body, you invoke a higher principle that requires the victim return to life, such as the completion of unfinished business or the power of love, then scatter diamond dust that evaporates into curling smoke.Materials: You require 0.6 pounds of pure diamond dust, typically valued at 300 gold. This spell consumes this material.
Your chosen creature must have died in the last minute. This spell cannot restore missing body parts or return life to a creature that has died of old age.
- The creature returns to life with 1 hit point.
-
Rock Blast Action – 5 ft. Radius (120 ft.) – 3rd Level (Conjuration) – VSM
Action – 5 ft. Radius (120 ft.) – 3rd Level (Conjuration) – VSM
Holding a rough-hewn stone, you mime throwing it at a target. A large stone rises out of the ground, conjured by your magic, and hurls itself in the direction you indicated.Dexterity Save
- Failure: Target takes 4d10 bludgeoning damage* and falls prone.
- Success: Half damage, no other effect.
*Upcasting: Increase damage by 1d10 for each spell level above 3rd.
-
Sleet Storm Action – 20 ft. Tall, 40 ft. Radius Cylinder (150 ft.) – 3rd Level (Conjuration) – Concentration (1 Minute)
Action – 20 ft. Tall, 40 ft. Radius Cylinder (150 ft.) – 3rd Level (Conjuration) – Concentration (1 Minute)
You place a pinch of dust in your palm, sprinkle it with water, and rub your hands together forming a thin gray paste as you call on supernatural cold. A freezing downpour coats the land with ice and fills the air with blinding sleet.Dexterity Save
- Failure: Target is prone.
- Success: No effect.
- Area Hazard: The area is difficult terrain, heavily obscured and nonmagical fire is doused. When a creature enters the area or ends their turn there (but not both), they must roll a save against the spell.
-
Speak With Nature Action – 30 ft. Radius (From Self) – 3rd Level (Divination) – VS
Action – 30 ft. Radius (From Self) – 3rd Level (Divination) – VS
You take a living plant and touch it to your lips, chanting words of the ancient Sylvan tongue. Nature spirits pass through the plants nearby, gathering information and passing it to you.Utility
You speak to nearby mundane plants and learn information from them. You can ask five questions. The plants try to answer to the best of their ability, but they only know information about the area within 100 ft. Plants generally only know the following information:
- Details on weather, natural phenomenon including natural disasters, and local wildlife.
- Whether or not celestial, elemental, fey, fiend, or undead creatures have affected the local plants, and in what way.
- The general size and number of creatures that traveled nearby within the last hour.
- Whether any violent conflict occurred recently, including details of anything that might have affected the plants.
- At your GM’s discretion, you may learn other information about events or creatures that the nearby plants may have observed.
*Upcasting: When cast at 5th level or higher, the spirits can gather information from a 3 mile radius.
-
Spectral Lance Action – 1 Creature (200 ft.) – 3rd Level (Conjuration) – S
Action – 1 Creature (200 ft.) – 3rd Level (Conjuration) – S
You run your hand through the air in straight line and make a soft sound, a lance of translucent force taking shape where your fingers cut the air. You grab the lance and hurl it, and it magically seeks your target, moving through other solid objects or creatures and damaging oThis spell ignores cover and can go through objects or creatures harmlessly to reach its target, provided the caster can somehow see the target.
Dexterity Save
Incorporeal creatures have disadvantage on this save.
- Failure: Target takes 4d10 force damage.*
- Success: No damage.
*Upcasting: Increase damage by 1d10 for each spell level above 3rd.
-
Spirit Guardians Action – 15 ft. Emanation (Self) – 3rd Level (Necromancy) – VSM – Concentration (1 Minute)
Action – 15 ft. Emanation (Self) – 3rd Level (Necromancy) – VSM – Concentration (1 Minute)
You hold forth a holy symbol or a cultural icon associated with the dead, then call forth spirits to protect you. They flit around you, striking your enemies at your direction and harrying their movement.This spell targets all creatures of your choice and ignores cover.
Wisdom Save
- Failure: Targets take 3d8 radiant damage*.
- Success: Half damage.
- Area Hazard: The area within 15 ft. of you is difficult terrain for hostile creatures.
- Concentration: Once on each subsequent turn, you can make the spirits target all creatures within 15 ft. of you again.
*Upcasting: Increase damage by 1d8 for each spell level above 3rd.
-
Touch of Corrosion Action – 1 Creature or Object (10 ft.) – 3rd Level (Transmutation) – SM
Action – 1 Creature or Object (10 ft.) – 3rd Level (Transmutation) – SM
You rub a pinch of rust on your hand and reach out towards metal, corroding it. If the object was a creature or wasn’t in motion, the corrosion lingers longer, eating away at the metal.Dexterity Save
This spell targets a single object or creature made mostly or entirely from metal. A creature holding an object makes the save on behalf of the object.
- Failure (Creature): If target is a creature or stationary object made of metal, target takes 6d10 acid damage, is weakened, and their speed is halved.
- Failure (Item): If target is metal armor, the wearer has disadvantage on dexterity saves and their speed is halved. If target is a metal weapon, any attack with it is made at disadvantage.
- The lingering penalties can be reversed with the Mending or Reconstruct spells or by a character proficient with smithing or tinker’s tools over 1 hour.
- Success: No effect.
*Upcasting: Increase damage to constructs by 2d10 for each spell level above 3rd. -
Water Breathing Action (Ritual: 1 Minute) – 10 Creatures* (30 ft.) – 3rd Level (Transmutation) – VSM – 24 Hours
Action (Ritual: 1 Minute) – 10 Creatures* (30 ft.) – 3rd Level (Transmutation) – VSM – 24 Hours
You lick a piece of straw or a reed before using it to trace both sides of your throat, then make a deep throated cry that expels all the air from your lungs. Your targets feel their lungs tingle, and then find they can breathe water.Buff
- Targets can breathe underwater until the spell ends. They also retain their normal mode of respiration.
*Upcasting: Target five additional creatures for each spell level above 3rd.
-
Water Walk Action (Ritual: 1 Minute) – 10 Creatures or Objects* (60 ft.) – 3rd Level (Transmutation) – VSM – 1 Hour
Action (Ritual: 1 Minute) – 10 Creatures or Objects* (60 ft.) – 3rd Level (Transmutation) – VSM – 1 Hour
You stroke a piece of smooth cork with your index finger. As you whisper the incantation, ripples form across the cork’s surface. Close observation would reveal your allies’ footsteps faintly echoing in the dancing patterns on the cork as they are bestowed with the ability to wBuff
This spell can only be used on willing creatures or objects that are huge or smaller.
- Targets can move across any liquid surface, such as water, acid, mud, snow, quicksand, or lava, as if it were solid ground.
- At the start of each of the target’s turns when they are submerged in liquid, they rise 60 ft. towards the surface.
*Upcasting: Target five additional creatures for each spell level above 3rd.
A target walking on a hazardous liquid like lava or acid may still take damage from the liquid, at the GM’s discretion.
-
Wind Wall Action – 15 ft. High, 50 ft. Long Line (120 ft.) – 3rd Level (Evocation) – VSM – Concentration (1 Minute)
Action – 15 ft. High, 50 ft. Long Line (120 ft.) – 3rd Level (Evocation) – VSM – Concentration (1 Minute)
Holding a feather to your lips, you shout a word of power. A gust of air erupts from your chosen line on the ground, injuring creatures in the area and carrying objects upwards into the air. While the wall only injures creatures during its initial appearance, it continues to acStrength Save
- Failure: Target takes 3d8 bludgeoning damage.*
- Success: Half damage.
- Area Hazard: Small or tiny flying creatures or loose objects can’t pass through the wall, instead flying upward to the top of the wall. Projectiles launched through wall are deflected upward and automatically miss, unless they are large objects such as boulders hurled by giants or siege engines. The wall keeps fog, smoke, and other gases (including creatures in gaseous form) at bay.
*Upcasting: Increase damage by 1d8 for each spell level above 3rd.
-
Arcane Eye Action – 30 ft. – 4th level (Divination) – VSM – Concentration (1 Hour)
Action – 30 ft. – 4th level (Divination) – VSM – Concentration (1 Hour)
You create a magical eye that hovers in the air.Summoning
- The eye has vision and darkvision with a range of 60 feet, but cannot see something protected from divination spells or enter areas protected from divination. Anything it sees, you see.
- The eye is invisible.
- It is a tiny construct and acts immediately after the end of your turn.
- It is immune to poison and psychic damage, and immune to all conditions except cover, hasted, invisible, obscured, and slowed.
- It has AC 15, 20 hit points, and all its ability scores are 2, except dexterity which is 18.
- It has a flying speed of 60 ft. and can move through other creatures or any opening as small as 1 inch in diameter (but not end in their space).
-
Banishment Action – 1 Creature (60 ft.) – 4th Level (Abjuration) – VSM
Action – 1 Creature (60 ft.) – 4th Level (Abjuration) – VSM
Holding aloft an object distasteful to an intruder from another plane of existence, you denounce them, expelling them from this reality.Charisma Save
This spell can only be used on creatures that are not native to your current plane of existence.
- Failure: Target is instantly transported to their home plane to a location of their choice.
- Success: Target takes 4d10 force damage. If this damage reduces a creature to 0 hit points , the creature falls unconscious, does not roll death saving throws or die, and is instantly transported to their home plane to a location of their choice.
Upcasting: Target one additional creature for each spell level above 4th.
If you cast this spell on a creature that is native to the plane you’re on, the spell has no effect and your spell slot is wasted. Note that you could be banished if you were in a different plane, such as the plane of fire.
-
Black Tentacles Action – 20-ft. Square (90 ft.) – 4th Level (Conjuration) – VSM – Concentration (1 Minute)
Action – 20-ft. Square (90 ft.) – 4th Level (Conjuration) – VSM – Concentration (1 Minute)
Squirming ebony tentacles spring up from the ground.Dexterity Save
- Failure: 3d6 bludgeoning damage*, and target is restrained. Target rolls again at end of their turns: taking full damage on a failure or taking half damage and ending effect on success.
- Success: Half damage, no other effect.
- Area Hazard: The area is difficult terrain. Targets roll a save when they enter or when they end their turn in the tentacles (but only once per turn).
*Upcasting: Increase damage by 1d6 for each spell level above 4th.
-
Blight Action – 1 Creature (30 ft.) – 4th Level (Transmutation) – VS
Action – 1 Creature (30 ft.) – 4th Level (Transmutation) – VS
On your command, necromantic energies wash through your target, draining away vitality.Constitution Save
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and you don’t roll damage, instead dealing maximum damage. This spell has no effect on creatures that don’t have water in their bodies.
- Failure: Target takes 8d8 necrotic damage.*
- Success: Half damage.
*Upcasting: Increase damage by 1d8 for each spell level above 4th.
-
Conjure Elemental Action – 90 ft. – 4th Level (Conjuration) – VS – Concentration (1 Hour)
Action – 90 ft. – 4th Level (Conjuration) – VS – Concentration (1 Hour)
You take a small amount of fire, air, water, or earth, using it as a focus to call an elemental spirit, which then dramatically appears before you.Summoning
You conjure one elemental of challenge rating 4 or lower.*
- The elemental is friendly to you and your companions and follows your instructions.
- The elemental acts after your turn in initiative.
- If you don’t issue any commands, the elemental only defends itself from attackers and otherwise does nothing.
- When the spell ends, the elemental doesn’t disappear. Instead, it gains free will, often in a way that makes it hostile to its summoner.
*Upcasting: The challenge rating of the summoned creature increases by 1 for every spell level above 4th.
-
Conjure Woodland Creature Action – 90 ft. – 4th Level (Conjuration) – VS – Concentration (1 Hour)
Action – 90 ft. – 4th Level (Conjuration) – VS – Concentration (1 Hour)
You place a holly berry between your front teeth and whistle for a creature of the wood to come to your aid.Summoning
You conjure one fey or plant of challenge rating 4 or lower.*
- The creature is friendly to you and your companions and follows your instructions.
- The creature acts after your turn in initiative.
- If you don’t issue any commands, the creature only defends itself from attackers and otherwise does nothing.
- When the spell ends, the elemental doesn’t disappear. Instead, it gains free will, often in a way that makes it hostile to its summoner.
*Upcasting: The challenge rating of the summoned creature increases by 1 for every spell level above 4th.
-
Control Water Action – 40 ft. Cube (300 ft.) – 4th Level (Transmutation) – VSM – Concentration (10 Minutes)
Action – 40 ft. Cube (300 ft.) – 4th Level (Transmutation) – VSM – Concentration (10 Minutes)
Rubbing a pinch of dust and a drop of water together, you take control of nearby water with a grasping gesture.You redirect standing or flowing water to move creatures or objects. Any creature of your choice who is in water or within 10 ft. of water is affected. The water must be at least 3 ft. deep.
Strength Save
- Failure: Target is pushed 15 ft. in a direction of your choice.
- Success: No effect.
- Concentration: Once on each subsequent turn, you can use an action to control the water again, targeting as many creatures as you want in the original area.
You might direct water over obstacles, up walls, or against the flow of a river. You can push different creatures in different directions, using a combination of small whirlpools, undertows, and other intricate movements of the water. You can even push water outwards to grab creatures and pull them into the water. The water itself may have other effects, such as dousing flames, destroying webs, or creating difficult terrain, at your GM’s discretion.
-
Curse of the Troll Action – 1 Creature (30 ft.) – 4th Level (Transmutation) – VS – Permanent
Action – 1 Creature (30 ft.) – 4th Level (Transmutation) – VS – Permanent
You extend a grasping hand toward your target, and with a hideous chant, you twist and distort the body of your victim into a form of your choosing.Charisma Save
- Failure: Target is cursed. While cursed in this way, target takes on a new appearance of your choice. You decide what they look like, including their facial features, hair length, height, weight, sex, skin color, sound of their voice, etc. You can replicate the appearance of someone you’ve seen. You can’t change the target into a different size category (eg. small to tiny), you can’t give the target extra limbs or other body parts, and you can’t give the target extra abilities.
- Success: No effect.
-
Death Ward Action – 1 Creature (Touch) – 4th Level (Abjuration) – VS – 8 Hours
Action – 1 Creature (Touch) – 4th Level (Abjuration) – VS – 8 Hours
You grant one creature a measure of protection against death.Buff
- When the target drops to 0 hit points, they instead drop to 1 hit point, and the spell ends.
- When the target is subjected to an effect that would kill them instantly (without necessarily dealing damage), that effect is instead negated, and the spell ends.
-
Discorporate Action – 1 Creature* (60 ft.) – 4th Level (Necromancy) -VSM – Concentration (1 Minute)
Action – 1 Creature* (60 ft.) – 4th Level (Necromancy) -VSM – Concentration (1 Minute)
Placing your fingers in the residue left behind by a ghost, you draw incorporeal symbols in the air, attempting to transfer the ghostly energy to your target.Charisma Save
- Failure: Target becomes a ghostly version of themselves. While transformed, the target deals half as much damage with weapon attacks, takes half as much damage from nonmagical physical, acid, cold, fire, and electric damage, is immune to poison and necrotic damage, is immune to the poisoned, petrified, and restrained condition, and can pass through solid objects as difficult terrain (but cannot end their turn inside a solid object or be forcibly moved into one). An incorporeal creature also can’t move any object or creature that is not also incorporeal.
- Success: No Effect
*Upcasting: Target one additional creature for each spell level above 4th.
If a discorporated target would somehow unwillingly end their turn in a solid object, they are immediately moved to the nearest empty space.
-
Fabricate 10 Minutes – 10 ft Cube (20ft) – 4th Level (Transmutation) – VSM – Permanent
10 Minutes – 10 ft Cube (20ft) – 4th Level (Transmutation) – VSM – Permanent
You convert a small sample of raw materials into a product of the same material. For example, you can fabricate a wooden bridge from a plank of wood, a rope from a hemp plant, and clothes from flax or wool.Utility
- You create up to 10 objects made of cloth, glass, stone, or wood (or other plant fibers). You cannot create objects made of animal material, metal, gems, or magical materials.
- Any objects you make are nonmagical and inanimate.
- Your chosen object(s) must fit into a 10 ft. cube.
- The object can have up to two hinges and a latch (to make a container or door), but finer mechanical detail isn’t possible (making a key is thus impossible).
- You cannot create armor, and the only weapons you can make are simple melee weapons.
If you use a sample of material that is damaged or otherwise tainted, your fabricated items are similarly affected.
-
Faithful Hound Action – 30ft. – 4th Level (Conjuration) – VSM – 8 Hours
Action – 30ft. – 4th Level (Conjuration) – VSM – 8 Hours
You conjure a loyal phantom watchdog.Summoning
- You summon a medium undead called a Faithful Hound. It is immune to damage, all conditions, and cannot be targeted.
- You must specify a password when casting the spell. When a small or larger creature comes within 30 feet of the hound without first speaking the password, the hound starts barking loudly.
- The hound has darkvision and truesight with a range of 120 ft. and a passive perception equal to your spell save DC.
- The hound rolls its own initiative in combat. On its turns, it can move up to 30 ft. and then make a bite attack. After attacking, it teleports back to the location where you summoned it.
Melee Spell Attack
The hound’s attack uses your spell attack bonus.
- Hit: Target takes 4d6 piercing damage.
-
Fire Shield Action – Self – 4th Level (Evocation) – VSM – 10 Minutes
Action – Self – 4th Level (Evocation) – VSM – 10 Minutes
Thin and wispy flames wreathe your body.Buff
- You have resistance to cold and fire damage.
- Whenever a creature touches you or hits you with a melee attack, they take 2d8 fire damage.
- You shed bright light in a 10-foot radius and dim light for an additional 10 feet.
-
Ice Storm Action – 20 ft. Radius, 40 ft. Tall Cylinder (300 ft.) – 4th Level (Evocation) – VSM
Action – 20 ft. Radius, 40 ft. Tall Cylinder (300 ft.) – 4th Level (Evocation) – VSM
You toss a splash of water and dust in the air, and the droplets freeze around the dust and grow into hailstorms of rock-hard ice that pound down to the ground in a localized storm.Dexterity Save
- Failure: Target takes 2d8 bludgeoning damage* + 4d6 cold damage
- Success: Half damage.
- Hazard: The area is difficult terrain until the end of your next turn.
*Upcasting: Increase bludgeoning damage by 1d8 for each spell level above 4th.
-
Lashing Wind Action – 40 ft. Cone – 4th Level (Evocation) – VS
Action – 40 ft. Cone – 4th Level (Evocation) – VS
You snap your hands forward in a sudden motion. A gust of cold air flows through your throat and out into the air as you cry out an old primordial battle cry in the auran dialect. The air before you whips and lashes at all creatures and objects before you as they are thrown aroStrength Save
- Failure: Target takes 3d6 bludgeoning damage and 3d6 slashing damage*. Targets are all moved up to 15 ft. either closer or further away from you.
- Success: Half damage, no other effect.
*Upcasting: Increase damage by 1d6 bludgeoning and 1d6 slashing damage for each spell level above 4th.
-
Master’s Touch Action – 1 Creature – 4th Level (Divination) – VS – 8 Hours
Action – 1 Creature – 4th Level (Divination) – VS – 8 Hours
You touch a creature, whispering and encouraging them to wield the knowledge and skills necessary for all manner of weapons and gadgets.Buff
- The target has proficiency with all weapons, tools, and vehicles.
-
Private Sanctum 10 Minutes – 50 ft. Cube (120ft.) – 4th Level (Conjuration) – VSM – 24 Hours
10 Minutes – 50 ft. Cube (120ft.) – 4th Level (Conjuration) – VSM – 24 Hours
You ward an area, preventing it from being easily discovered, magically or otherwise.Optional Materials: If you use 0.4 pounds of pure diamond dust, typically valued at 200 gold, while casting this spell, this spell is permanent until dispelled. This consumes the diamond dust.
Utility
You apply any of the following benefits to the chosen area, affecting either the entrances to the area or the area itself:
- Sound can’t pass from outside the warded area to inside, or vice versa.
- Entrances or the edges of the warded area appear shrouded in fog, preventing creatures from seeing in or out.
- The area and everything within it can’t be targeted by any divination magic or perceived through magical scrying. Divination magic will behave as if the area and things within it doesn’t exist.
*Upcasting: The size of the cube increases by 50 ft. for each spell level above 4th level.
-
Resilient Sphere Action – 1 Creature (30ft.) – 4th Level (Abjuration) – VSM – Concentration (1 Minute)
Action – 1 Creature (30ft.) – 4th Level (Abjuration) – VSM – Concentration (1 Minute)
A sphere of shimmering force encloses a creature or object.This spell cannot affect creatures of huge size or larger.
Dexterity Save
- Failure: The creature is enclosed in a transparent sphere just large enough to comfortably contain the creature. While inside the sphere, the target has total cover from everything outside the sphere. Target (as well as an outside creature of the same size or larger) can use their action to push against the sphere and roll up to half their speed.
- The sphere has an AC of 15, 40 hit points*, and has a damage threshold of 10 (meaning an attack must deal at least 10 damage to damage the sphere).
- Success: No effect. The sphere pops like a bubble.
*Upcasting: Increase hit points by 10 for each spell level above 4th.
-
Shadow Clone Bonus Action – 30 ft. – 4th Level (Illusion) – VSM – Concentration (10 Minutes)
Bonus Action – 30 ft. – 4th Level (Illusion) – VSM – Concentration (10 Minutes)
You say your own name and scatter a pinch of ashes from burned clothing you once wore. The ashes float through the air and take on you your appearance, allowing you to act in two places at once.Illusory Image
Roll an illusion check for this spell.
Summoning
- You create what an illusory clone of yourself.* Creatures can see ashes transform in the air into the clone, but can’t easily tell the difference after it has formed. Touching the clone does not allow creatures to disbelieve it. Even if they disbelieve the illusion, they can interact with the clone and be affected by it.
- Your clone shares your hit point total. If one of you is damaged, both are damaged. If you are both damaged by the same spell or effect, you roll two saves and take damage once (taking the higher damage total).
- You and your clone share a turn. You each have your own movement, but you only have one action, bonus action, and reaction collectively. If one of you uses an action, the other cannot. You can use your clone’s senses and can speak through your clone.
- The clone shares your abilities, and statistics, including items. If one of you uses an ability, item, or casts a spell, you expend collectively lose the use, charge, or spell slot as applicable. If the clone drops an item or something they’re carrying, the cloned item turns to ash.
- You can perceive things using your clone’s senses.
- Your clone does not have a mind of their own, and cannot concentrate on a spell separately from you. If one or both of you are targeted by a mental effect, like or the frightened condition or the Mind Blank spell, both of you are affected as if a single target.
- Generally, effects that target you or your clone do not affect the other. However, temporary hit points and changes to your hit point total will affect both of you simultaneously.
- If you lose concentration on this spell or your clone becomes incapacitated, the clone and any duplicated items drop to the ground in a pile of ash.
*Upcasting: Create an additional clone for every two spell levels above 4th.
-
Stone Shape Action – 1 Object (Touch) – 4th Level (Transmutation) – VSM – Permanent
Action – 1 Object (Touch) – 4th Level (Transmutation) – VSM – Permanent
You form stone into a different shape. Tracing the stone with a finger, it is molded like clay into a shape you describe in a gravely voice.Utility
This spell affects a stone object of medium size or smaller, or a section of stone no more than 5 feet in any dimension. You can do the following:
- You can clear a 5 ft. cube of stone (potentially opening a passage) or expand stone to take up an additional 5 ft.
- If you use this spell to seal a stone door or object shut, the object has immunity to poison and psychic damage, resistance to non-adamantine bludgeoning, piercing, and slashing damage, and resistance to cold, fire, electric, and necrotic damage. It must take 10 damage from a single attack to be broken open.
-
Stoneskin Action – 1 Creature (5 ft.) – 4th Level (Abjuration) – VSM – Concentration (1 Hour)
Action – 1 Creature (5 ft.) – 4th Level (Abjuration) – VSM – Concentration (1 Hour)
With a growl from the back of your throat, you smear gravel into your flesh or that of another creature, and as you do so, soft flesh hardens into flexible, living stone.Buff
- Target has resistance to non-adamantine bludgeoning, piercing, and slashing damage.
-
Vitriolic Sphere Action – 20-ft. Radius (150 ft.) – 4th Level (Evocation) – VSM
Action – 20-ft. Radius (150 ft.) – 4th Level (Evocation) – VSM
You place a drop of bile from a giant slug on your tongue and spit. Acidic sludge manifests around your enemy, coating them in disgusting ooze.Dexterity Save
- Failure: 5d4 acid damage immediately and 5d4 acid damage at the end of target’s next turn.
- Success: Half initial damage, no other effect.
Upcasting: Increase initial damage by 2d4 for each slot level above 4th.
-
Wall of Fire Action – 60 ft. Long, 20 ft. Tall 10 ft. Wide Wall (120 ft.) – 4th Level (Evocation) – Concentration (1 Minute)
Action – 60 ft. Long, 20 ft. Tall 10 ft. Wide Wall (120 ft.) – 4th Level (Evocation) – Concentration (1 Minute)
You toss phosphorus down at your feet, and a moment later, a wall of flames flashes into existence where you will it.Dexterity Save
- Failure: Target takes 5d8 fire damage.
- Success: Half damage.
- Area Hazard: Targets roll a save when they enter or when they end their turn in the wall (but only once per turn).
*Upcasting: Increase damage by 1d8 for each spell level above 4th.
-
Antilife Shell Action – 10 ft. Emanation (Self) – 5th level (Abjuration) – VS – Concentration (1 Hour)
Action – 10 ft. Emanation (Self) – 5th level (Abjuration) – VS – Concentration (1 Hour)
You surround yourself with a magical transparent bubble that keeps living creatures from approaching.Utility
- An aura extends from you in a 10-foot emanation. The aura prevents creatures other than constructs and undead from passing or reaching through it.
- 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 larger than tiny is forced to pass through the barrier, the spell ends. Tiny creatures and swarms of tiny creatures are instead pushed by the moving barrier.
-
Arcane Hand Action – 120 ft. – 5th Level (Evocation) – VSM – Concentration (1 Minute)
Action – 120 ft. – 5th Level (Evocation) – VSM – Concentration (1 Minute)
Pulling a glove over your hand, a magical hand appears in the air. As you move your hand, the arcane hand mimics your hand’s movement, allowing you to grab, attack, and move things from afar.Summoning
You summon a magical hand that mimics your own hand’s movement. You must have a free hand to use this spell.
- It is a large construct.
- It has a flying speed of 60 ft.
- It has AC 13, 60 hit points,* and all its ability scores are 2, except strength, which is 22, and dexterity and constitution, which are 10.
- It is immune to poison and psychic damage, and immune to the poisoned, unconscious, and exhaustion conditions.
- It uses your senses, and might count as blinded to something you can’t see.
- It can make an attack when you summon it:
- Melee Attack – 1 Creature (5 ft.)
- Attack Bonus: +10
- Hit: 2d10 + 6 force damage.* If the target is huge or smaller, the hand can choose to either push the target 15 ft. or grapple the target. The hand can only have one creature grappled at a time.
- Concentration: Once on each subsequent turn, you can use a bonus action to move the hand and attack with it.
*Upcasting: Increase damage by 1d10 for each spell level above 5th.
-
Cloudkill Action – 20 ft. Radius (120 ft.) – 5th Level (Conjuration) – VS – Concentration (10 Minutes)
Action – 20 ft. Radius (120 ft.) – 5th Level (Conjuration) – VS – Concentration (10 Minutes)
With a fell incantation, you conjure a drifting cloud of putrid, yellow-green poisonous fog that seeps into creatures through their skin.Constitution Save
Creatures are affected even if they hold their breath or don’t need to breathe.
- Failure: Targets take 5d8 poison damage and gain the poisoned condition. Targets roll again at end of their turns, ending the poisoned effect on success.
- Success: Half damage.
- Area Hazard: The area is lightly obscured. Targets roll a save when they enter or when they end their turn in the area (but only once per turn).
- Concentration: At the start of each of your turns, you can choose to move the area of effect up to 10 ft in any direction.
*Upcasting: Increase damage by 1d8 for each spell level above 5th.
A moderate wind (at least 10 miles per hour) can move the cloud 10 ft. per round. A strong wind (at least 20 miles per hour) disperses the cloud and ends the spell.
-
Commune 1 Minute (Ritual: 10 Minutes) – Self – 5th Level (Divination) – VS
1 Minute (Ritual: 10 Minutes) – Self – 5th Level (Divination) – VS
You rinse your face with blessed water, burn incense and breathe in the fumes, and open your mind to the presence of divinity for a brief chat.Ritual Casting Time: 10 Minutes
Utility
You contact a powerful spirit or divine entity.
- You ask the creature three questions. The creature responds however they like, giving you answers no longer than one minute each.
- Even divine beings aren’t necessarily omniscient, so they might not be able to answer your question.
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.
The chosen creature you commune with must be willing to receive your requests. In most settings, deities have servants who answer their commune spells for them. Spirits of the land are also valid targets, and they may not have a physical body.
-
Cone of Cold Action – 60 ft. Cone – 5th Level (Evocation) – VSM
Action – 60 ft. Cone – 5th Level (Evocation) – VSM
You crush a small frozen crystal in your hands, which bursts into a blast of incredibly cold air that you direct towards your foes.Constitution Save
- Failure: Target takes 8d8 cold damage.*
- Success: Half damage.
*Upcasting: Increase damage by 1d8 for each spell level above 5th.
Creatures killed by this spell become frozen statues until they thaw.
-
Contagion Action – 1 Creature (Touch) – 5th Level (Transmutation) – VS – 7 Days
Action – 1 Creature (Touch) – 5th Level (Transmutation) – VS – 7 Days
Your touch afflicts your victim with a magical disease. -
Enervate Action – 1 Creature (60 ft.) – 5th Level (Necromancy) – VS – Concentration (1 Minute)
Action – 1 Creature (60 ft.) – 5th Level (Necromancy) – VS – Concentration (1 Minute)
You make a grasping motion towards a creature, cursing them to be drained of life and energy in an ancient apocryphal language. The target’s body rapidly withers and weakens.Constitution Save
- Failure: Target takes 4d10 necrotic damage* and is drained by the same amount. Target rolls again at end of their turns, taking damage again and being drained on a failure. On a success, the spell ends but the drained effect persists.
- Success: Half initial damage and drained by the same amount, no other effect.
*Upcasting: Increase damage by 1d10 for each spell level above 5th.
-
Flamestrike Action – 20 ft. Wide, 40 ft. Tall Cylinder (60 ft.) – 5th Level (Evocation) – VSM
Action – 20 ft. Wide, 40 ft. Tall Cylinder (60 ft.) – 5th Level (Evocation) – VSM
You smear a pinch of sulfur on your hands and call a vertical column of divine fire down from the heavens.Dexterity Save
- Failure: 4d6 fire damage and 4d6 radiant damage.
- Success: Half damage.
*Upcasting: Increase both the fire and radiant damage by 1d6 for each spell level above 5th level.
-
Hallow 10 Minutes – 60 ft. Radius Sphere (Touch) – 5th Level (Abjuration) – VSM – 8 Hours
10 Minutes – 60 ft. Radius Sphere (Touch) – 5th Level (Abjuration) – VSM – 8 Hours
You burn incense and cast layered interwoven blessings or curses to ward the area against unwanted magical creatures, who are damaged as they approach.Optional Materials: If you use 1 lb of Hallowed Incense, typically valued at 500 gold, while casting this spell, this spell is permanent. This consumes the incense.
Utility
- You touch a point and infuse an area around it with holy or unholy power. The area must fit inside a 60 ft. radius sphere and not overlap with another Hallow effect.
- Choose one or more of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, and Undead. You can set specific creatures to be unaffected by the spell, and you can later allow a creature to enter unaffected. All others of the chosen type(s) are affected.
- Affected creatures:
- Area Hazard: Affected creatures take 4d6 radiant damage when they enter or when they end their turn in the area (but only once per turn).
- Cannot charm, frighten, or goad, or possess creatures in the area. If the affected creature charms, frightens, goads, or possesses a creature and that creature enters the Hallowed area, then the condition is suppressed until the creature leaves the Hallowed area.
- Cannot be summoned, raised from the dead, or otherwise created in the area.
- Can sense the hallowed area is dangerous to them once within 30 ft. of the Hallowed area’s boundaries.
- Hallow is a curse and cannot be dispelled, but it can be ended with Break Enchantment. A creature immune to curses is immune to Hallow’s effects.
Upcasting: Increase damage by 2d6 for each spell level above 5th.
-
Insect Plague Action – 20 ft. Radius (300 ft.) – 5th Level (Conjuration) – VSM – Concentration (10 Minutes)
Action – 20 ft. Radius (300 ft.) – 5th Level (Conjuration) – VSM – Concentration (10 Minutes)
Scattering a bit of sugary food, you conjure swarming, biting locusts.Constitution Save
- Failure: Target takes 4d10 piercing damage.
- Success: Half damage.
- Area Hazard: The area is lightly obscured and is difficult terrain. Targets roll a save when they enter or when they end their turn in the area (but only once per turn).
*Upcasting: Increase damage by 1d10 for each spell level above 5th.
-
Otherworldly Veil Action – 3 Creatures (60 ft.) – 5th Level (Enchantment) – Concentration (1 Minute)
Action – 3 Creatures (60 ft.) – 5th Level (Enchantment) – Concentration (1 Minute)
You whisper a spell that shields you and your allies from being detected from your target, forcing their mind to ignore details of your presence.Intelligence Save
- Failure: Target is charmed by you. While charmed in this way, your target is unable to perceive any creature you choose to hide from them. Your target also cannot otherwise detect their presence, and may seem to be deliberately oblivious. Target rolls save again at the end of each of their turns, ending effect on success. The effect ends for a target if you or a creature you’ve hidden take hostile action against the target.
- Success: No effect.
Upcasting: Target three additional creatures for each spell level above 5th.
-
Passwall Action – 30 ft. Long, 5 ft. Wide, 10 ft. Tall Line (30 ft.) – 5th Level (Transmutation) – S – 1 Hour
Action – 30 ft. Long, 5 ft. Wide, 10 ft. Tall Line (30 ft.) – 5th Level (Transmutation) – S – 1 Hour
With a gesture like opening a door, you create a passage through a solid surface or body of water.Utility
You create a passage through which creatures can safely travel, opening a gap in either a solid surface or body of water (or similar liquid). The spell cannot create a gap in organic material, moving objects, or creatures, though it can create a gap in a magical barrier such as Wall of Force or Forcecage.
- The passage can be as large as this spell’s listed area of effect or smaller.
- The passage can go in any direction, including upwards or downwards.
- Passwall never causes structural instability or displaces material. Even if the hole created by the wall would cause a building to collapse, the building is stable as if the passwall was never created. This may cause things to float.
- When the spell ends, anything inside the passage is safely ejected to the closest end of the passage, and the material originally displaced returns to its original location.
-
Prismatic Spray Action – 60 ft. Cone – 5th Level (Evocation) – VSM
Action – 60 ft. Cone – 5th Level (Evocation) – VSM
You tap a small glafss prism and speak a word to reflect a burst of light through it, spraying rainbow light that transforms as it blasts creatures in the area. The light has a different effect based on the dominant color reflected.Dexterity Save
When you cast this spell, you roll 1d8 to determine damage type, rolling separately for each target.
- Failure: Target takes 3d20 damage (or 3d20 + 20 if you rolled an 8 for radiant damage).*
- Success: Half damage.
D8 Result Damage Type 1 Fire (Red) 2 Sonic (Orange) 3 Electric (Yellow) 4 Acid (Green) 5 Cold (Blue) 6 Force (Indigo) 7 Necrotic (Purple) 8 Radiant (White or Rainbow), and add +20 to the spell’s damage. *Upcasting: Increase damage by 1d20 for each spell level above 5th.
-
Raise Dead 1 Hour – 1 Creature (Touch) – 5th Level (Necromancy) – VSM
1 Hour – 1 Creature (Touch) – 5th Level (Necromancy) – VSM
Placing your hand on a dead body, you invoke a higher principle that requires the victim return to life, such as the completion of unfinished business or the power of love, then place down a diamond that evaporates into curling smoke.Materials: You require a Small Diamond, typically valued at 500 gold, which the spell consumes.
Healing
You target a dead creature who has not been dead longer than 10 days.
- The target creature returns to life with 1 hit point and two levels of exhaustion (to a maximum of 5 levels of exhaustion).
- Any poisons affecting the creature are removed.
- The spell fails if the creature is missing an essential body part, is currently undead, if their soul is unable or unwilling to rejoin their body, or if the target has been dead more than 10 days.
-
Rend the Veil Action – 20 ft. Radius (60 ft.) – 5th Level (Conjuration) – VSM – Instantaneous/1 Minute
Action – 20 ft. Radius (60 ft.) – 5th Level (Conjuration) – VSM – Instantaneous/1 Minute
You hold out a damaged tuning fork attuned to another plane. You utter a corrupted version of the incantation needed to teleport to another plane, instead ripping a hole in space. All unsuspecting creatures are compelled to flee from it, and the area around the rip is twiMaterials: Casting this spell requires a damaged tuning fork, typically valued at 50 gold. The tuning fork is not consumed by the spell.
Constitution Save
- Failure: Target takes 4d8 force damage.*
- Success: Half damage.
Additionally, all creatures who can see the rip in reality when it is formed must attempt a wisdom saving throw.
60 ft. Radius
Wisdom Save
- Failure: Target is frightened of the center of this effect for 1 minute. Target rolls again at end of their turns, ending effect on success.
- Success: No effect.
*Upcasting: Increase damage by 2d8 for each spell level above 5th.
-
Telekinesis Action – 1 Creature (60 ft.) – 5th Level (Transmutation) – S – Concentration (10 Minutes)
Action – 1 Creature (60 ft.) – 5th Level (Transmutation) – S – Concentration (10 Minutes)
Holding your hands outstretched, you begin to manipulate creatures an objects from afar.Utility
Target a huge or smaller creature or object. If your target is an object carried by a creature, that creature rolls the save for the object.
Strength Save
- Failure: Target is grappled and moved up to 30 feet in any direction within the spell’s range, including into the air. If you want, you can also cause the target to become prone. Target rolls again at end of their turns, ending effect on success (falling if suspended in midair). You can also release a target at any time.
- Success: No effect.
- Concentration: Once on each subsequent turn, you can target a different creature or object or move one previously grappled target as a bonus action. You can grapple up to 5 creatures (including yourself) in this way.
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.
-
Town Portal 1 Minute – Up to 6 Creatures (10 ft.) – 5th Level (Conjuration) – VSM
1 Minute – Up to 6 Creatures (10 ft.) – 5th Level (Conjuration) – VSM
You take at least half a pound of pure water drawn from a fountain or body of water and sprinkle it on each target. Chanting, you fade from view and appear safely at your destination.Materials: You must use at least one pound of water taken from a fountain or body of water within the chosen settlement.
Teleportation Spell
- When you finish casting this spell, your targets are teleported instantly to the edge of the same body of water within the chosen town, in a safe space.
This spell fails immediately upon beginning to cast it if the body of water your water came from is gone, or if the town has been abandoned. Your GM may also rule that your chosen location does not count as a town if the location has fewer than 100 residents, but some very small towns should work with the spell. If this spell fails in this way, your spell slot is not expended.
-
Tree Stride Action – Self – 5th Level (Conjuration) – VS – Concentration (1 Minute)
Action – Self – 5th Level (Conjuration) – VS – Concentration (1 Minute)
You place a hand on the bark of a living tree, and ask the spirits within to allow you passage, gaining the ability to move between any nearby trees with but a single step.Utility
- You may spend 5 ft. of your movement to enter a tree you’re touching that is at least your size. Once inside, you learn the location of every other tree of your size or greater within 500 ft. You must then choose another tree from which to appear. You appear in a spot of your choice within 5 ft. of the chosen destination tree.
- Concentration: You can do the same thing once on each of your subsequent turns.
-
Vortex Action – 10 ft. Radius (90 ft.) – 5th Level (Evocation) – VSM – Concentration (10 Minutes)
Action – 10 ft. Radius (90 ft.) – 5th Level (Evocation) – VSM – Concentration (10 Minutes)
You whistle blow a handful of dry leaves, grass, or other plant material into the air. Your breath carries forward and forms a small but powerful dust devil, waterspout, or whirlpool, capable of picking up all but the heaviest of creatures.Strength Save
This spell conjures a vortex of air or water 10 ft. across and 30 ft. tall. It can lift up to 1000 pounds of weight, and at your GM’s discretion, may rip some objects out of the ground. Creatures of large size or larger may be too heavy to be lifted, restrained, or knocked prone by this spell, but they will still take damage.
- Failure: Target takes 4d6 bludgeoning damage, either rises 15 ft. off the ground or 15 ft. into the water, and is both restrained and prone. Target rolls again at end of their turns. On a success, they take half damage and end the restrained condition, falling to the ground prone without taking falling damage.
- Success: Half damage, no other effect.
- Area Hazard: The area is difficult terrain. Creatures who enter the area must save against the spell.
- Concentration: Once per turn, you can use your bonus action to move the vortex up to 15 ft., moving all creatures currently held by the vortex and forcing all creatures in its path who weren’t already in the area to roll a save against the spell.
*Upcasting: Increase damage by 2d6 for each spell level above 5th.
-
Wall of Force Action – 100 ft. Long, 10 ft. Tall 1 ft. Wide Wall (120 ft.) – 5th Level (Abjuration) – VSM – Concentration (10 Minutes)
Action – 100 ft. Long, 10 ft. Tall 1 ft. Wide Wall (120 ft.) – 5th Level (Abjuration) – VSM – Concentration (10 Minutes)
You swipe gemstone powder across the air in front of you, as if wiping clean a window that doesn’t exist. As you mime this action, an invisible wall of force appears before you. Or does it?Summoning
You create an invisible wall of force, which can be free-floating or on a solid surface.
- Nothing can move through the wall.
- The wall is immune to necrotic, poison, and psychic damage, as well as non-magical bludgeoning, piercing, and slashing damage. It is also immune to Sneak Attack or Precision Attacks and all conditions except cover and obscured.
- It has AC 5, 50 hit points, and all its ability scores are 0.
- It has a damage threshold of 30, meaning anything that does less than 30 damage does no damage to the wall.
- The wall cannot be dispelled, but it can be destroyed or bypassed with Passwall.
- If a creature occupies part of the area where you summon the wall, they roll a save:
Dexterity Save
- Failure: You move the creature to one side of the wall of your choice.
- Success: The creature moves to the nearest unoccupied space of their choice.
-
Wall of Stone Action – 50 ft. Long, 20 ft. Tall 5 ft. Wide Wall (120 ft.) – 5th Level (Conjuration) – VSM – Permanent
Action – 50 ft. Long, 20 ft. Tall 5 ft. Wide Wall (120 ft.) – 5th Level (Conjuration) – VSM – Permanent
You slam a small block of granite into the ground, and as you do so, a large wall of granite rises up into the air.Summoning
You create a wall of stone.
- The wall is immune to poison and psychic damage, resistant to cold, fire, electric, radiant, and necrotic damage, as well as non-adamantine bludgeoning, piercing, and slashing damage. It is also immune to all conditions except cover and obscured.
- It has AC 15, 30* hit points, and all its ability scores are 0, except constitution which is 16.
- If a creature occupies part of the area where you summon the wall, they roll a save:
Dexterity Save
Failure: You move the creature to one side of the wall of your choice.
- Success: The creature moves to the nearest unoccupied space of their choice.
*Upcasting: For each spell level above 5th level, it gains 10 more hit points.
-
Blade Barrier Action – 100 ft. Long, 10 ft. Tall 5 ft. Wide Wall (120 ft.) – 6th Level (Conjuration) – VS – Concentration (10 Minutes)
Action – 100 ft. Long, 10 ft. Tall 5 ft. Wide Wall (120 ft.) – 6th Level (Conjuration) – VS – Concentration (10 Minutes)
You create a vertical wall of whirling, razor-sharp blades made of magical energy.Dexterity Save
- Failure: Target takes 6d10 slashing damage.
- Success: Half damage.
- Area Hazard: The wall provides 3/4 cover to creatures behind it. Targets roll a save when they enter or when they start their turn in the wall (but only once per turn).
-
Chain Lightning Action – 4 Creatures (150 ft.) – 6th Level (Evocation) – VSM
Action – 4 Creatures (150 ft.) – 6th Level (Evocation) – VSM
You raise three magnetically charged pins aloft, and as they crash together they create a bolt of lightning that arcs toward your target. Upon striking, the lightning splits into multiple bolts that strike nearby foes.Dexterity Save
Lightning bolts leap from your first target to a second, then a third, then a fourth target, traveling up to 15 ft. with each leap. You cannot stop the lightning from leaping to another target if there is a valid target, but you do choose which target it strikes next. A target cannot be struck more than once.
- Failure: Target takes 10d8 electric damage damage.*
- Success: Half damage.
*Upcasting: Increase damage by 1d8 for each spell level above 6th.
-
Circle of Death Action – 60 ft. Radius (150 ft.) – 6th Level (Necromancy) – VSM – Concentration (1 Minute)
Action – 60 ft. Radius (150 ft.) – 6th Level (Necromancy) – VSM – Concentration (1 Minute)
You call upon the shadows bound to a black pearl, releasing corruptive energy in a massive well.Materials: You require a Black Pearl, typically valued at 150 gold.
Constitution Save
- Failure: Target takes 8d8 necrotic damage.
- Success: Half damage.
*Upcasting: Increase damage by 2d8 for each spell level above 6th.
-
Contingency Action – Self – 6th Level (Abjuration) – VSM – 10 Days
Action – Self – 6th Level (Abjuration) – VSM – 10 Days
Material: You require a one pound statuette of yourself carved from ivory, typically valued at 500 gold.
Utility
- Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target only you. Cast that spell as part of casting Contingency, expending both spell slots. The chosen spell takes effect only when a triggering circumstance occurs.
- Trigger: You describe the condition under which the chosen spell takes effect. The spell is cast instantly when the condition is met, even if you are unconscious. The spell cast requires concentration if it normally would.
- Limitation: You can have only one Contingency spell active at a time. If you cast Contingency again, the previous one ends. Contingency ends if the material the statuette is ever destroyed.
-
Create Undead 1 Minute – 3 Creature (10 ft.) – 6th Level (Necromancy) – VSM
1 Minute – 3 Creature (10 ft.) – 6th Level (Necromancy) – VSM
Summon
You may 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 creatures are under your control for 24 hours. While under your control you gain access to the Bonus Action.
Bonus Action – 120 ft.
Utility
You can mentally command any creature you animated with this spell, provided it is within 120 feet of you. If you control multiple creatures, you may command any or all of them at the same time, issuing the same command to each one.
- You decide the action and movement on its next turn.
- You may issue a general command (such as guarding a corridor or chamber).
- If you issue no commands, the creature only defends itself against hostile creatures.
- Once given an order, the creature continues until its task is complete.
*Upcasting:
- 7th Level: Animate or reassert control over four ghouls.
- 8th Level: Animate or reassert control over five ghouls, or two ghasts or wights.
- 9th Level: Animate or reassert control over six ghouls, three ghasts or wights, or two mummies.
-
Curse of Eyebite Action – 1 Creature (60 ft.) – 6th Level (Enchantment) – VS – Permanent
Action – 1 Creature (60 ft.) – 6th Level (Enchantment) – VS – Permanent
Your eyes become an inky void imbued with dread power, striking a creature with a dread curse.You fix your gaze on one creature within range. On each of your turns for the spell’s Duration, you can target another creature with your gaze.
Wisdom Save
- Failure: Choose one of the effects below:
- Asleep: Target falls unconscious. It awakens if it takes damage or if another creature uses an action to shake it awake.
- Panicked: Target is frightened of you. On each of its turns, it must take the Dash action to move away from you by the safest route unless it cannot move. If it ends its turn in a location where it has no line of sight to you, the effect ends.
- Sickened: 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
- Success: No effect.
- Concentration: Once on each subsequent turn, you can turn your gaze towards a person as an action.
- Failure: Choose one of the effects below:
-
Disintegrate Action – 1 Creature (60 ft.) – 6th Level (Transmutation) – VSM
Action – 1 Creature (60 ft.) – 6th Level (Transmutation) – VSM
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.Dexterity Save
Incorporeal creatures, like ghosts, automatically succeed on their save.
- Failure: Target takes 10d6 + 40 force damage.*
- If this damages leaves the target with 0 hit points, the target is disintegrated, and they and everything they are wearing and carrying (except magic items) are reduced to a pile of fine gray dust. This creature can only be restored to life by means of a True Resurrection or Wish spell.
- Success: No effect.
- 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.
*Upcasting: Increase damage by 3d6 for each spell level above 6th.
- Failure: Target takes 10d6 + 40 force damage.*
-
Flesh to Stone Action – 1 Creature (60 ft.) – 6th Level (Transmutation) – VSM – Concentration (1 Minutes)
Action – 1 Creature (60 ft.) – 6th Level (Transmutation) – VSM – Concentration (1 Minutes)
Constitution Save
Creatures with bodies not made of flesh like ooze, incorporeal undead automatically succeed.
- Failure: The target is restrained. While restrained:
- The Target must repeat the saving throw at the end of each of its turns. Until they meet one of the following conditions:
- 3 Failures: The target becomes Petrified. If the creature is physically broken while petrified, it suffers corresponding deformities when it reverts to flesh. If you maintain Concentration for the full Duration, the creature remains petrified until the effect is removed.
- 3 Successes: The spell ends.
- Success: No effect.
- Failure: The target is restrained. While restrained:
-
Flood Action – 50 ft. Cube (300 ft.) – 6th Level (Conjuration) – VSM – Concentration (10 Minutes)
Action – 50 ft. Cube (300 ft.) – 6th Level (Conjuration) – VSM – Concentration (10 Minutes)
Squeezing water from a clump of seaweed, you conjure water, bursting from a source of standing water nearby. The area floods as your spell conjures a massive volume of water. The water spills forth, endlessly replenished but vanishing as it spills out of the area.Your chosen area must have at least a 5 ft. cube of water. This can be used on top of a body of water. The water rises by at least 5 ft. and as much as 20 ft.
Strength Save
If a creature or vehicle is larger than huge, they automatically save.
- Failure: Target is prone and moved to the surface of the flooding water. A vehicle is capsized and becomes restrained until something rights the ship back up again.
- Success: Target can choose to move to the surface of the flooding water or stay where they are. Vehicles harmlessly move to the surface of the water.
- Area Hazard: The area is underwater. As normal, a creature without a swimming speed has disadvantage on attack rolls while underwater, has their speed halved, and has resistance to fire damage. Ranged weapons cannot use their long range when underwater or when attacking an underwater creature.
-
Forbiddance 10 Minutes (Ritual: 1 Hour) – 1000 ft. Radius Sphere (Touch) – 6th Level (Abjuration) – VSM – 1 Year
10 Minutes (Ritual: 1 Hour) – 1000 ft. Radius Sphere (Touch) – 6th Level (Abjuration) – VSM – 1 Year
You magically activate a wardstone, which lodges itself into position and weaves a spell over the area to block magical entry.Materials: You require a Wardstone that weighs 10 lbs, typically valued at 500 gold. This spell doesn’t consume the Wardstone, but the Wardstone cannot be used again until the spell ends.
Ritual Casting Time: 1 Hour
Utility
- The Wardstone becomes immobile and emanates a magical field over an area. The area must fit inside a 1000 foot radius and not overlap with another Forbiddance effect.
- Creatures can’t teleport into the radius or enter the area through another plane. When you cast this spell, you designate a password or keyed item. A creature that speaks the password or carries the keyed item can bypass the Forbiddance spell.
- Forbiddance can be ended by casting Break Enchantment on the wardstone. The caster can also end the spell by touching the Wardstone and saying a command word. Finally, the Wardstone can be destroyed with the Disintegrate spell, which ends Forbiddance.
-
Freezing Sphere Action – 60 ft. Radius (300 ft.) – 6th Level (Evocation) – VSM
Action – 60 ft. Radius (300 ft.) – 6th Level (Evocation) – VSM
Constitution Save
- Failure: Target takes 10d6 cold damage.*
- Success: Half damage.
- The explosion freezes water in the area, creating solid ice that floats if it covers a body of water. A creature swimming in the area is trapped in the ice unless it succeeds on the saving throw.
*Upcasting: Increase damage by 1d6 for each spell level above 6th.
Utility
- The sphere can be placed in a container to be used later. If released, it shatters and produces the same effect.
- You may also throw the globe up to 40 ft. without it shattering, where it becomes inert until you smash it or it is broken. When destroyed, it releases its freezing burst centered on that point.
-
Globe of Invulnerability Action – 10 ft Emanation – 6th Level (Abjuration) – VSM – Concentration (1 Minutes)
Action – 10 ft Emanation – 6th Level (Abjuration) – VSM – Concentration (1 Minutes)
Buff
- Any spell of 5th level or lower cast from outside the barrier cannot affect creatures or objects within it, even if cast with a higher-level slot.
- Such a spell can target creatures or objects within the barrier, but has no effect on them.
- The area inside the barrier is excluded from the area of effect of such spells.
Upcasting: When cast with a higher level spell slot, the globe blocks spells of a level at least one lower than the slot used.
-
Harm Action – 30 ft. – 6th Level (Transmutation) – VS
Action – 30 ft. – 6th Level (Transmutation) – VS
You unleash horrible pain and bodily harm. While excruciating, the spell is never lethal.Constitution Save
- Failure: Target takes 14d6 necrotic damage,* and they are drained for the same amount. This cannot reduce a target’s hit points or hit point maximum below 1. Any effect that removes a disease restores the target’s hit point maximum.
- Success: Half damage.
-
Heal Action – 1 Creature (60 ft.) – 6th Level (Transmutation) – VS
Action – 1 Creature (60 ft.) – 6th Level (Transmutation) – VS
You pass your hand through the air, sending healing magic to thoroughly cleanse your target. -
Magic Jar 1 Minute – Self – 6th Level (Necromancy) – VSM – Permanent
1 Minute – Self – 6th Level (Necromancy) – VSM – Permanent
Materials: You require a gem, crystal, or reliquary worth 500 gold.
Utility
- Your body becomes catatonic as your soul enters the container. While inside, you perceive from its space but cannot move or take reactions. You may project your soul up to 100 ft., either returning to your body (ending the spell) or attempting to possess a humanoid you can see, forcing it to make a Charisma saving throw.
- If the container is destroyed or the spell ends, your soul attempts to return to your body. If your body is dead or more than 100 ft. away, you die. If another soul is trapped when the container is destroyed, that soul returns to its body if alive and within 100 ft.; otherwise, it dies.
- Dispel Magic or a similar effect cast on the container ends this spell. When the spell ends, the container is destroyed.
Charisma Save
Creatures warded by Protection from Evil and Good, Magic Circle, or creatures that are intangible cannot be possessed.
- Failure: You possess the target, trapping its soul in the container. The trapped soul can perceive from the container but cannot act. While possessing a creature, you gain the following effects:
- You control the host body. Replace your statistics with the creature’s, but you retain your alignment and your Intelligence, Wisdom, and Charisma. You also keep your class features, but cannot use the host’s class features.
- As an Action, if the container is within 100 ft., you may return to it, restoring the host’s soul to its body.
- If the host body dies while you possess it, the host dies and you must succeed on a Charisma Save against your spell DC to return to the container (if within 100 ft.). On a failure, you die.
- Success: No effect, and you cannot attempt to possess that creature again for 24 hours.
-
Move Earth Action – 40 ft. square (120 ft.) – 6th Level (Transmutation) – VSM – Concentration (2 Hours)
Action – 40 ft. square (120 ft.) – 6th Level (Transmutation) – VSM – Concentration (2 Hours)
Utility
- Reshape dirt, sand, or clay within range in an area up to 40 feet on a side and 20 feet deep. You can reshape the terrain in any manner you choose, shifting it up to 10 feet vertically for each casting. This change occurs gradually over 10 minutes.
- Create trenches, ramps, ditches, hills, or similar changes to the landscape. The terrain’s composition must remain the same (you cannot transform stone into dirt, or sand into clay). No fine detail is possible (such as creating statues or buildings). The spell cannot excavate stone or affect solid rock.
- Concentration: After 10 minutes of concentrating on a specific area, you can switch to a new area to affect.
This spell cannot manipulate natural stone or constructed stonework. Rocks and structures shift to accommodate the new terrain, and unstable structures may collapse. The spell does not directly affect Plant Growth, though plants and vegetation are carried along with the moved earth.
-
Planar Ally Action – Space (60 ft.) – 6th Level (Conjuration) – VS
Action – Space (60 ft.) – 6th Level (Conjuration) – VS
Summoning
- You may summon celestials, fiends, elementals, fey, or other extraplanar beings appropriate to the spell or your patron/deity.
- The summoned creature is under no compulsion to obey. You may negotiate with it, offering payment or service in exchange for aid. Both you and the creature must be able to understand each other to make an agreement.
- If the creature agrees, it performs the task you set. The duration may last minutes, hours, or days, depending on the bargain struck.
- The spell ends when the task is complete, the negotiated duration expires, or no agreement is reached.
- When the spell ends, the creature returns to its home plane. If appropriate, it may report back to you before departing.
- The DM controls the creature’s statistics and actions.
Example: A celestial might agree to guard a temple for 24 hours in exchange for a jeweled offering worth 500 gp. A demon could demand the sacrifice of a pure soul before lending aid. An elemental might insist that you perform an act of service, such as setting fire to a sacred grove, in return for scouting an enemy stronghold for 1 hour.
-
Sunbeam Action – Self (60 ft. Line 5 ft. wide) – 6th Level (Evocation) – VSM – Concentration (1 Minute)
Action – Self (60 ft. Line 5 ft. wide) – 6th Level (Evocation) – VSM – Concentration (1 Minute)
You hold a crystal lens in your hand, which shines as a mote of sunlight from which you can shoot beams of brilliant radiance.You shed bright light in a 30-foot radius and dim light for an additional 30 feet.
Constitution Save
The sunbeam targets all creatures in a 5 ft. wide, 60-foot long line. Undead and ooze have disadvantage on this saving throw.
- Failure: Target takes 6d8 radiant damage and is Blinded until your next turn.
- Success: Half damage.
- Concentration: You can create a new line of radiance as your action.
-
Transport via Plants Action – Object (10 ft.) – 6th Level (Conjuration) – VS – 1 Minute
Action – Object (10 ft.) – 6th Level (Conjuration) – VS – 1 Minute
Utility
- A magical link is created between a Large or larger inanimate plant within range and another such plant anywhere on the same plane of existence that you have seen or touched at least once.
- For 1 round, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
-
Wall of Ice Action – 100 ft. Long, 10 ft. Tall 1 ft. Wide Wall (120 ft.) – 6th Level (Evocation) – VSM – Concentration (10 Minutes)
Action – 100 ft. Long, 10 ft. Tall 1 ft. Wide Wall (120 ft.) – 6th Level (Evocation) – VSM – Concentration (10 Minutes)
Dexterity Save
- Failure: Target takes 10d6 cold damage and is moved to one side of the wall of your choice.
- Success: Half damage, and the creature moves to the nearest unoccupied space of their choice.
- Area Hazard: The area covered by the wall is heavily obscured.
- It has AC 12, 30 hit points, and all its ability scores are 0, except constitution which is 16. The wall is to vulnerable to fire damage. It is also immune to all conditions except cover and obscured.
- 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. Constitution Save
- Failure: Target takes 5d6 cold damage and is moved to one side of the wall of your choice.
- Success: Half damage, and the creature moves to the nearest unoccupied space of their choice.
Upcasting: Increase damage from the wall appearing by 2d6 and damage from passing through the wall by 1d6 for each spell level above 6th.
-
Wall of Thorns Action – 60 ft. Long, 10 ft. Tall 5 ft. Wide Wall (120 ft.) – 6th Level (Conjuration) – VSM – Concentration (10 Minutes)
Action – 60 ft. Long, 10 ft. Tall 5 ft. Wide Wall (120 ft.) – 6th Level (Conjuration) – VSM – Concentration (10 Minutes)
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns.Dexterity Save
- Failure: Target takes 7d8 piercing damage.
- Success: Half damage.
- Area Hazard:
- Targets roll a save when they enter or when they start their turn in the wall (but only once per turn).
- For every 1 foot a creature moves through the 5-foot wall, it must spend 4 feet of movement.
- The wall blocks line of sight.
Upcasting: Increase damage by 1d8 for each spell level above 6th.
-
Wind Walk Action – 11 Creatures (30 ft.) – 6th Level (Transmutation) – VSM – 8 Hours
Action – 11 Creatures (30 ft.) – 6th Level (Transmutation) – VSM – 8 Hours
You light a candle, and with a rhythmic whistle waft its smoke around yourself and up to ten willing allies, imagining them gently losing their fine details and shape. Your allies’ forms shift accordingly until they are insubstantial roiling clouds that can soar through the skiBuff
- You adopt gaseous forms with resistance to damage to nonmagical weapons and a Fly speed of 300 ft. The only action a creature can take in this form is Dash or revert to normal form, which takes 1 minute, during which time the 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 Action – Creatures (5 ft.) – 6th Level (Conjuration) – V
Action – Creatures (5 ft.) – 6th Level (Conjuration) – V
Utility
- You and any willing creatures you choose within 5 feet of you instantly teleport to a previously designated sanctuary.
- You designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. Designating a sanctuary does not require a spell slot.
-
Conjure Celestial Action – Space (90 ft.) – 7th Level (Conjuration) – VS – 1 Hours
Action – Space (90 ft.) – 7th Level (Conjuration) – VS – 1 Hours
Summoning
- You summon a celestial of CR 4* or lower in an unoccupied space you can see within range. The celestial disappears at 0 HP or when the spell ends.
- The celestial is Friendly to you and your allies for the duration. Roll its Initiative; it takes its own turns.
- It obeys your verbal commands (no action required) so long as they don’t violate its alignment. If given no commands, it defends itself but otherwise takes no actions.
*Upcasting: Using a 9th level slot, you can summon a celestial of up to CR 5.
-
Curse of Doom Action – 1 Creature (30 ft.) – 7th Level (Necromancy) – VS – 1 Minute
Action – 1 Creature (30 ft.) – 7th Level (Necromancy) – VS – 1 Minute
Charisma Save
- Failure: Target takes 8d6 force damage* and is cursed. While cursed in this way, if the target reaches 0 hit points while under the effects of this curse, the target instantly dies, and their body and soul becomes permanently cursed, preventing them from being raised from the dead.
- Success: Half damage.
*Upcasting: Increase damage by 2d6 for each spell level above 7th.
Removing the curse on a creature slain by Curse of Doom will allow them to be raised again.
-
Delayed Blast Fireball Action – Radius (150 ft.) – 7th Level (Evocation) – VSM – 1 Minutes
Action – Radius (150 ft.) – 7th Level (Evocation) – VSM – 1 Minutes
Summoning
- When cast, a glowing bead appears at a point within range. The bead explodes when your concentration ends, or when you choose to end the spell.
- Base damage is 12d6 fire damage.* At the end of each of your turns, if the bead has not yet detonated, the damage increases by 1d6.
- If the bead is touched before detonation, the creature must make a Dexterity Save:
- Failure: The bead immediately detonates.
- Success: The creature may throw the bead up to 40 ft. When it strikes a creature or solid object, it explodes.
Dexterity Save
The fire spreads around corners, igniting flammable objects in the area that aren’t being worn or carried, which take 1d10 fire damage every round until extinguished as an action.
- Failure: Target takes the accumulated fire damage.
- Success: Half damage.
*Upcasting: Increase damage by 1d6 for each spell level above 7th.
-
Divine Word Bonus Action – 30 ft. Emanation (Self) – 7th Level (Enchantment) – V
Bonus Action – 30 ft. Emanation (Self) – 7th Level (Enchantment) – V
Charisma Save
- Failure: Affected creature suffers an effect based on its current hit points:
- 50 HP or fewer: Deafened for 1 minute.
- 40 HP or fewer: Deafened and Blinded for 10 minutes.
- 30 HP or fewer: Blinded, Deafened, and Stunned for 1 hour.
- 20 HP or fewer: Killed instantly.
- Celestial, Elemental, Fey, or Fiend that fails its save is banished to its plane of origin (if not already there) and cannot return for 24 hours except by a Wish spell.
- Success: No effect.
- Failure: Affected creature suffers an effect based on its current hit points:
-
Finger of Death Action – 1 Creature (60 ft.) – 7th Level (Necromancy) – VS
Action – 1 Creature (60 ft.) – 7th Level (Necromancy) – VS
Constitution Save
- Failure: Target takes 7d8 necrotic damage.
- Success: Half damage.
- Effect: A humanoid killed by this spell rises at the start of your next turn as a Zombie permanently under your command, following your verbal orders to the best of its ability.
-
Fire Storm Action – Ten Contiguous 10 ft Cubes (150 ft.) – 7th Level (Evocation) – VS
Action – Ten Contiguous 10 ft Cubes (150 ft.) – 7th Level (Evocation) – VS
Dexterity Save
Each cube must share a face with another cube.
- Failure: Target takes 7d10 fire damage.
- Success: Half damage.
The fire damages objects and ignites flammable items not being worn or carried. If you choose, plant life in the area is unaffected by this spell.
-
Pain Reflection Action – 1 Creature (60 ft.) – 7th Level (Illusion) – VSM – Concentration (1 Hour)
Action – 1 Creature (60 ft.) – 7th Level (Illusion) – VSM – Concentration (1 Hour)
You hold a shard of a silver mirror in your hand, drawing just a drop of blood from your palm as you speak a curse on your target. Every time your target harms another creature while under the effects of this spell.Wisdom Save
- Failure: Target is cursed. While cursed in this way, they take psychic damage equal to half of the damage they deal to other creatures. If they use an area of effect spell or ability that damages multiple creatures at once, they take half of the damage they deal to only one creature (whichever creature took the most damage).
- Success: No effect.
This spell counts as a curse, so it cannot be easily dispelled but can be suppressed with Protection From Curses.
-
Plane Shift Action – Creature – 7th Level (Conjuration) – VSM
Action – Creature – 7th Level (Conjuration) – VSM
Materials: You require a forked metal rod attuned to your destination plane, typically valued at 250 gold.
Teleportation
- You and up to 8 willing creatures who link hands in a circle are transported to another plane of existence. You must have a material component attuned to the desired plane.
- Arrival is determined by your knowledge of the destination. Without precise knowledge or a permanent teleportation circle, the location is chosen by the DM.
- If you know the sigil sequence of a teleportation circle on another plane, this spell can take you directly to that circle. If the circle is too small, excess creatures appear in the nearest unoccupied spaces.
- You may also target a creature. On a hit with a melee spell attack, you can attempt to banish it to another plane of existence.
Melee Spell Attack:
- Hit: The target must make a Charisma saving throw.
- Miss: No effect.
Charisma Save
- Failure: The target is transported to a random location on the plane you specify.
- Success: No effect.
-
Reverse Gravity Action – 50 ft radius, 100 ft tall Cylinder (100 ft.) – 7th Level (Transmutation) – VSM – 1 Minutes (Concentration)
Action – 50 ft radius, 100 ft tall Cylinder (100 ft.) – 7th Level (Transmutation) – VSM – 1 Minutes (Concentration)
Dexterity Save
Gravity reverses in a 50-foot-radius, 100-foot-high cylinder centered on a point within range. A creature automatically fails the Dexterity save if it cannot grab onto a fixed object.
- Failure: The creature or object is flung upward. If it strikes a solid surface (such as a ceiling), it takes normal fall damage from the collision. If no surface is struck, it remains suspended at the top of the area, oscillating slightly, for the duration.
- Success: The creature manages to grab a fixed object and avoid being flung upward, though gravity in the area remains reversed.
- When the spell ends, all affected creatures and objects fall back down.
-
Sequester Action – Creature – 7th Level (Abjuration) – VSM – Permanent
Action – Creature – 7th Level (Abjuration) – VSM – Permanent
Material: You require Gem Dust, typically valued at 5000 gold. This spell consumes the material.
Utility
- You touch a willing creature or an object, hiding it away for the duration. The target becomes invisible, cannot be targeted by divination spells, and cannot be perceived by scrying sensors created by divination spells.
- If the target is a creature, it enters suspended animation. Time ceases to flow for it, and it does not age.
- You may set a specific condition to end the spell early. The condition must occur or be observable within 1 mile of the target. Examples include after 1,000 years or when the tarrasque awakens
- The spell also ends if the target takes any damage.
-
Simulacrum 12 Hours – 1 Creature (Touch) – 7th Level (Illusion) – VSM – Permanent
12 Hours – 1 Creature (Touch) – 7th Level (Illusion) – VSM – Permanent
Materials: You require Snow or Ice, and Ruby Dust typically valued at 1500 gold. This spell consumes these materials.
Summoning
You shape an illusory duplicate of one beast or humanoid that remains within range for the full casting time. The duplicate appears identical to the original but is a construct formed of ice and snow. It has half the hit point maximum of the original, no equipment, and otherwise uses all the statistics of the original creature.
- Behavior: The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, acts on your initiative in combat, and cannot gain levels, new abilities, or regain expended spell slots.
- Repair: If the simulacrum is damaged, you can repair it in an alchemical laboratory by expending rare herbs and minerals worth 100 gp per hit point restored.
- Duration: The simulacrum lasts until reduced to 0 hit points, whereupon it reverts to snow and melts instantly. If you cast Simulacrum again, all previously created duplicates are destroyed.
-
Animal Shapes Action – 30 ft. Emanation (Self) – 8th Level (Transmutation) – VS – 24 Hours
Action – 30 ft. Emanation (Self) – 8th Level (Transmutation) – VS – 24 Hours
Utility
- Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. You may choose a different form for each creature. The creature’s equipment melds into the new form. It cannot activate, wield, or benefit from its equipment while transformed.
- The transformation lasts until the spell ends, or until a creature drops to 0 hit points or dies.
- The creature’s game statistics are replaced by those of the new form, but it retains its alignment and Intelligence, Wisdom, and Charisma.
- The creature assumes the hit points of the new form. When it reverts, it returns to the hit points it had before the transformation. Excess damage from dropping to 0 hit points carries over to the normal form but does not knock the creature unconscious unless reduced to 0 hit points.
- The creature is limited by the nature of its new form. It cannot speak or cast spells.
- Concentration: You may use your Action to transform affected creatures into new beast forms.
-
Clone 1 Hour – 1 Creature (Touch) – 8th Level (Necromancy) – VSM – Permanent
1 Hour – 1 Creature (Touch) – 8th Level (Necromancy) – VSM – Permanent
Materials: You require a diamond, typically valued at 1000 gold. The spell consumes this material. You also require a sealable vessel large enough to hold the creature being cloned, typically valued at 2000 gold.
Utility
- You create an inert duplicate of a living Medium or smaller creature. The clone forms inside the sealed vessel and matures after 120 days.
- You may choose for the clone to be a younger version of the creature. Once mature, it remains inert indefinitely so long as its vessel is undisturbed.
- If the original creature dies after the clone matures, its soul transfers to the clone if free and willing. The clone awakens with the same personality, memories, and abilities as the original, but without equipment.
- The original’s physical remains, if they exist, become inert and cannot be restored to life, as the soul now resides in the clone.
-
Control Weather 10 Minutes – 5 Mile Emanation (Self) – 8th Level (Transmutation) – VSM – Concentration (8 Hours)
10 Minutes – 5 Mile Emanation (Self) – 8th Level (Transmutation) – VSM – Concentration (8 Hours)
Utility
- You must be outdoors to cast this spell. If you move somewhere without a clear path to the sky, the spell ends early.
- You take control of the weather in a 5-mile radius centered on you. The DM determines the starting weather based on climate and season.
- You can alter precipitation, temperature, and wind. It takes 1d4*10 minutes for changes to manifest.
- Once the new conditions take effect, you may change them again. When the spell ends, the weather gradually reverts to normal.
- When you change conditions, consult the following tables and move the current condition up or down by one stage. For wind, you may also choose its direction.
-
Demiplane Action – 60 ft. – 8th Level (Conjuration) – S – 1 Hour
Action – 60 ft. – 8th Level (Conjuration) – S – 1 Hour
Utility
- You create a shadowy door on a flat solid surface you can see within range. The door is large enough for Medium creatures to pass through unhindered.
- When opened, the door leads to a demiplane – an empty 30ft. cube made of wood or stone. When the spell ends, the door disappears from both sides, leaving creatures and objects trapped inside.
- Each casting of this spell may either create a new demiplane or connect to one you previously created with this spell.
- If you know the nature and contents of a demiplane created by another creature’s casting of this spell, you may connect the door to that demiplane instead.
-
Earthquake Action – 100 ft. Circle (500 ft.) – 8th Level (Evocation) – VSM – Concentration (1 Minute)
Action – 100 ft. Circle (500 ft.) – 8th Level (Evocation) – VSM – Concentration (1 Minute)
Utility
- Create a seismic disturbance at a point on the ground within range. For the duration, an intense tremor shakes a 100-foot-radius area centered on that point and affects creatures and structures in contact with the ground.
- The ground in the area becomes difficult terrain.
- Concentration Checks: Each creature on the ground that is concentrating must make a Constitution Save; on a failure, its concentration ends. Constitution Save
- Failure: Targets concentration ends.
- Success: No effect.
- Knockdown: When you cast this spell and at the end of each of your turns while you concentrate on it, each creature on the ground in the area must make a Dexterity Save Dexterity Save
- Failure: Target falls prone.
- Success: No effect.
- Fissures: At the start of your next turn after casting, 1d6 fissures open in locations chosen by the GM. Each fissure is 10 feet wide and 1d10 * 10 feet deep, extending from one edge of the area to the opposite side. A creature on a space where a fissure opens must succeed on a Dexterity saving throw or fall in. On a success, the creature moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see Structures, 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. Each creature within a distance equal to half the structure’s height must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in rubble (escape as an action with a DC 20 Strength (Athletics) check; the GM may adjust the DC depending on the rubble). On a successful save, a creature takes half damage and isn’t knocked prone or buried.
-
Holy Aura Action – 30 ft. Emanation (Self) – 8th Level (Abjuration) – VSM – Concentration (1 Minute)
Action – 30 ft. Emanation (Self) – 8th Level (Abjuration) – VSM – Concentration (1 Minute)
Materials: You require a Reliquary, typically valued at 1000 gold.
Utility
- Choose creatures within 30 ft. of you when you cast the spell. Each chosen creature sheds dim light in a 5 ft. radius.
- Affected creatures have Advantage on all saving throws.
- Other creatures have Disadvantage on attack rolls against affected creatures.
No Action
Trigger: When a Fiend or Undead hits an affected creature with a melee attack, the aura flashes with divine light.
Constitution Save
- Failure: The attacker is Blinded until the spell ends.
- Success: No effect.
-
Incendiary Cloud Action – 20 ft. Radius (150 ft.) – 8th Level (Conjuration) – VS – Concentration (1 Minute)
Action – 20 ft. Radius (150 ft.) – 8th Level (Conjuration) – VS – Concentration (1 Minute)
Dexterity Save
The cloud spreads around corners and the area is Heavily Obscured.
- Failure: Target takes 10d8 fire damage.
- Success: Half damage.
- Area Hazard: The area covered by the wall is heavily obscured. Targets roll a save when they enter or when they end their turn in the wall (but only once per turn).
- Concentration: At the start of each of your turns, the cloud moves 10 ft. directly away from you in a direction you choose.
The cloud can be dispersed by a moderate or stronger wind (at least 10 mph).
-
Maze Action – 1 Creature (60 ft.) – 8th Level (Conjuration) – VS – Concentration (10 Minutes)
Action – 1 Creature (60 ft.) – 8th Level (Conjuration) – VS – Concentration (10 Minutes)
Debuff
- You banish a creature you can see within range to a labyrinthine demiplane. The target remains there until the spell ends or it escapes.
- At the end of each of its turns, the target may use its Action to attempt to escape, making an Intelligence Check.
- When the spell ends, the target reappears in the space it left, or the nearest unoccupied space if that space is occupied.
Intelligence Check (DC 20)
Minotaur automatically succeeds.
- Failure: The Creature is still stuck in the maze.
- Success: The creature escapes and the spell ends.
-
Sunburst Action – 60 ft. Radius (150 ft.) – 8th Level (Evocation) – VSM
Action – 60 ft. Radius (150 ft.) – 8th Level (Evocation) – VSM
Constitution Save
-
Tsunami 1 Minute – 300 ft. Long, 300 ft. Tall 50 ft. Wide Wall (1 mile) – 8th Level (Conjuration) – VS – 6 Rounds
1 Minute – 300 ft. Long, 300 ft. Tall 50 ft. Wide Wall (1 mile) – 8th Level (Conjuration) – VS – 6 Rounds
Strength Save
Creatures larger than Huge automatically succeed.
- Failure: Target takes 6d10 bludgeoning damage and becomes trapped in the Tsunami. A creature caught in the Tsunami can attempt to swim to move if they do roll an Athletics Check.
- Success: Half damage.
- Concentration: At the start of each of your turns, the wall (and creatures inside it) move 50 ft. directly away from you. The wall’s height decreases by 50 ft. and its damage decreases by 1d10. The spell ends when the wall reaches 0 ft. in height.
Athletics Check
- Failure: The creature remains in the Tsunami.
- Success: The creature falls to the ground.
-
Astral Projection 1 Hour – 9 Creatures (10 ft.) – 9th Level (Necromancy) – VSM – Permanent
1 Hour – 9 Creatures (10 ft.) – 9th Level (Necromancy) – VSM – Permanent
Materials: For each target, you require a Jacinth and a Silver Bar, typically valued at 1000 and 100 gold, respectively. This spell consumes these materials.
Utility
- You and up to 8 willing creatures project your astral bodies into the Astral Plane. The spell fails if cast while already on the Astral Plane.
- Your material body is left behind, unconscious suspended animation. It does not age and requires no food or air.
- Your astral body mirrors your mortal form, including game statistics and possessions, with the addition of a silvery cord tethering it to your physical body. The cord is invisible beyond 1 ft. and can only be severed by effects that specifically state so; if cut, you die instantly.
- Your astral form can freely travel the Astral Plane and enter portals to other planes. When entering a new plane (or returning to your origin), your body and possessions travel along the silver cord, reuniting you with your form there.
- Your astral form is a separate incarnation. Damage and conditions affecting it do not transfer to your physical body and end upon return.
- You may use an Action to dismiss the spell, returning your astral form to your body and awakening it. If Dispel Magic is cast on your astral or physical body, the spell ends for that creature. If either the astral or physical body drops to 0 hit points, the spell ends for that creature. If the silver cord is intact, the creature’s soul is drawn back to its body, ending its suspended animation. If you return prematurely, your companions remain in their astral forms and must find their own way back, often by being reduced to 0 hit points.
-
Gate Action – 10 ft. Circle (60 ft.) – 9th Level (Conjuration) – VSM – Concentration (1 Minute)
Action – 10 ft. Circle (60 ft.) – 9th Level (Conjuration) – VSM – Concentration (1 Minute)
Materials: You require a Diamond, typically valued at 5000 gold. This spell consumes the material.
Summoning
Deities and planar rulers can prevent portals created by this spell from opening in their presence or within their domains.
- You create a portal linking an unoccupied space within range to a precise location on another plane of existence. The portal has a front and back on each plane; travel is possible only through its front.
- Anything entering is instantly transported to the nearest unoccupied space at the portal’s destination.
- When casting the spell, you may speak the true name of a specific creature. If that creature is on another plane, the portal opens in its immediate vicinity and draws it through to the nearest unoccupied space on your side. You gain no control over the creature. It acts according to its own nature, as the DM decides – it may leave, attack, or assist you.
-
Imprisonment 1 Minute – 1 Creature (30 ft.) – 9th Level (Abjuration) – VSM – Permanent
1 Minute – 1 Creature (30 ft.) – 9th Level (Abjuration) – VSM – Permanent
Materials: You require a Statuette of the target, typically valued at 5000 gold.
Wisdom Save
- Failure: The creature is bound by the chosen form of imprisonment. While affected, it does not need to breathe, eat, or drink, and it does not age. Divination spells cannot locate or perceive the target. When casting, you may specify a condition that ends the imprisonment (e.g., when the tarrasque awakens). The condition must be observable and agreed upon by the DM. Each special component can maintain only one prison if you cast this spell again using the same component, the previous target is freed. Choose one of the following forms of imprisonment:
- Burial: The target is entombed far beneath the earth in a magical sphere just large enough to contain it. Nothing can pass through, and teleportation or planar travel cannot reach it.
Special Component: a small mithral orb. - Chaining: Heavy chains root the target in place. The target is Restrained and cannot move or be moved. Special Component: a fine chain of precious metal.
- Hedged Prison: The target is transported into a tiny demiplane warded against teleportation and planar travel. The demiplane can take the form of a labyrinth, cage, tower, or similar prison.
Special Component: a jade miniature of the chosen prison. - Minimus Containment: The target shrinks to 1 inch in height and is sealed inside a gemstone or similar object. Light passes through normally, but nothing else can enter or exit, even by teleportation or planar travel. The gemstone cannot be cut or broken.
Special Component: a large, transparent gemstone (corundum, diamond, ruby, etc.). - Slumber: The target falls into a magical sleep and cannot be awakened.
Special Component: rare soporific herbs.
- Burial: The target is entombed far beneath the earth in a magical sphere just large enough to contain it. Nothing can pass through, and teleportation or planar travel cannot reach it.
- Success: The creature resists and becomes immune to further castings of this spell from you.
- Dispel Magic can end this spell only if cast at 9th level, targeting either the prison or its special component.
- Failure: The creature is bound by the chosen form of imprisonment. While affected, it does not need to breathe, eat, or drink, and it does not age. Divination spells cannot locate or perceive the target. When casting, you may specify a condition that ends the imprisonment (e.g., when the tarrasque awakens). The condition must be observable and agreed upon by the DM. Each special component can maintain only one prison if you cast this spell again using the same component, the previous target is freed. Choose one of the following forms of imprisonment:
-
Mass Heal Action – 60 ft. Emanation (Self) – 9th Level (Transmutation) – VS
Action – 60 ft. Emanation (Self) – 9th Level (Transmutation) – VS
-
Meteor Swarm Action – Four 40 ft Radii (1 mile) – 9th Level (Evocation) – VS
Action – Four 40 ft Radii (1 mile) – 9th Level (Evocation) – VS
Dexterity Save
Flammable objects that aren’t being worn or carried are ignited.
- Failure: Target takes 20d6 Bludgeoning + 20d6 Fire damage.
- Success: Half damage.
- A creature caught in overlapping areas is affected only once.
-
Power Cure Action – 1 Creature (60 ft.) – 9th Level (Enchantment) – V
Action – 1 Creature (60 ft.) – 9th Level (Enchantment) – V
With a single word of power, you cure the target of nearly any ills.Healing
- The target regains all hit points.
- Remove all diseases, as well as the blinded, charmed, confused, dazed, deafened, drained, frightened, goaded, paralyzed, petrified, poisoned, stunned, and weakened conditions.
- Remove all levels of exhaustion.
- Remove all curses, including the target’s attunement to a cursed magic item. If a creature is possessing the target, the possession ends and the creature appears in a space of their choice within 5 ft. of the target.
- If prone, the target can use their reaction to stand up.
-
Shapechange Action – Self – 9th Level (Transmutation) – VSM – Concentration (1 Hour)
Action – Self – 9th Level (Transmutation) – VSM – Concentration (1 Hour)
Materials: You require an Jade Circlet, typically valued at 1500 gold.
Utility
This spell has no effect if you attempt to transform into a Construct, an Undead, or a creature you have not seen before.
- You assume the form of a creature with a CR up to your level. You become an average specimen of that creature (no class levels, no Spellcasting trait).
- Statistics: Replace your statistics with those of the new form. Retain your alignment, Intelligence, Wisdom, and Charisma. Keep your saving throw and skill proficiencies, and gain those of the new form (using the higher value if both overlap).
- Hit Points: You assume the new form’s Hit Points and Hit Dice. When you revert, you return to the HP you had before. If reduced to 0 HP, excess damage carries over to your original form; you aren’t Unconscious unless that also reduces your original form to 0 HP.
- Actions: You cannot use legendary actions or lair actions of the new form.
- Features: You retain class, race, and other features if your new form can physically use them. You cannot use special senses you have (e.g. Darkvision) unless the form also has them. You can only speak if the new form can speak.
- Equipment: Choose whether equipment (a) falls to the ground, (b) merges with your form (inactive), or (c) is worn if practical. Equipment does not resize.
- Changing Form: During the spell’s duration, you may use your Action to assume another eligible form. If the new form has higher HP than your current total, your HP remain unchanged.
-
Storm of Vengeance Action – 300 ft Radius (1 Mile) – 9th Level (Evocation) – VS – Concentration (1 Minute)
Action – 300 ft Radius (1 Mile) – 9th Level (Evocation) – VS – Concentration (1 Minute)
Utility
- You summon a storm cloud that forms a massive cylinder: 360 ft. radius, 5,000 ft. high, centered on a point within sight.
- The storm produces different effects each round, as detailed below. Creatures under the storm are affected once per round unless noted otherwise.
Round Effects
- Round 1: Each creature under the storm makes a Constitution Save.
- Failure: Targets takes 2d6 sonic damage and is Deafened for 1 minute.
- Success: Half damage and no effect.
- Round 2: Acidic rain pours down. Each creature under the storm takes 1d6 acid.
- Round 3: Each creature under the storm makes a Dexterity Save.
- Failure: Target takes 2d6 electric damage.
- Success: No damage.
- Round 4: Hailstones rain down. Each creature under the storm takes 2d6 bludgeoning damage.
- Round 5-10: Heavy rain and strong winds persist. The area is Heavily Obscured, and rain extinguishes open flames. Ranged weapon attacks are made with Disadvantage, and the ground in the area is Difficult Terrain.
-
True Resurrection 1 Hour – 1 Creature (Touch) – 9th Level (Necromancy) – VSM
1 Hour – 1 Creature (Touch) – 9th Level (Necromancy) – VSM
Materials: You require diamonds worth at least 25,000 gold. This spell consumes these materials.
Healing
- You restore life to a creature that has been dead for no longer than 200 years, provided it did not die of old age. The creature’s soul must be free and willing to return.
- The creature is restored with all its hit points.
- All wounds are closed, poisons are neutralized, diseases cured, and curses lifted.
- Damaged or missing organs and limbs are replaced.
- If the creature was undead, it is restored to its original living form.
- If no body exists, you may speak the creature’s name. A new body is created, and the creature appears in an unoccupied space within 10 ft. of you.
-
Wish Action – Self – 9th Level (Conjuration) – V
Action – Self – 9th Level (Conjuration) – V
Utility
- When you cast the spell you can do any of the following:
- Duplicate: You duplicate any spell of 8th level or lower. No requirements (including costly components) are needed. The spell simply takes effect.
- Create one nonmagical object worth up to 25,000 gp, no more than 300 ft. in any dimension, in an unoccupied space you can see.
- Up to 20 creatures you can see regain all hit points and are cleansed of effects removable by Greater Restoration.
- Up to 10 creatures gain resistance to a damage type of your choice.
- Up to 10 creatures gain immunity to a single spell or magical effect for 8 hours.
- Undo a single event from the last round by forcing a reroll of any roll. You may impose advantage or disadvantage and decide whether to use the reroll or the original result.
- Other effects beyond these examples are possible, but the DM determines the outcome. The greater the wish, the greater the risk of failure, partial success, or unintended consequences.
- When you cast do of the following any effect other than duplicating another spell inflicts magical strain.:
- Each time you cast a spell until your next Long Rest, you take 1d10 necrotic damage per level of the spell (cannot be reduced or prevented).
- Your Strength becomes 3 for 2d4 days. Each full day of rest reduces this time by 2.
- 33% chance you can never cast Wish again.
- When you cast the spell you can do any of the following:
-
Wrath of the Reaper Action – 1 Creature (60 ft.) – 9th Level (Necromancy) – VSM
Action – 1 Creature (60 ft.) – 9th Level (Necromancy) – VSM
With but a single word, touching a small obsidian blade, you call upon the power of death. An unavoidable scythe descends upon your target.This spell has no effect on constructs.
Constitution Save
- Failure: Target takes damage equal to half their maximum hit points, up to a maximum of 100. If the target has already had their maximum hit points reduced by something else, this is half of their original hit point maximum. Target’s maximum hit points are reduced by the amount of damage taken until they next finish a long rest.
- Success: Target takes the same damage, but their hit point maximum is not reduced.