Spells

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.

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  • 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).

  • Dancing Lights Action – 120 ft. – Cantrip (Illusion) – VSM – 1 Minute

    Action – 120 ft. – Cantrip (Illusion) – VSM – 1 Minute

    You hum as you magically draw a small amount of wax from tiny colored candles into the air. They burn rapidly, then form glowing balls of light that you can move and combine.

    Utility

    You create one of the following effects with glowing light. Whichever form you choose, each light sheds dim light in a 10-foot radius. The spell ends if you cast this spell again.

    • You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration.
    • You combine the four lights into one glowing vaguely humanoid or beast-like form of Medium size or smaller.
    • You create glowing letters in a 20 ft. cube. The letters are large, and can only spell out a few short words or about 15 letters.

    As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. If you have more than one light, each light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

  • 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.
  • 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.

  • Floating Disk Action – 30 ft. – Cantrip (Conjuration) – VSM – 1 Hour

    Action – 30 ft. – Cantrip (Conjuration) – VSM – 1 Hour

    You say a command word and pour a single drop of mercury into the air, which dissipates and forms into a circular, horizontal plane of force which floats above the ground and follows you, acting as a platform to carry objects or people.

    Utility

    • A floating disk appears in an unoccupied space 5 ft. space of your choice. It can hold up to 500 pounds, is 5 ft. in diameter, and weighs 5 lbs.
    • While you stand on the disk, you gain a flying (floating) speed of 30 ft., but you can’t fly more than 5 ft. above the ground.
    • If you move more than 20 feet away from the disk, it follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it sinks in water and can’t cross an elevation change of 5 feet or more. For example, the disk can’t move across a 5-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    • This spell ends if you become incapacitated, you cast this spell again, if more than 500 lbs is placed on the disk, or if you move more than 100 feet from the disk. When this spell ends, everything on the disk falls to the ground.
  • Guidance Action – 1 Creature (30 ft.) – Cantrip (Enchantment) – V – Concentration (1 Minute)

    Action – 1 Creature (30 ft.) – Cantrip (Enchantment) – V – Concentration (1 Minute)

    You call out to an ally, granting them a small piece of advice or encouragement, which empowers them to do their best. Alternatively, you offer a brief prayer for your own success.

    Your target must be able to hear and understand you.

    Buff

    • Target adds 1d4 to the next skill or tool check they make. The spell then ends.

    A bard using guidance on themselves might sing a short line to inspire themselves. Guidance can take many forms, and you should feel free to be creative with it.

  • Illusory Script 1 Minute – Touch – Cantrip (Illusion) – SM – Permanent

    1 Minute – Touch – Cantrip (Illusion) – SM – Permanent

    You write on a surface, first writing a hidden message, then enchanting your ink and pen to write a false message that hides the original text beneath an illusion.

    Utility

    • To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears to be an entirely different message, appearing in a different hand and potentially even another language that you know.
    • A creature with truesight can read the hidden message.

    Should the spell be dispelled, the hidden message is revealed for all to see.

  • 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.

  • Light Action – 1 Object (Touch) – Cantrip (Illusion) – VSM – 1 Hour

    Action – 1 Object (Touch) – Cantrip (Illusion) – VSM – 1 Hour

    You pass your hand close to a firefly, phosphorescent moss, or other naturally glowing thing, chanting softly. You then touch an object, which then begins to glow.

    Utility

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

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

  • Mage Hand Action – 90 ft. – Cantrip (Conjuration) – VS – 1 Minute

    Action – 90 ft. – Cantrip (Conjuration) – VS – 1 Minute

    You hold your hand out towards the location you want to create your mage hand, briefly close your eyes and say a few magic words, and conjure forth a second, magical hand at the position you choose.

    Summoning

    • You summon a tiny Elemental that looks like a spectral, floating hand. It is immune to all damage and conditions.
    • The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
    • You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    • The hand can’t attack, activate magic items, or carry more than 10 pounds. It is clumsy, and automatically fails all Sleight of Hand checks.
  • Mending Action – 1 Object (Touch) – Cantrip (Transmutation) – VSM

    Action – 1 Object (Touch) – Cantrip (Transmutation) – VSM

    You place two lodestones on either side of a broken object, then hold the broken object or its pieces together as you chant your spell, slowly joining the object back together.

    Utility

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

    This spell cannot restore hit points to a construct, vehicle, or object, and can only repair physical damage (bludgeoning, piercing, or slashing damage). If used to reattach a body part, the body part is non-functional, as if the nervous system or circulatory system failed to connect properly.

    You could put a shredded piece of paper back together, but you couldn’t restore a burned note.

  • Message Action – 1 Creature (120 ft.) – Cantrip (Divination) – VM

    Action – 1 Creature (120 ft.) – Cantrip (Divination) – VM

    As you grasp a copper wire or other trinket, your lips move, but no sound comes out from your mouth. Instead, a creature nearby hears your words in their head. If they possess a matching trinket, they can respond in the same way.

    Utility

    • You say a  message of up to 6 seconds in length silently (though your lips still  move), and your target hears it in their head. If your target has a  trinket that matches yours*, they can respond to your message in the  same way.

    *This  spell requires a conductive object as the material component. Most  wizards are taught to cast this spell using a small piece of conductive  wire, but any small metal object will do. Adventuring parties will often  commission unique trinkets, such as iron pins, to form a message link.

    You  can cast this spell through solid objects if you are familiar with the  target and know they are beyond the barrier. Magical silence, 1 foot of  stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood  blocks the spell.

  • Minor Illusion Action – 5 ft. Cube (30 ft.) – Cantrip (Illusion) – VS – 1 Minute

    Action – 5 ft. Cube (30 ft.) – Cantrip (Illusion) – VS – 1 Minute

    You use one of your many simple illusion spells. These don’t require magical words of power, and may appear to onlookers as simple sleight of hand, but your magic allows you to perform even greater feats.

    Illusory Image

    Roll an illusion check for this spell.

    You create an illusory* sound or an image of an object within range that lasts for the duration. The illusion ends if you cast this spell again.

    • If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
    • If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature can carry an illusory object created by this spell so long as the caster allows them and is aware of the creature’s location.
  • 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.

  • Prestidigitation Action – 10 ft. – Cantrip (Transmutation) – VS – 1 Hour

    Action – 10 ft. – Cantrip (Transmutation) – VS – 1 Hour

    Each spellcaster’s prestidigitations are different, but include various quick magic tricks, complete with hand gestures and short magical incantations.

    Utility

    You create one of the following effects:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. This effect cannot create words, and dissipates within 1 round.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean an area or object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You cause an unlocked door or window to fly open or slam shut.
  • 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).

  • Resistance Action – 1 Creature (30 ft.) – Cantrip (Abjuration) – VSM – Concentration (1 Hour)

    Action – 1 Creature (30 ft.) – Cantrip (Abjuration) – VSM – Concentration (1 Hour)

    You touch a miniature cloak, thinking of a target you can see and asking for their protection. Harmful effects that affect your target are slightly weaker.

    Buff

    • Target adds 1d4 to all saving throws they make.
  • 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.

  • Shout Action – 15 ft. Cone – Cantrip (Evocation) – VS

    Action – 15 ft. Cone – Cantrip (Evocation) – VS

    You straighten your back, drawing in as deep a breath as you can, then lean forward as you shout, letting out a sound far far louder and more dangerous than normal.

    Constitution Save

    • Failure: Target takes 1d6 sonic 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).

  • 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.

  • Sonic Pulse Action – 5 ft. Emanation (Self) – Cantrip (Evocation) – VS

    Action – 5 ft. Emanation (Self) – Cantrip (Evocation) – VS

    Constitution Save

    • Failure: Target takes 1d8 sonic 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).

  • 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.
  • Spook Action – 1 Creature* (60 ft.) – Cantrip (Illusion) – VS – 1 Round

    Action – 1 Creature* (60 ft.) – Cantrip (Illusion) – VS – 1 Round

    You shout or make a loud noise, projecting your voice towards your target. Your magic creates a terrible illusion to startle your target and disrupt their focus.

    Wisdom Save

    • Failure: Target is frightened of you. While they are frightened in this way, they have disadvantage on concentration saves.
    • Success: No effect.
  • 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).

  • Thaumaturgy Action – 30 ft. – Cantrip (Transmutation) – V – 1 Minute

    Action – 30 ft. – Cantrip (Transmutation) – V – 1 Minute

    Your magical power manifests in various dramatic, but ultimately harmless ways. Whether by invoking forgotten magic, or simply by saying a few emotional words, you can create supernatural effects.

    Utility

    You create one of the following effects:

    • Your voice booms up to three times as loud as normal for 1 minute.
    • You cause flames to flicker, brighten, dim, or change color for 1 minute.
    • You cause harmless tremors in the ground for 1 minute.
    • You create a sound that originates from a point of your choice within range. If you want, this sound can be a message of up to 6 seconds in length in your own voice, but not someone else’s voice.
    • You alter the appearance of your eyes for 1 minute.

    With your GM’s permission, you can do a similar, harmless illusory effect.

  • 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).

  • True Strike Action – 1 Creature (30 ft.) – Cantrip (Divination) – V – 1 Round

    Action – 1 Creature (30 ft.) – Cantrip (Divination) – V – 1 Round

    You say a magic phrase to allow you or an ally to peer briefly into the immediate future, gaining insight into your enemy’s defenses.

    Buff

    • Target has advantage on all attack rolls.
  • Vicious Mockery Action – 1 Creature (60 ft.) – Cantrip (Enchantment) – V – 1 Round

    Action – 1 Creature (60 ft.) – Cantrip (Enchantment) – V – 1 Round

    You unleash your magic upon your target as you viciously insult them.

    Your target must be able to hear you, but does not need to understand you.

    Wisdom Save

    • Failure: Target takes 1d4 psychic damage,* and has disadvantage on their next attack roll.
    • Success: 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).

  • 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).

  • Alarm Action (Ritual: 1 Minute) – 20 ft. Line – 1st Level (Abjuration) – SM – 8 Hours

    Action (Ritual: 1 Minute) – 20 ft. Line – 1st Level (Abjuration) – SM – 8 Hours

    You lay a small handbell at the precipice of a door, window, or at the center or side of a 20 ft. long silver wire. Mentally thinking of your allies, you attune the bell to ring when approached by anyone unexpected.

    Utility

    • Choose a door, a window, or an area within range that is no longer than a 20 ft. line. You choose which creatures won’t set off the alarm, and then until the spell ends, a bell alerts you whenever a Tiny or larger creature touches or enters the warded entrance or line.
    • The alarm produces the sound of a hand bell for 12 seconds (2 rounds), and can be heard from within 100 feet. The caster can choose to make the bell only audible to themselves when they cast the spell.
  • Animal Friendship Action – 1 Beast* (30 ft.) – 1st Level (Enchantment) – VSM – 24 Hours

    Action – 1 Beast* (30 ft.) – 1st Level (Enchantment) – VSM – 24 Hours

    You hold out a morsel of food appropriate for an animal in front of you. As you whisper, your words sooth the creature to convince it you mean no harm.

    The target beast must be able to see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails.

    Wisdom Save

    • Failure: Target is charmed by you and your allies, but is not compelled to do as you say. If you or one of your allies harms the target, the spell ends.
    • Success: No effect.

    *Upcasting: Target one additional beast for each spell level above 1st.

  • 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.

  • Bane Action – 3 Creatures* (30 ft.) – 1st Level (Enchantment) – VSM – Concentration (1 Minute)

    Action – 3 Creatures* (30 ft.) – 1st Level (Enchantment) – VSM – Concentration (1 Minute)

    Holding out a holy or profane symbol, you call upon its power to condemn or weaken your targets.

    Charisma Save

    • Failure: The target must subtract 1d4 from all attack rolls and saving throws for the duration, rolling 1d4 again for every roll. Target rolls again at end of their turns, ending effect on success.
    • Success: No effect.

    *Upcasting: Target one additional creature 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.
  • Bless Action – 3 Creatures* (30 ft.) – 1st Level (Enchantment) – VSM – Concentration (1 Minute)

    Action – 3 Creatures* (30 ft.) – 1st Level (Enchantment) – VSM – Concentration (1 Minute)

    Holding out a holy or profane symbol, you call upon its power to empower your allies.

    Buff

    • The targets can roll 1d4 and add the number rolled to all attack rolls and saving throws, rolling 1d4 again for every roll.

    *Upcasting: Target one additional creature for each spell level above 1st.

  • 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.

  • Charm Action – 1 Creature* (30 ft.) – 1st Level (Enchantment) – VS – 1 Hour

    Action – 1 Creature* (30 ft.) – 1st Level (Enchantment) – VS – 1 Hour

    You smile at a creature, say something friendly, and make a welcoming or beckoning gesture, magically influencing their mind to see you as a friendly face.

    Wisdom Save

    • Failure: The target is charmed by you. The target views you as a friendly aquaintance, and cannot harm you, but is not compelled to do as you say. If you or one of your allies do anything harmful to the target, the spell ends. When the spell ends, the creature knows it was charmed by you.
    • Success: No effect.

    *Upcasting: Target one additional creature 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.

  • Color Spray Action – 15 ft. Cone – 1st Level (Illusion) – VSM – 1 Round

    Action – 15 ft. Cone – 1st Level (Illusion) – VSM – 1 Round

    You dip your hands into powder dyed yellow, red, and blue. A dazzling array of flashing, colored light springs from your hand, blinding nearby creatures.

    Constitution Save

    • Failure: Target is blinded.
    • Success: No effect.
  • Command Action – 1 Creature* (60 ft.) – 1st Level (Enchantment) – V – 1 Round

    Action – 1 Creature* (60 ft.) – 1st Level (Enchantment) – V – 1 Round

    You shout one of the following one-word commands, using magic to compel obedience in a creature.

    The target must be able to understand your language.

    Wisdom Save

    • Failure: Target is charmed, and must follow one of the following commands on their next turn. The target still has use of their action and their movement if they aren’t required to use their movement in a specific way.
      • Approach: The target moves up to their speed toward you by the shortest safe route.
      • Drop: The target drops whatever they are holding, or drops to the ground safely if they were flying.
      • Flee: The target moves up to their speed away from you, triggering attacks of opportunity if applicable, but otherwise taking a safe route.
      • Grovel: The target falls prone and verbally grovels.
    • Success: No effect.

    *Upcasting: Target one additional creature for each spell level above 1st.

  • Comprehend Languages Action (Ritual: 1 Minute) – Self – 1st Level (Divination) – SM – 1 Hour

    Action (Ritual: 1 Minute) – Self – 1st Level (Divination) – SM – 1 Hour

    You wet your finger in magical scribing ink and dab it your skin by the eyes, ears, or forehead. The ink seeps into the skin and an understanding of all spoken and written language spreads through your mind.

    Utility

    • You understand the literal meaning of any spoken language that you hear. You also understand any written language (or sign language) that you see. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, only gives you the most literal interpretation.
  • Cure Wounds Action – 1 Creature (Touch) – 1st Level (Transmutation) – VS

    Action – 1 Creature (Touch) – 1st Level (Transmutation) – VS

    You touch a creature where they have been wounded, mentally picturing their bodies mending and asking for their recovery as they are healed of their wounds.

    This spell has no effect on constructs.

    Healing

    • Target gains hit points equal to 2d6 + your spellcasting ability modifier.*

    *Upcasting: Increase healing by 2d6 for each spell 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 Magic Action (Ritual: 1 Minute) – 30 ft. Emanation (Self) – 1st Level (Divination) – VS – Concentration (10 Minute) – Ritual

    Action (Ritual: 1 Minute) – 30 ft. Emanation (Self) – 1st Level (Divination) – VS – Concentration (10 Minute) – Ritual

    You gain the ability to sense magic, usually as smells. Different schools of magic are different to your senses, and you can usually tell where the magic is coming from.

    Buff

    • You sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic in the case of active spells. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • Detect Poison and Disease 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.
  • Disguise Self Action – Self – 1st Level (Illusion) – VS – 1 Hour

    Action – Self – 1st Level (Illusion) – VS – 1 Hour

    You call upon the power of disguise, and an illusory appearance settles over your real body.

    Illusory Image
    Roll an illusion check for this spell.

    • You make yourself look different using an illusion, including your clothing, armor, weapons, and other belongings on your person. You can seem up to 1 foot shorter or taller and can appear thin, fat, or in between. You must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
    • The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
  • Dissonant Whispers Action – 1 Creature (60 ft.) – 1st Level (Enchantment) – V

    Action – 1 Creature (60 ft.) – 1st Level (Enchantment) – V

    You whisper, your words overlapping and amplifying in a horrendous way in your target’s mind, overwhelming their thoughts and compelling them to get away from you.

    Wisdom Save

    • Failure: Target takes 2d6 psychic damage* and must immediately use its reaction, if available, to move as far away from you as it can using the safest route. They provoke attacks of opportunity, but can attempt to avoid attacks of opportunity if multiple routes are available.
    • Success: Half damage, no other effect.

    Upcasting: Target one additional creature for each spell level above 1st.

  • 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.

    Strength Save

    • Failure: Target is grappled by the entangling plants until the spell ends. Target rolls again at end of their turns, ending effect on success.
    • Success: No effect.
    • Area Hazard: The area is difficult terrain. Creatures who enter the area are not grappled.
  • Expeditious Retreat Bonus Action – Self – 1st Level (Transmutation) – VS – 10 Minutes

    Bonus Action – Self – 1st Level (Transmutation) – VS – 10 Minutes

    You mutter a magical command to yourself to run as fast as possible, and shake your legs and arms quickly as you speed up.

    Buff

    • When you cast this spell, and as a bonus action on each of your turns until the spell ends, you can take the Dash action.
  • Faerie Fire Action – 20 ft. Cube (60 ft.) – 1st Level (Illusion) – V – Concentration (1 Minute)

    Action – 20 ft. Cube (60 ft.) – 1st Level (Illusion) – V – Concentration (1 Minute)

    You hum an upbeat folk tune as creatures in front of you light up with vibrant color. The lights dance and lead attackers to a target’s weak spots.

    Dexterity Save

    • Failure: Target is outlined in blue, green, or violet light (your choice), and sheds dim light in a 10-foot radius. All attack rolls against them have advantage if the attacker can see them, and they can’t benefit from being invisible. Target rolls again at end of their turns, ending effect on success.
    • Success: No Effect.
  • 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.

  • Feather Fall Reaction – 5 Creatures* (60 ft.) – 1st Level (Transmutation) – VSM – 1 Minute

    Reaction – 5 Creatures* (60 ft.) – 1st Level (Transmutation) – VSM – 1 Minute

    Grabbing a small feather or a piece of down, you chant the names of your falling allies as your magic makes them more air resistant them as they fall, slowing them down to a gentle descent.

    Buff

    Trigger: You or another creature begin falling. You can target a group, including creatures that aren’t falling.

    • Target’s rate of descent when falling slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, they take no falling damage and can land on their feet, and the spell ends for that creature.

    *Upcasting: Target one additional creature 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.

  • Healing Word Bonus Action – 1 Creature (60 ft.) – 1st Level (Necromancy) – V

    Bonus Action – 1 Creature (60 ft.) – 1st Level (Necromancy) – V

    Calling out a word of power, you invigorate your target’s spirit and bolster their life energy.

    This spell has no effect on constructs.

    Healing

    • Target gains hit points equal to 1d6 + your spellcasting ability modifier.

    *Upcasting: Increase healing by 1d6 for each spell level above 1st.

  • Hellish Rebuke Reaction – 1 Creature (60 ft.) – 1st Level (Evocation) – VS

    Reaction – 1 Creature (60 ft.) – 1st Level (Evocation) – VS

    You point your finger, cursing your target, and the creature that damaged you is momentarily surrounded by hellish flames.

    Trigger: A creature damages you. You target your attacker.

    Dexterity Save

    • Failure: Target takes  2d10 fire damage.*
    • Success: Half damage.

    *Upcasting: Increase damage by 1d10 for each spell level above 1st.

  • Heroism Action – 1 Creature* (60 ft.) – 1st Level (Enchantment) – VS – Concentration (1 Minute)

    Action – 1 Creature* (60 ft.) – 1st Level (Enchantment) – VS – Concentration (1 Minute)

    You call out to a creature and salute them, telling them to be brave and magically lessening the weight of their fears.

    Buff

    • The creature is immune to being Frightened and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining tempora⁠ry hit point⁠s from this spell.

    *Upcasting: Target one additional creature for each spell level above 1st.

  • Hideous Laughter Action – 1 Creature (30 ft.) – 1st Level (Enchantment) – VSM – Concentration (1 Minute)

    Action – 1 Creature (30 ft.) – 1st Level (Enchantment) – VSM – Concentration (1 Minute)

    You wave a mundane object in the air and say something funny, or maybe just something that your target thinks is funny, now that your spell has reduced them to laughter and tears. In fact, they now find everything funny.

    A creature with an Intelligence score of 4 or less isn’t affected.

    Wisdom Save

    • Failure: The target falls prone and can’t stand up and is dazed. Target rolls again at end of their turns, ending effect on success. The target can also attempt another save against this effect every time they take damage, and has advantage on the save when damaged.
    • Success: No effect.
  • 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.

  • Identify 1 Minute (Ritual: 10 Minutes) – 1 Object (Touch) – 1st Level (Divination) – SM

    1 Minute (Ritual: 10 Minutes) – 1 Object (Touch) – 1st Level (Divination) – SM

    You peer into a large pearl as you touch an unidentified object. As the object appears on the surface of the pearl, information about the object comes to your conscious awareness.

    Materials: You require a large pearl, typically valued at 100 gold.

    Utility

    • If the chosen object is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. If the item was created by a spell, you learn which spell created it.

    Upcasting: This spell can pierce illusions concealing the nature of an object if the illusion was cast with a spell of at least one level lower than the Identify spell.

  • 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 ScoreLong JumpHigh Jump
    8255
    103010
    123510
    144015
    165020
    185520
    206025
  • Longstrider Action – 1 Creature* (5 ft.) – 1st Level (Transmutation) – VSM – 1 Hour

    Action – 1 Creature* (5 ft.) – 1st Level (Transmutation) – VSM – 1 Hour

    You flick a pinch of dirt at a creature as you instruct them to move faster.

    Buff

    • The target’s speed increases by 10 feet.

    *Upcasting: Target one additional creature for each spell level above 1st.

  • 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 ResultDamage Type
    1Fire (Red)
    2Sonic (Orange)
    3Electric (Yellow)
    4Acid (Green)
    5Cold (Blue)
    6Force (Indigo)
    7Necrotic (Purple)
    8Radiant (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.

    Holy Water:

    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.
  • Silent Image Action – 15 ft. Cube (120 ft.) – 1st Level (Illusion) – SM – Concentration (1 Hour)

    Action – 15 ft. Cube (120 ft.) – 1st Level (Illusion) – SM – Concentration (1 Hour)

    You shape the image of a small scene, bringing to life what appears in your mind as you stretch a small piece of fleece slightly in your hand.

    Illusory Image

    Roll an illusion check for this spell.

    • You create an illusion of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
    • Concentration: While within 120 ft. of the image, once on each of your turns, you can cause the image to move up to 30 ft. The image shifts dynamically, and appears to be moving in a manner of your choosing (such as a person walking).
  • Sleep Action – 1 Creature (90 ft.) – 1st Level (Enchantment) – VSM – 1 Minute

    Action – 1 Creature (90 ft.) – 1st Level (Enchantment) – VSM – 1 Minute

    You throw a pinch of fine sand or a handful of rose petals and your target is lulled into a magical slumber, harmlessly lying down in the safest available place to sleep.

    Constructs, Undead, and creatures immune to exhaustion are immune to this spell.

    Wisdom Save

    • Failure: The target falls unconscious. They wake up if the spell ends, they take damage, or someone uses an action to shake or slap the sleeper awake.
    • Success: No effect.

    *Upcasting: Target one additional creature for each spell level above 1st.

  • 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.

  • Thunderwave Action – 15 ft. Cube** (5 ft.) – 1st Level (Evocation) – VS

    Action – 15 ft. Cube** (5 ft.) – 1st Level (Evocation) – VS

    You hold your hands out in front of you, and when you speak, your voice is amplified into a blast of sound which extends forward in front of you, blasting everything backwards.

    Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

    Constitution Save

    • Failure: Target takes  2d8 sonic damage* and is pushed 10 feet away from you.
    • Success: Half damage, no other effect.

    *Upcasting: Increase damage by 1d8 for each spell level above 1st.

    **This spell is commonly misinterpreted to deal damage in an area around the caster. Instead, place the cube next to the caster, on one side.

  • Unseen Servant Action (Ritual 1 Minute) – 60 ft. – 1st Level (Conjuration) – VSM – 1 Hour

    Action (Ritual 1 Minute) – 60 ft. – 1st Level (Conjuration) – VSM – 1 Hour

    You beckon forth an invisible servant, calling its name. Holding a piece of string tied to wood, the creature grasps out and takes it from you. This creature, really a minor air elemental, performs simple tasks at your command.

    Summoning

    • You create an Invisible Unseen Servant. It is a medium elemental that has AC 10, 1 hit point, and all its ability scores are 2, except dexterity which is 10. It can’t attack. If it drops to 0 hit points, the spell ends.
    • The servant can act on your turns. It can move up to 15 feet and perform simple tasks, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

    The unseen servant is not capable of interpreting non-literal commands, and may need step-by-step instructions for complex tasks. On the other hand, Unseen Servants are often summoned for housekeeping duties, and are typically experienced at following such commands.

  • 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.

  • Aid Action – 3 Allies (30 ft.) – 2nd Level (Abjuration) – VSM – 8 Hours

    Action – 3 Allies (30 ft.) – 2nd Level (Abjuration) – VSM – 8 Hours

    Holding a strip of white cloth over your hand, you mutter a protective spell. Your allies are bolstered with protective magic.

    Buff

    • Each target’s hit point maximum and current hit points increase by 5.*

    *Upcasting: Increase target’s hit points by an additional 2d8 for each spell level above 2nd level.

  • 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.
  • Animal Messenger 1 Minute (Ritual: 10 Minutes) – 1 Creature* (120 ft.) – 2nd Level (Enchantment) – VSM – 24 Hours

    1 Minute (Ritual: 10 Minutes) – 1 Creature* (120 ft.) – 2nd Level (Enchantment) – VSM – 24 Hours

    You kneel, holding a morsel of food out towards an animal, tempting it to your service with promises of more food to come.

    Utility

    • Choose a Tiny beast you can see within range, such as a squirrel or a bird. You specify a location, which you must have visited, and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard.
    • You speak a message of up to 30 seconds in length. The target beast travels for the duration of the spell towards the specified location, covering about 50 miles per 24 hours for a flying messenger or 25 miles for other animals.
    • If the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice.

    *Upcasting: Enchant an additional beast for each spell level above 2nd level. Each beast receives the same message but travels to a different location and recipient you specify when you cast the spell.

    The messenger can only speak to a creature matching the description you gave. If the messenger doesn’t reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

  • 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.

  • Arcane Lock Action (Ritual: 1 Minute) – Touch – 2nd Level (Abjuration) – VSM – Permanent

    Action (Ritual: 1 Minute) – Touch – 2nd Level (Abjuration) – VSM – Permanent

    You touch a closed door, window, gate, chest, or other solid entryway, scattering gold dust on the door handle or latch. You verbally say the password and the names of your chosen allies, and the object becomes locked for the duration.

    Materials: You require 0.1 pounds of pure gold dust, typically valued at 25 gold. This spell consumes this material.

    Utility

    You and the creatures you designate when you cast this spell can open the object normally. You also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable. Casting knock on the object suppresses arcane lock for 10 minutes.

    • As an action you can touch the object and can change who you designated to be able to open the door manually.
    • While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases to 25 + the spell slot level you used to cast this spell. Forcibly picking the lock or breaking the object open ends this spell.
  • 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.

  • Augury Action (Ritual: 1 Minute) – Self – 2nd Level (Divination) – VSM

    Action (Ritual: 1 Minute) – Self – 2nd Level (Divination) – VSM

    Rolling bones, reading splatter patterns, laying out ornate cards, or employing some other divining tool, you receive an omen about the future.

    Materials: You require a set of Augury Bones or something similar, typically valued at 25 gold.

    Utility

    State a specific course of action that you or your group plan to take within the next 30 minutes. The GM will state one of the following:

    • Weal, if pursuing this course of action is most likely better than not pursuing it.
    • Woe, if pursuing this course of action will likely make things worse.
    • Weal and woe, if both of the above are likely.
    • Nothing, if results will most likely be mundane or minor.

    The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

    If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

  • Blindness/Deafness Action – 1 Creature* (120 ft.) – 2nd Level (Illusion) – V – Concentration (1 Minute)

    Action – 1 Creature* (120 ft.) – 2nd Level (Illusion) – V – Concentration (1 Minute)

    You call upon the power of darkness to isolate your target as they lose both sight and hearing.

    Constitution Save

    • Failure: Target is Blinded and Deafened. If you want, you can cause only one of the conditions to take effect. Target rolls again at end of their turns, ending effect on success.
    • Success: No effect.

    *Upcasting: Target one additional creature for each spell level above 2nd.

  • Blur Action – Self – 2nd Level (Illusion) – V – Concentration(1 Minute)

    Action – Self – 2nd Level (Illusion) – V – Concentration(1 Minute)

    You make a strange warbling sound with your mouth as your body becomes blurry, shifting, and wavering, even to yourself.

    Buff

    • Creatures have disadvantage on attack rolls against you. An attacker is immune to this effect if it has Blindsight, Truesight, or can otherwise see through illusions.
  • 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.

  • Calm Emotions Action – 6 Creatures* (30 ft.) – 2nd Level (Enchantment) – VS – Concentration (1 Minute)

    Action – 6 Creatures* (30 ft.) – 2nd Level (Enchantment) – VS – Concentration (1 Minute)

    You attempt to calm nearby creatures with your words. Your words may or may not actually make sense, but when you work your magic, affected creatures begin to agree that their feelings were irrational.

    Charisma Save

    • Failure: You choose one of the following effects for all affected creatures.
    • You can suppress any effect causing a target to be charmed, frightened or goaded. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. During the time that the effect is suppress you do not save at the end of your turn.
    • Targets get charmed by all creatures of your choice. This charm affect ends if the target gets attacked or harmed by a spell or witness any of its allies being harmed. When the charm ends, the creature may become hostile again at GM discretion.
    • Success: No effect.

    Upcasting: Target two additional creatures 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.

  • Darkvision Action – *6 Allies (30 ft.) – 2nd Level (Divination) – VSM – 8 Hours

    Action – *6 Allies (30 ft.) – 2nd Level (Divination) – VSM – 8 Hours

    You touch a small agate, then touch your eye. They eye of every creature you name glows for a moment, after which they can see in the dark.

    Buff

    • Each target gains Darkvision out to a range of 120 feet if they didn’t already have it.

    *Upcasting: Target two additional creatures for each spell level above 2nd.

  • Detect Thoughts Action – 1 Creature (30 ft.) – 2nd Level (Divination) – VSM – Concentration (10 Minutes)

    Action – 1 Creature (30 ft.) – 2nd Level (Divination) – VSM – Concentration (10 Minutes)

    You place a small copper object in your hand, such as a copper coin. As you rub the object, you quietly ask your target to share their thoughts with you. You get vague impressions of what’s on their mind. If they resist your spell, they have an uncanny sense that you specifical

    Wisdom Save

    • Failure: You can read the surface thoughts of your target.
    • Success: No effect. The creature becomes aware of your presence in their mind and knows you were trying to read their thoughts.
    • Concentration: While you can read the surface level thoughts of a creature, you can learn the following information:
      • The creature’s general emotional state.
      • Their general attitude towards the other creatures they can see.
      • The specific action they plan to take or what they plan to say in the next round (6 seconds).
      • The location of the creature, if they move out of your sight.
      • Additionally, you have advantage on insight checks towards the affected creature.

    This spell has no effect on a creature with an intelligence score of 3 or lower or one that doesn’t speak a language. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.

  • 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.

  • Enhance Ability Action – 1 Creature (30 feet.) – 2nd Level (Transmutation) – VSM – 1 Hour

    Action – 1 Creature (30 feet.) – 2nd Level (Transmutation) – VSM – 1 Hour

    Holding a piece of fur or a feather from the chosen animal, you call out for the animal’s blessing, asking them to grant abilities to those who lack them. A spirit responds with an animal call, enhancing your chosen target with their prowess.

    Buff

    This spell grants proficiency in certain skills and other checks. If the target already has proficiency on a given roll, they gain no benefit from this spell for that check. When you cast this spell, choose one of the following effects to bestow on a creature:

    • Bear’s Endurance: The target gains proficiency in constitution ability checks, as well as constitution saving throws to maintain concentration.
    • Bull’s Strength: The target gains proficiency in strength ability checks (including skills).
    • Cat’s Grace: The target gains proficiency in dexterity ability checks (including skills).
    • Eagle’s Splendor: The target gains proficiency in charisma ability checks (including skills).
    • Fox’s Cunning: The target gains proficiency in intelligence ability checks (including skills).
    • Owl’s Wisdom: The target gains proficiency in wisdom ability checks (including skills).

    *Upcasting: Target one additional creature for each spell level above 2nd.

  • Enlarge/Reduce Action – 1 Creature or Object (30 feet.) – 2nd Level (Transmutation) – VSM – Concentration (1 Hour)

    Action – 1 Creature or Object (30 feet.) – 2nd Level (Transmutation) – VSM – Concentration (1 Hour)

    Holding a small amount of iron powder, you make either an expanding or compressing motion with your hands in the direction of your chosen creature. The creature and their apparel change size rapidly, their voice deepening or getting higher pitched as they do.

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

    Constitution Save

    A willing creature automatically fails this saving throw as normal.

    • Failure: The targets gain one of the following effects:
    • Enlarge: The target’s size increases by one size category. If there isn’t enough room for the target to double their size, the creature or object attains the maximum possible size in the space available. The target gains advantage on strength saves and strength skill checks but suffers disadvantage on dexterity saves and dexterity skill checks. If the target is a creature their speeds increase by 5 ft. and their carrying capacity is doubled.
    • Reduce: The target’s size decreases by one size category. The target gains advantage on dexterity saves and dexterity skill checks but suffers disadvantage on strength saves and strength skill checks. If the target is a creature their speeds decrease by 5 ft. and their carrying capacity is halved.
    • Success: No effect.

    Upcasting: Target one additional creature for each spell level above 2nd.

  • Enthrall Action – 1 Creature* (90 ft.) – 2nd Level (Enchantment) – VS – Concentration (1 Minute)

    Action – 1 Creature* (90 ft.) – 2nd Level (Enchantment) – VS – Concentration (1 Minute)

    You weave a distracting string of words, waving your arms to challenge a creature or otherwise get the attention of a creature.

    A creature must be able to hear you to be affected by this spell. This spell ends if the target can no longer hear you or if you become incapacitated or silenced.

    Wisdom Saving Throw

    • Failure: Target is charmed. While charmed in this way, the target is goaded by you and has disadvantage on perception checks to locate a creature other than you. Target rolls again at end of their turns, ending effect on success.
    • Success: No effect.

    *Upcasting: Target one additional creature for each spell level above 2nd.

  • Find Traps Action – Self – 2nd Level (Divination) – V – 1 Hour

    Action – Self – 2nd Level (Divination) – V – 1 Hour

    You ask whoever might be listening to help protect you from unseen danger. Your senses hone in to your surroundings and you feel a creeping sense of paranoia. Your reaction time improves when faced with unseen danger.

    Buff

    You become more attuned to unseen dangers.

    • Your passive perception increases by 5.
    • You have advantage on perception, investigation, or survival checks to discover natural hazards, traps, or ambushes.
    • You cannot be surprised.
  • 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.
  • Heat Metal Action – 1 Object (60 ft.) – 2nd Level (Transmutation) – VSM – Concentration (1 Minute)

    Action – 1 Object (60 ft.) – 2nd Level (Transmutation) – VSM – Concentration (1 Minute)

    You strike a piece of iron, creating a spark. The piece of iron you struck rapidly grows hot as you chant an incantation. At the same time, a metal item you can see grows just as hot, making it hard to wield if held or worn by a creature.

    You can heat a metal weapon or armor, a 5 ft. square of metal flooring or walls, or any other metal object equal in size or smaller than a suit of plate mail. Any creature in physical contact with the heated object must make a constitution save.

    Constitution Save

    • Failure: Target takes 2d6 fire damage.* The target can drop the object, but if they don’t or can’t, they have disadvantage on attack rolls and skill checks for 1 round.
    • Success: Half damage.
    • Concentration: Once on each subsequent turn, you can heat the metal object again as a bonus action.

    *Upcasting: Increase damage by 1d6 for each spell level above 2nd.

  • Hold Creature Action – 1 Creature* (60 ft.) – 2nd Level (Enchantment) – VSM – Concentration (1 Minute)

    Action – 1 Creature* (60 ft.) – 2nd Level (Enchantment) – VSM – Concentration (1 Minute)

    You command a creature to submit to your power, and as you worm your way into they mind, you bend a small piece of iron. As you do, your target feels as if they are unable to move more than slightly, as if chained by invisible chains.

    Wisdom Save

    • Failure: Target is Restrained. Target rolls again at end of their turns, ending effect on success.
    • Success: No effect.

    *Upcasting: Target one additional creature for each spell level above 2nd.

  • Invisibility Action – 1 Creature* (5 ft.) – 2nd Level (Illusion) – VSM – Concentration (1 Hour)

    Action – 1 Creature* (5 ft.) – 2nd Level (Illusion) – VSM – Concentration (1 Hour)

    As you chant a short magical phrase and make a motion with your arm as if covering your target with an invisible cloak, your target(s) vanish from view. For an unknown reason, this spell fails to function if a single eyelash encased in gum arabic isn’t on your

    Buff

    • The target becomes Invisible until the spell ends. Anything the target is wearing or carrying that  is at least half their size or smaller is invisible as long as it is on  the target’s person. After the target makes an attack roll, deals damage, or casts a spell, the spell ends.

    *Upcasting: Target one additional creature for each spell level above 2nd.

  • Knock Action – 1 Object (60 ft.) – 2nd Level (Abjuration) – S

    Action – 1 Object (60 ft.) – 2nd Level (Abjuration) – S

    You knock on a locked or barred object, knocking three times as you will the object to open. Your knock reverberates out, loud and clear, and the object opens.

    Utility

    • A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
    • If the target is affected by arcane lock the lock is suppressed for 10 minutes.
    • When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
  • Lesser Restoration Bonus Action – 1 Ally (Touch) – 2nd Level (Abjuration) – VS

    Bonus Action – 1 Ally (Touch) – 2nd Level (Abjuration) – VS

    You touch a willing creature, calling for their affliction to be drawn out of them and cast out.

    Healing

  • 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.

  • Locate Animals or Plants Action (Ritual: 1 Minute) – 1 Creature or Object (5 Miles)* – 2nd Level (Divination) – VSM

    Action (Ritual: 1 Minute) – 1 Creature or Object (5 Miles)* – 2nd Level (Divination) – VSM

    You touch a bit of bloodhound fur to your nose, heightening your senses and projecting your awareness outside of your body. You can smell a plant or animal of your choice in your vicinity.

    Utility

    Describe or name a specific kind of beast or plant. You don’t need line of sight to the target.

    • You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
    • If the creature is in motion, you know the direction of its movement.

    *Upcasting: Range increases by 5 miles for each spell level above 2nd.

  • Locate Object Action – 1 Object (1000 ft.)* – 2nd Level (Divination) – VSM – Concentration (1 Hour)

    Action – 1 Object (1000 ft.)* – 2nd Level (Divination) – VSM – Concentration (1 Hour)

    You hold a forked twig in the air, repeating the name of the object you’re looking for. With a few hand gestures, the twig hones in on the object you’re looking for, bending and pulling your arm gently in the direction of the object.

    Utility

    • Describe and name an object that you are familiar with: either a specific object (my brother’s longsword) or the nearest object of a given type (the nearest rope). Your chosen object must be one you have touched or seen before. You don’t need line of sight to the target.
    • You sense the closest object that meets the requirements that you state.
    • If the object is in motion, you know the direction of its movement.

    *Upcasting: Range increases by 500 feet for each spell level above 2nd.

    This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

  • Magic Aura Action – 1 Creature or Object (Touch) – 2nd Level (Illusion) – VSM – 24 Hours

    Action – 1 Creature or Object (Touch) – 2nd Level (Illusion) – VSM – 24 Hours

    You drape a small piece of silk over an object or creature, making arcane gestures with your hands and speaking old words to twist magical signatures to look differently to trained diviners.

    Utility

    When you cast the spell choose one or both of the following effects. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

    • False Aura: You change the way the target appears to spells and magical effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
    • Mask: You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a Symbol spell. You choose a creature type and other divination spells, detection abilities, and spell triggers treat the target as if it were a creature of that type.

    Masking a target does not prevent them from counting as their original creature type for most effects. For example, an undead masked to look like a plant still takes extra damage from Divine Smite, has disadvantage to attack a creature protected by Protection From Good and Evil, and would not take maximum damage as a plant affected by the Blight spell.

  • Magic Mouth 1 Minute (Ritual: 10 Minutes) – 1 Object (30 ft.) – 2nd Level (Illusion) – VSM – Permanent

    1 Minute (Ritual: 10 Minutes) – 1 Object (30 ft.) – 2nd Level (Illusion) – VSM – Permanent

    You place your mouth close to an object. You scatter a small amount of lapis lazuli dust, and say “Accept these words, which I now place in your mouth.” When a condition is met, the object repeats your message.

    Materials: You require 0.1 pounds of pure lapis lazuli dust, typically valued at 10 gold. This spell consumes this material.

    Utility

    • You implant a message up to 30 seconds long within the object. The message is repeated in your voice when a trigger condition is met. You can set the message to only occur once, after which the spell is dispelled, or it can repeat every time the trigger is met. The trigger can be anything you want but must be based on visual or audible conditions that occur within 30 feet of the object.
    • If the object has a mouth, it animates and delivers the message in your voice. Otherwise, an illusory mouth forms and speaks the message.

    If the mouth is triggered twice at the same time, it will only play the message once. If the message finishes playing and then the trigger is met again, it will then start playing the message a second time. It does not queue its message or restart a message it has already begun speaking.

  • Magic Weapon Action – 1 Object (Touch) – 2nd Level (Transmutation) – VS – 8 Hours

    Action – 1 Object (Touch) – 2nd Level (Transmutation) – VS – 8 Hours

    You touch a weapon, instilling your magic into it so that it may strike faster and harder than before, piercing magical defenses.

    Enchant Item

    • The chosen weapon becomes a magic weapon if it wasn’t already, with a +1 bonus to attack rolls and damage rolls* if it didn’t already have at least a +1 bonus.

    *Upcasting: At spell level 3 or 4, the bonus to attack and damage becomes +2 if not already higher, and at spell level 5 or higher, the bonus becomes +3.

  • 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.

  • Mirror Image Action – Self – 2nd Level (Illusion) – VS – Concentration (1 Minute)

    Action – Self – 2nd Level (Illusion) – VS – Concentration (1 Minute)

    You speak an old incantation and three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.

    Buff

    Your duplicates can only be destroyed by attacks that target you. They ignore area of effect damaging effects.

    Each time a creature targets you with an attack during the spell’s duration, roll a d12 to determine whether the attack instead targets one of your duplicates.

    • If you have three duplicates, you must roll a 4 or higher to target a duplicate.
    • With two duplicates, you must roll a 5 or higher.
    • With one duplicate, you must roll a 7 or higher.

    If someone attacks a duplicate: A duplicate’s AC is 15. If an attack hits a duplicate, the duplicate is destroyed. The spell ends early if all three duplicates are destroyed.

    A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

  • 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, maski

    Buff

    • 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.

  • Rope Trick Action (Ritual: 1 Minute) – 1 Object (Touch) – 2nd Level (Transmutation) – VSM – 10 Minutes

    Action (Ritual: 1 Minute) – 1 Object (Touch) – 2nd Level (Transmutation) – VSM – 10 Minutes

    You run your hand along a rope 30 to 60 ft. long, feeding it upwards into the air, where, at your command, it remains. The animated rope moves according to your directions. This spell is typically used to secure a rope high above where an adventuring party can reach.

    Summoning

    You animate a rope. If it ties itself to something, it remains tied after this spell ends.

    • It is a small construct and acts immediately after the end of your turn.
    • The only action the rope can take is to tie one end of itself to something or untie itself. It can attempt to grapple someone, but has an athletics score of -4. If it ties up someone who is not struggling, the DC to escape from this rope is then your spellcasting DC.
    • It is resistant to bludgeoning and piercing damage, immune to poison and psychic damage, and immune to the charmed, confused, frightened, deafened, goaded, paralyzed, poisoned, prone, unconscious, and exhaustion conditions.
    • It has AC 10, 5 hit points,* and all its ability scores are 2, except dexterity which is 10. It has a fly speed of 20 ft. The rope has a blindsight of 30 feet but no regular sight and has no ability to speak or hear.

    *Upcasting: The rope has an additional 5 hit points for each spell level above 2nd level.

  • 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.

  • See Invisibility Action – Self – 2nd Level (Divination) – VSM – 1 Hours

    Action – Self – 2nd Level (Divination) – VSM – 1 Hours

    You rub a mixture of talc and silver powder onto your eyelids or above your eyes. You ask for permission to see the unseen, and your vision shifts slightly to show you not only invisible creatures, but also those on the ethereral plane.

    Buff

    • You see Invisible creatures and objects as if they were visible, and you can see into the  Ethereal Plane. Ethereal creatures and objects appear ghostly and  translucent.
  • Shatter Action – 10 ft. Radius (60 ft.) – 2nd Level (Evocation) – VSM

    Action – 10 ft. Radius (60 ft.) – 2nd Level (Evocation) – VSM

    You tap on a chip of mica and say a word of power, the tiny vibrations in the stone replicated at many times the strength at a location you choose, blasting your foes with a painfully intense ringing noise and an eruption of force.

    Constitution Save

    Constructs have disadvantage on this saving throw.

    • Failure: Targets take 3d8 sonic damage.*
    • Success: Half damage.

    *Upcasting: Increase damage by 1d8 for each spell level above 2nd.

  • Silence Action – 20 ft. Radius* (120 ft.) – 2nd Level (Illusion) – VS – Concentration (1 Hour)

    Action – 20 ft. Radius* (120 ft.) – 2nd Level (Illusion) – VS – Concentration (1 Hour)

    You hold your hand in front of you as if holding a ball and hum a single low note. Creatures within the area of silence hear ringing in their ears and then nothing.

    Utility

    • Area Hazard: No sound can enter or escape the zone of silence and no sound can be heard within. Any creature or object within the sphere is immune to sonic damage. All creatures are deafened and silenced while inside. Casting a spell that includes a verbal component is impossible there.

    *Upcasting: The radius of the spell increases by 5 ft. for each spell level above 2nd level.

  • 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.

  • Spirit Link Action – 2 Allies (30 ft.) – 2nd Level (Abjuration) – VSM – 1 Hour

    Action – 2 Allies (30 ft.) – 2nd Level (Abjuration) – VSM – 1 Hour

    You slip a platinum ring onto two allies or reach out in the direction of the two linked rings. You speak an old chant to bind their souls together for a time. When one of them is injured, the spirit of the other sacrifices their life force to share the burden.

    Materials: You require a pair of platinum rings, typically valued at 50 gold each.

    Your targets must be wearing the rings when you cast the spell. Normally this spell has a range of 30 ft., but if you touch two creatures while casting, you can slip the rings onto them as part of casting this spell.

    Buff

    A target cannot be targeted by this spell if they are unwilling.

    • While the two targets chose are within 60 feet of each other they take half damage from all sources, and the other linked creature takes the other half (which cannot be reduced in any way).
    • The spell ends if either of the targets drops to 0 hit points or if the targets become seperated by more than 60 feet. Either of the linked creatures can dismiss the spell at the start of their turn.
  • 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.

  • Suggestion Action – 1 Creature* (30 ft.) – 2nd Level (Enchantment) – VSM – Concentration (8 Hours)

    Action – 1 Creature* (30 ft.) – 2nd Level (Enchantment) – VSM – Concentration (8 Hours)

    You place a dab of honey or sweet oil on your lips and offer a suggestion to a creature, magically making your words sound appealing to them.

    Control Spell

    You suggest a specific course of action that a creature believes they could finish within 8 hours.

    The target must be able to hear and understand you. This spell cannot compel someone to do something they would not normally consider doing. If a character could not influence a creature to do something with a persuasion skill check, the suggestion spell will not work either.

    Wisdom Save

    • Failure: The target is charmed by you. While charmed, they make your suggested course of action an immediate priority. If the suggested course of action leads the target or one of their allies to physical harm, or is about to lead them to harm, the spell ends. Targets will generally eat and take care of themselves, but only as much as is needed to follow the suggested course of action.
    • Success: No effect.

    *Upcasting: Target one additional creature for each spell level above 2nd.

    You can also specify conditions that will trigger an action during the duration. For example, you might suggest that a knight give money to the first beggar they meet. If the condition isn’t met before the spell expires, the activity isn’t performed.

  • 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.

  • Zone of Truth Action – 15 ft. Radius (60 ft.) – 2nd Level (Enchantment) – S – 10 Minutes

    Action – 15 ft. Radius (60 ft.) – 2nd Level (Enchantment) – S – 10 Minutes

    You draw a circle on the ground by pointing with your finger. Glowing softly, it magically compels truth from those standing within it.

    Utility

    You create a magical zone that guards against deception. Only you know where the circle is, or who is affected. All affected creatures instantly know what the spell is doing to them.

    Charisma Save

    • Failure: Target cannot say things it believes are untrue while in the circle.
      • If the target tries to lie or deliberately mislead someone into believing something untrue, their words make no sound.
      • The spell does not force people to speak, but it can prevent lies.
      • This spell only affects spoken language, and not gestures or written or sign language.
    • Success: No effect, and you know the target resisted the effect.
    • Area Hazard: The zone remains in place. Targets roll a save when they enter for the first time.
  • Beacon of Hope Action – 30 ft. Emanation (Self) – 3rd Level (Abjuration) – VS – Concentration (1 Minute)

    Action – 30 ft. Emanation (Self) – 3rd Level (Abjuration) – VS – Concentration (1 Minute)

    You hum a soft chant that magically carries over your surroundings, emboldening your allies and allowing them to recover quickly.

    Buff

    • Allies in radius have advantage on wisdom saving throws and death saving throws.
    • Allies regain the maximum number of hit points possible from any healing.
  • 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 s

    Buff

    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).
  • Bloodlust Action- 1 Creature* (90 ft.) – 3rd Level (Enchantment) – VSM – Concentration (1 Minute)

    Action- 1 Creature* (90 ft.) – 3rd Level (Enchantment) – VSM – Concentration (1 Minute)

    Pricking your finger, you draw blood. You address your target, reminding them of how much they want to fight their enemies. Your target is overwhelmed by anger, mindlessly focused on their enemies, unwilling to flee from conflict.

    Wisdom Save

    • Failure: Target is goaded by the nearest creature they are hostile towards at any given time, and they have advantage on all attack rolls. An unwilling target rolls again at end of their turns, ending effect on success.
    • Success: No effect.

    *Upcasting: Target one additional creature for each spell level above 3rd.

  • 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 poi

    You 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.
  • Curse of Mindfire Action – 1 Creature (30 ft.) – 3rd Level (Enchantment) – VS – Permanent

    Action – 1 Creature (30 ft.) – 3rd Level (Enchantment) – VS – Permanent

    With an expression of wry amusement you criticize your target, your voice becoming a bewildering chorus rattling in their mind.

    Charisma Save

    • Failure: Target is cursed. While cursed in this way, target has disadvantage on intelligence and charisma skill checks, as well as intelligence and charisma 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.
  • Dispel Magic Action – 120 ft. – 3rd Level (Abjuration) – VS

    Action – 120 ft. – 3rd Level (Abjuration) – VS

    Picking out a spell or a creature affected by magic you wish to dispel, you make a sudden cutting motion with your hand and speak a single word of disruptive power. The chosen spell rapidly reverses itself if you chose a single spell. If you chose a creature, any magic clinging

    Utility

    When you cast this spell, you attempt to end one or more magical effects, as described below.

    • You instantly dispel spells of 2nd level or lower.*
    • If the target spell is 3rd level or higher, roll a spellcasting ability check (1d20 + your spellcasting ability modifier). The DC for this check is 10 + the spell’s level. Rolling a 20 always succeeds.
    • When attempting to dispel a magical effect created by a creature that is not a spell, the DC is 10 + twice the creature’s proficiency bonus. If the effect was not created by a creature, the DC is usually 15. The GM can decide in unusual cases whether the DC should be higher or lower than 15.
    • Targeting One Spell, Summoned Creature, or Effect: If successful, you end the spell or magical effect for all affected creatures. If a creature used the same spell or magical effect more than once, you only end one instance of the effect.
    • Targeting One Creature or Object: You attempt to dispel every spell or magical effect on the target. Roll once for all spells or magical effects. You do not dispel area of effect spells, like Entangle or Reverse Gravity.
    • You cannot dispel permanent magical effects or permanent spells (like Arcane Lock or the effects of an instantaneous spell like Druidcraft). You also cannot dispel curses.

    *Upcasting: This spell can automatically end the effects of a spell on the target if the spell’s level is at least one level lower than the Dispel Magic spell. For example, a 5th level Dispel Magic automatically ends all spells of 4th level or lower.

  • 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.

  • Fear Action – 20 ft. Radius (30 ft.) – 3rd Level (Illusion) – VSM – Concentration (1 Minute)

    Action – 20 ft. Radius (30 ft.) – 3rd Level (Illusion) – VSM – Concentration (1 Minute)

    You smile widely, kiss the heart of a hen, and repeatedly whisper words meant to menace your foes. Affected creatures see an image of their worst fears writhe into existence, crawling from your mouth into the space before them. The sight causes your foes to flee in terror from

    Wisdom Save

    • Failure: The target is frightened, and must use their movement to move away from you by the safest available route on each of their turns, unless there is nowhere further to move. Target rolls again at end of their turns, ending effect on success.
    • Success: No effect.
  • 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.

  • Haste Action – 1 Creature (30 ft.) – 3rd Level (Transmutation) – VSM – Concentration (1 Minute)

    Action – 1 Creature (30 ft.) – 3rd Level (Transmutation) – VSM – Concentration (1 Minute)

    You count to three while bending a licorice root, granting an ally supernatural speed. When the spell ends, the licorice root springs back to its original shape and you are struck by magical backlash.

    Buff

    • Your target is hasted.
    • When the spell ends, either because the duration expires or you lose concentration, you freeze as your control of the flow of time backfires. You are incapacitated until the end of your next turn.
  • Hypnotic Pattern Action – 30 ft. Cube (120 ft.) – 3rd Level (Illusion) – SM – Concentration (1 Minute)

    Action – 30 ft. Cube (120 ft.) – 3rd Level (Illusion) – SM – Concentration (1 Minute)

    You wave a stick of incense or a crystal vial filled with phosphorescent material, creating a twisting pattern of colors that weaves through the air. The pattern appears for a moment and vanishes. Creatures who see the pattern find their senses overwhelmed and disoriented.

    Wisdom Save

    • Failure: Target becomes charmed for the duration. While charmed by this spell, the creature is incapacitated. Target rolls again at end of their turns, ending effect on success. The spell ends for an affected creature if they take any damage or if someone else uses an action to shake the creature out of their stupor.
    • Success: No effect.
  • 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 l

    Constitution 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, capab

    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 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.
  • Major Image Action – 30 ft. Cube (120 ft.) – 3rd Level (Illusion) – SM – Concentration (1 Hour)

    Action – 30 ft. Cube (120 ft.) – 3rd Level (Illusion) – SM – Concentration (1 Hour)

    You visualize a scene within your mind, deftly twisting a piece of fleece to match the general shape of your illusion. Crushing the fleece in your hands, the illusion springs to life.

    Illusory Image

    Roll an illusion check for this spell.

    • You create an illusion of an object, a creature, or some other visible phenomenon that is no larger than a 30-foot cube. You can also create illusory sounds, smells, and temperature. Your illusion cannot create an extreme temperature, loud sound, or otherwise extreme effect that would damage or otherwise harm a creature.
    • Concentration: While within 120 ft. of the image, once on each of your turns, you can cause the image to move up to 30 ft. You can also adjust the sounds, smells, and temperature created by the illusion. The image shifts dynamically, and appears to be moving in a manner of your choosing (such as a person walking).
  • Mass Healing Word Bonus Action – 6 Creatures (60 ft.) – 3rd Level (Necromancy) – V

    Bonus Action – 6 Creatures (60 ft.) – 3rd Level (Necromancy) – V

    With the roar of a parent protecting their child, you shout a word of protection and healing. A healing light radiates from you towards your allies.

    Healing

    This spell has no effect on constructs.

    • Target gains hit points equal to 1d6 + your spellcasting ability modifier.*

    *Upcasting: Increase healing by 1d6 for each spell level above 3rd.

  • 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.
  • Nondetection Action – 1 Creature or Object (Touch) – 3rd Level (Abjuration) – VSM – 24 Hours

    Action – 1 Creature or Object (Touch) – 3rd Level (Abjuration) – VSM – 24 Hours

    You mutter a protective rite and throw a dazzling pinch of diamond dust at your target. The glittering powder quickly vanishes, imperceptibly blinding and misdirecting divination magic.

    Materials: You require 0.05 pounds of pure diamond dust, typically valued at 25 gold. This spell consumes this material.

    Utility

    • The target can’t be targeted by any divination magic or perceived through magical scrying. Divination magic will behave as if the target doesn’t exist, including communication spells like Sending.
  • 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 Curses Action – 6 Creatures (Touch) – 3rd Level (Abjuration) – VSM – 24 Hours

    Action – 6 Creatures (Touch) – 3rd Level (Abjuration) – VSM – 24 Hours

    You focus your attention on a curse’s subject. Addressing the creature that cast the curse or the curse itself, you demand it withdraw from the subject and remain dormant.

    Utility

    • Target cannot be cursed.
    • Any curse the target is already under is suppressed and temporarily has no effect. This does not remove curses or undo damage they might have done.
    • If the target is attuned to a cursed item, this spell breaks attunement to the item and ends the curse on the target.
    • You can still remove or end a curse while the curse is suppressed by this spell.
    • When this spell ends, all curses resume.
  • 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, elec

    Buff

    • 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.

  • Sending 1 Action – 1 Creature (Unlimited Range) – 3rd Level (Divination) – VSM

    1 Action – 1 Creature (Unlimited Range) – 3rd Level (Divination) – VSM

    You gently place a strand of copper wire on your lower lip, imagine your intended recipient, and speak a message. The copper wire then crawls to your ear, playing the recipient’s response for only you to hear.

    Utility

    • During the casting, you name the recipient of your spell, who must be a creature you know, then speak a message of up to 30 seconds in length. In real time, the creature hears the message in their mind in your voice. You don’t need line of sight to the target.
    • After hearing the message, the recipient can choose to immediately send a response of up to 30 seconds in length, speaking the message aloud in the same way.

    *The casting time of this spell is longer than 1 action (6 seconds) if you send a message of longer than 6 seconds in length.

    When contacting other planes of existence, there is a 5% chance that the message is lost, and then if the target sends a message back, there is another 5% chance the return message is lost.

  • 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.
  • Slow Action – 3 Creatures (60 ft.) – 3rd Level (Transmutation) – VSM – Concentration (1 Minute)

    Action – 3 Creatures (60 ft.) – 3rd Level (Transmutation) – VSM – Concentration (1 Minute)

    You place a drop of molasses on the back of your hand, and gesture towards an area. Upon speaking a word of power, the molasses begins flowing like water as creatures within the area become sluggish.

    Wisdom Save

    • Failure: Target is slowed. Target rolls again at end of their turns, ending effect on success.
    • Success: No effect.

    Upcasting: Target one additional creature for each spell level above 3rd.

  • Speak With Dead Action – 1 Corpse (10 ft.) – 3rd Level (Necromancy) – VSM – 10 Minutes

    Action – 1 Corpse (10 ft.) – 3rd Level (Necromancy) – VSM – 10 Minutes

    Standing near a dead body, you light incense while speaking words of comfort for the dead. The smoke curls and flows into the body’s mouth, enabling it to briefly answer five questions of your choice.

    Utility

    You draw the soul of a corpse back into their body, allowing them to answer questions. The corpse can’t be undead or otherwise be unable to be raised from the dead. This spell can only be used on a given corpse once every 10 days.

    • You (and only you) can ask the corpse up to five questions. The corpse knows only what they knew in life, including the languages they knew. The corpse will respond verbally in a language of their choice.
    • Answers are usually brief, cryptic, or repetitive, as the dead are often confused or fixated on the moment of their death and the events leading to that. Corpses animated in this way have a very limited ability to understand information you give them. They cannot see, smell, feel, or learn information from their surroundings.
    • The corpse is under no compulsion to offer a useful or truthful answer.
  • 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 o

    This 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.

  • Stinking Cloud Action – 20 ft. Radius (90 ft.) – 3rd Level (Conjuration) – VSM – Concentration (1 Minute)

    Action – 20 ft. Radius (90 ft.) – 3rd Level (Conjuration) – VSM – Concentration (1 Minute)

    You hold a handful of something smelling like rot and death, squeezing until drops of semi-liquid filth begins dripping from your fist. As you speak a word of power, the drops suddenly dart away from you, boiling in midair and expanding into turgid yellow clouds of choking gas.

    Constitution Save

    Creatures who don’t need to breathe are immune to this spell.

    • Failure: Targets gain the poisoned condition for 1 round; while poisoned in this way, the target must spend their action retching.
    • Success: No effect.
    • Hazard: The area covered by the cloud is lightly obscured. Targets roll a save when they enter or when they end their turn in the cloud (but only once per turn).

    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 after 1 round.

  • Thundering Omen Action – 60 ft. Emanation (Self) – 3rd Level (Enchantment) – VSM – 1 Minute

    Action – 60 ft. Emanation (Self) – 3rd Level (Enchantment) – VSM – 1 Minute

    You loudly proclaim that fate is on your side, or that fate has something terrible in store for your enemies. You smash a glass object or strike a bell, and the sound reverberates through the air. Your enemies feel a sense of dread as your words are punctuated with magic wormin

    This spell targets hostile creatures in the area.

    Charisma Save

    • Failure: Target takes 2d6 psychic damage*. If target isn’t immune to psychic damage, they have disadvantage on the next attack roll or skill check they make.
    • Success: Half damage, no other effect.

    *Upcasting: Increase damage by 1d6 for each spell level above 3rd.

  • Tiny Hut 1 Minute – 10 ft. Radius (20 ft.) – 3rd Level (Conjuration) – VSM – 8 Hours

    1 Minute – 10 ft. Radius (20 ft.) – 3rd Level (Conjuration) – VSM – 8 Hours

    You take a crystal bead between your forefinger and thumb and describe a cozy hut. With a snap, you sent the bead spinning in mid-air. It hovers for a minute, as the glittering edges of the spinning crystal expand to form a hut matching your initial description, the interior of

    Utility

    • You create an invisible dome of force with a 10 ft. radius in the form of a hut. The hut has a single door, which is unlocked but can be locked with a padlock or magical lock. There are no windows.
    • The hut provides full cover to creatures within, making it impossible for most creatures to see them. A creature with truesight sees the hut but not the contents of the hut. Creatures inside the hut cannot see outside: the hut is opaque from within.
    • The interior is comfortable and dry regardless of where it was conjured.
    • The dome has an AC of 15, 40 hit points, and has a damage threshold of 5 (meaning an attack must deal at least 5 damage to damage the hut).
  • Tongues Action – 1 Creature (Touch) – 3rd Level (Divination) – VM – 1 Hour

    Action – 1 Creature (Touch) – 3rd Level (Divination) – VM – 1 Hour

    Holding a small clay model of a ziggurat inscribed with glyphs, you speak a simple phrase in a language you know well. Your words echo through the clay ziggurat in a thousand languages before settling into the target’s mind.

    Utility

    • The target understands any spoken language it hears.
    • When the target speaks, they can be understood by any creature that can hear them and knows at least one language.
  • 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 w

    Buff

    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 ac

    Strength 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.

  • Compulsion Bonus Action – 1 Creature* (90 ft.) – 4th Level (Enchantment) – VS – Concentration (1 Minute)

    Bonus Action – 1 Creature* (90 ft.) – 4th Level (Enchantment) – VS – Concentration (1 Minute)

    With a rhythmic hum, you move your feet, and as you do so, your target’s feet move to the rhythm.

    Wisdom Save

    • Failure: Target is charmed. While charmed in this way, target must use their movement on their turn (but not their action) to move in a direction of the caster’s choice. Target can take their action before or after they move. Target rolls again at end of their turns, ending effect on success.
    • Success: No effect.

    *Upcasting: Target one additional creature for each spell level above 4th.

    A target isn’t compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

  • Confusion Action – 10 ft. Radius* (90 ft.) – 4th Level (Enchantment) – VSM – Concentration (1 Minute)

    Action – 10 ft. Radius* (90 ft.) – 4th Level (Enchantment) – VSM – Concentration (1 Minute)

    You tap three walnut shells, which start vibrating for the duration of the spell. With a short incantation, this spell assails and distorts the minds of creatures, generating illusions and causing them to act uncontrollably.

    Wisdom Save

    • Failure: Target is confused. Target rolls again at end of their turns, ending effect on success.
    • Success: No effect.

    *Upcasting: The radius of the spell increases by 5 ft. for each spell level above 4th level.

  • 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 Fate Action – 1 Creature (30 ft.) – 4th Level (Divination) – VS – Permanent

    Action – 1 Creature (30 ft.) – 4th Level (Divination) – VS – Permanent

    You lock eyes with your victim, and with a curse twist the future between you in your favor.

    Charisma Save

    • Failure: Target is cursed. While cursed in this way, target has disadvantage on attacks against a creature you choose, and disadvantage on skill checks meant to directly oppose the chosen creature.*
    • Success: No effect.

    *For example, if you are cursed to have disadvantage against a corrupt noble, you would not have disadvantage on investigation checks to go through the noble‘s belongings. You would, however, have disadvantage on athletics checks to grapple the noble, or persuasion checks to outperform the noble in a public debate.

  • Curse of Foolishness Action – 1 Creature (30 ft.) – 4th Level (Enchantment) – VS – Permanent

    Action – 1 Creature (30 ft.) – 4th Level (Enchantment) – VS – Permanent

    You mock your target’s life choices, muddying their thoughts and self-control.

    Charisma Save

    • Failure: Target is cursed. While cursed in this way, target has disadvantage on wisdom skill checks and wisdom saving throws.
    • Success: No effect.
  • 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.
  • Dimension Door Action – Self and 1 Creature (Touch) – 4th Level (Conjuration) – VS

    Action – Self and 1 Creature (Touch) – 4th Level (Conjuration) – VS

    With a word, you (and perhaps a friend) step through an opaque swirling portal to a nearby location.

    Teleportation

    • You (and one other willing creature if desired) teleport 500 ft. to a location you’ve seen before. You do not require line of sight to your destination.
    • You bring with you whatever you are carrying, so long as you aren’t carrying more than your carrying capacity. You can also bring a willing creature of your size or smaller that you are touching, and they can also bring things up to their carrying capacity.

    If the desired space is occupied by an object or creature, or you are over-encumbered when you cast the spell, the spell fails and the caster as well as well as any creature traveling with them take 4d6 force damage.

  • 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.

  • Divination Action (Ritual: 1 Minute) – Self – 4th Level (Divination) – VSM

    Action (Ritual: 1 Minute) – Self – 4th Level (Divination) – VSM

    You burn incense, present a small offering, and pose a question to spirits, messengers of the divine, or fate itself.

    Utility

    • You ask a yes/no question that has a factual answer. You can ask about events that have happened in the past, but not future events.
    • The GM gives you a yes/no answer if possible, or saying unknown if the answer is unknowable.
    • If the subject of your question is protected from divination, the answer will be unknown. A subject can fool this spell with a Magic Aura spell.
    • The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

    If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

  • 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.
  • Freedom of Movement Action – 1 Creature (Touch) – 4th Level (Abjuration) – VSM – 1 Hour

    Action – 1 Creature (Touch) – 4th Level (Abjuration) – VSM – 1 Hour

    You wrap a leather strap around the limb of a creature, warding it against all else that would restrain or bind its movement.

    Buff

    • Target’s movement is unaffected by difficult terrain.
    • The target gains a swim speed equal to their walking speed.
    • Spells and other magical effects can’t reduce the target’s speed, paralyze, or restrain the target.
    • The target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled.
  • Greater Invisibility Action – 1 Creature* (5 ft.) – 4th Level (Illusion) – VSM – Concentration (1 Minute)

    Action – 1 Creature* (5 ft.) – 4th Level (Illusion) – VSM – Concentration (1 Minute)

    As you chant a short magical phrase and make a motion with your arm as if covering your target with an invisible cloak, your target(s) vanish from view. For an unknown reason, this spell fails to function if a single eyelash encased in gum arabic isn’t on your person.

    Buff

    • The target becomes invisible until the spell ends. Anything the target is wearing or carrying that is at least half their size or smaller is invisible as long as it is on the target’s person.

    *Upcasting: Target one additional creature for each spell level above 4th.

  • Guardian of Faith Action – 30 ft. – 4th Level (Abjuration) – V – 8 Hours

    Action – 30 ft. – 4th Level (Abjuration) – V – 8 Hours

    A spectral guardian materializes, indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

    Summoning

    • You summon a large celestial called a Guardian of Faith. It is immune to damage, all conditions, and cannot be targeted.
    • Hazard: Any creature hostile to you rolls a dexterity save when they enter or when they end their turn within 10 ft. of the Guardian (but only once per turn).

    Dexterity Saving Throw

    • Failure: The creature takes 20 radiant damage.
    • Success: The creature takes 10 radiant damage.

    The spell ends and the guardian vanishes once it has dealt a total of 60 damage or more.

  • Hallucinatory Terrain 10 Minutes – 150 ft. Cube (300 ft.) – 4th Level (Illusion) – VSM – 24 Hours

    10 Minutes – 150 ft. Cube (300 ft.) – 4th Level (Illusion) – VSM – 24 Hours

    You shuffle a stone, twig, and bit of greenery around, and as you do so, the world around you seems to change.

    Illusory Image

    Roll an illusion check for this spell.

    • You create an illusion over terrain. Within the illusion, you can change the appearance of surfaces, as well as ambient sounds and smells.
    • You can alter the appearance of the shape of surfaces in minor ways, such as making illusory grass sway in the wind or making a door look like a wall, but you can’t hide a hole larger than a 10 ft. in any dimension, nor can you make it appear as if there are holes where there weren’t any.
    • You can make terrain appear like difficult terrain, but you can’t make a liquid look like a solid or vice versa.
    • The terrain’s physical characteristics remain unchanged; if a creature touches any part of the illusion that would not make sense physically (such as touching a door handle you concealed), the creature automatically disbelieves the illusion.
  • 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 aro

    Strength 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.

  • Locate Creature Action – 1000 ft.* – 4th Level (Divination) – VSM – Concentration (1 Hour)

    Action – 1000 ft.* – 4th Level (Divination) – VSM – Concentration (1 Hour)

    You hold a forked twig in the air, repeating the name of the creature you’re looking for. With a few hand gestures, the twig hones in on the creature you’re looking for, bending and pulling your arm gently in their direction.

    Utility

    • Describe and name a creature that you are familiar with: either a specific creature (Lady Gabrielle of Fallow) or the nearest creature of a certain ancestry (the nearest dwarf). You must be familiar with the chosen creature or type of creature. You don’t need line of sight to the target.
    • You sense the closest creature who meets the requirements that you state.
    • You know where the creature is, relative to you. If the creature is in motion, you know the direction of their movement.
    • You cannot locate a creature who is shapeshifted (or transformed via magic like Polymorph) into a different form than you are expecting.

    *Upcasting: Range increases by 500 feet for each spell level above 2nd.

    This spell can’t locate a creature if any thickness of lead, even a thin sheet, blocks a direct path between you and the target.

  • 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.
  • Phantasmal Killer Action – 1 Creature (120ft.) – 4th Level (Illusion) – VS – Concentration (1 Minute)

    Action – 1 Creature (120ft.) – 4th Level (Illusion) – VS – Concentration (1 Minute)

    You tap into a creature’s nightmares, drawing one of their worst fears into an illusion only they can see. Your magic makes it appear that your illusion is in the process of killing your target, and your target is overwhelmed with pain.

    Wisdom Save

    • Failure: The target takes 6d10 psychic damage* and becomes frightened. While frightened in this way, the target’s speed is 0. Target rolls again at end of their turns, ending effect on success.
    • Success: Half damage, no other effect.

    *Upcasting: Increase damage by 1d10 for each spell level above 4th.

  • Polymorph Action – 1 Creature (60ft.) – 4th Level (Transmutation) – VSM – Concentration (1 Hour)

    Action – 1 Creature (60ft.) – 4th Level (Transmutation) – VSM – Concentration (1 Hour)

    You hold up a cocoon containing a metamorphizing pupa and, with a whisper, rotate it, and as you do, your target is transformed into a different species.

    Wisdom Save

    This spell has no effect on a shapeshifter or a creature with 0 hit points.

    • Failure: The target is transformed into the form of a CR 0 beast.
      • The target’s statistics are replaced by the new form, including their ability scores, armor class, skills, movement, and actions they can perform.
      • The target’s personality and memories are partially intact, but their intelligence is low enough that they cannot read, write, or speak.
      • The target’s gear melds into the new form, and they cannot use any of their equipment.
      • The target gains 10 temporary hit points*. When they lose all temporary hit points, they revert to their original form and any excess damage is applied to the original form’s hit points.
    • Success: No effect.

    *Upcasting: Increase temporary hit points by 10 for each spell level above 4th.

  • 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.

  • Secret Chest Action – 5ft – 4th Level (Conjuration) – VSM

    Action – 5ft – 4th Level (Conjuration) – VSM

    You hold a moldavite crystal, casting a container into the ethereal plane with a spell, hiding the chest from all but the most skilled of magicians.

    Materials: You require a container no larger than a 5 ft. cube, as well as a Moldavite Crystal, typically valued at 150 gold. Neither component is consumed when you cast the spell.

    Utility

    • You cast a chest and all its contents into the ethereal plane, where it is nearly impossible to reach it.
    • The chest can contain up to 12 cubic feet of material. The chest can contain up to 12 cubic feet of non-living material. Living material is harmlessly left behind.
    • When the chest is on the ethereal plane, any creature who knows this spell can touch the same moldavite to call the chest back to their current position. You must then cast the spell again to send the chest back.
    • You cannot use a moldavite already linked to a secret chest on the ethereal plane.

    If the moldavite is destroyed, the chest is lost in the ethereal plane, where it is nearly impossible to find.

  • 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.

  • Shockwave Action – 60 ft. Long, 10 ft. Wide Line (From Self) – 4th Level (Evocation) – VSM

    Action – 60 ft. Long, 10 ft. Wide Line (From Self) – 4th Level (Evocation) – VSM

    Wielding a staff, club, or something else that could be used as a cudgel, you slam the ground, invoking the power of the earth to strike your enemies. Rippling out from out is a wave of sound that shakes the earth and throws creatures off their feet.

    Dexterity Save

    This spell cannot affect a creature higher than 10 ft. off the ground.

    • Failure: Target takes 4d8 sonic damage* and is knocked prone.
    • Success: Half damage.

    *Upcasting: Increase damage by 1d10 for each spell level above 4th.

  • Silent Cacophony Action – 1 Creature (120 ft.) – 4th Level (Illusion) – SM – Concentration (1 Minute)

    Action – 1 Creature (120 ft.) – 4th Level (Illusion) – SM – Concentration (1 Minute)

    Conducting a silent orchestra with a baton, you overwhelm your target with deafening noise coming from nowhere. The sound can take any form: a roaring orchestra, deafening chattering, or even just white noise.

    Wisdom Save

    • Failure: Target takes 4d6 psychic damage* and is deafened. Target rolls again at end of their turns, taking damage again and ending effect on success.
    • Success: Half initial damage, no other effect.

    *Upcasting: Increase damage by 1d6 for each spell level above 4th.

    Unlike most illusions, truesight does not help defend against Silent Cacophony.

  • 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.

  • Animate Objects Action – 120 ft. – 5th Level (Conjuration) – VS – Concentration (1 Hour)

    Action – 120 ft. – 5th Level (Conjuration) – VS – Concentration (1 Hour)

    You magically animate either a large object or a group of smaller objects, which begin floating in the air.

    Summoning

    • Both Objects
      • Are constructs and act immediately after the end of your turns. The objects follow your commands, otherwise only defending themselves from attackers.
      • Are immune to poison and psychic damage, and immune to the paralyzed, poisoned, prone, unconscious, and exhaustion conditions.
      • Have blindsight within 60 ft. and are blind beyond that radius.
      • Have a flying speed of 30 ft.
      • Have a melee attack they can use on their turn:
    • Melee Attack – 1 Creature (5 ft.)
      • Attack Bonus: +8
      • Hit: 2d10 + 4 bludgeoning damage.*
    • Large Object
      • It is a large construct.
      • It can carry medium or smaller creatures like a mount or vehicle.
      • It has AC 15, 60 hit points,* and all its ability scores are 2, except strength, which is 18, constitution, which is 14, and dexterity which is 10.
    • Large Swarm of Objects
      • It is a swarm of tiny and/or small constructs.
      • As a swarm, it has resistance to all damage meant to damage a single creature, and vulnerability to area of effect damage. It also has some other features common to swarms.**
      • It has AC 15, 40 hit points,* and all its ability scores are 2, except dexterity, which is 18, constitution, which is 14, and strength which is 10.

    *Upcasting: The object(s)’s damage increases by 1d10 for each spell level above 5th level. For each spell level above 5th level, it also gains more hit points: 15 hit points for large objects and 10 hit points for swarms.

    **Swarms: The swarm can occupy another creature’s space and vice versa, though a swarm is counted as difficult terrain for other creatures. The swarm can move through any opening large enough for a an individual one of its creatures to fit through.

    The swarm is only affected by an effect if the effect would target all members of the swarm. A DM may decide that a spell has limited effects targeting a single creature. For instance, polymorphing a member of a swarm might create one polymorphed creature but leave the swarm statistically unaffected. Grappling a member of the swarm would have little to no practical effect.

    If a spell or ability requiring a saving throw, like the Entangle spell, targets the entire swarm, the swarm rolls one saving throw for the entire swarm at once.

    An object might be animated but start grappled or restrained if fastened to something or part of something larger.

  • 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.

  • Awaken 1 Minute – 1 Creature or Plant (Touch) – 5th Level (Enchantment) – VSM – Permanent

    1 Minute – 1 Creature or Plant (Touch) – 5th Level (Enchantment) – VSM – Permanent

    After tracing magical pathways within a precious gemstone, you touch a beast or plant, awakening sapience within it. Plants also become mobile.

    Materials: You require a Large Agate, typically valued at 250 gold, which the spell consumes.

    Utility

    You touch a beast or plant of huge size or smaller. The target must have no intelligence score or an intelligence of 4 or lower.

    • The target gains an Intelligence of 10 and the ability to speak one language you know.
    • The target is charmed by you for 30 days or until you or your companions do anything harmful to it. It may or may not remain friendly to you afterwards.
    • If the target is a plant, it gains a walking speed of 30 ft. and can see like a human could.
    • For plants that didn’t previously have statistics, your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
  • Break Enchantment 1 Minute – 1 Creature (Touch) – 5th Level (Abjuration) – VSM

    1 Minute – 1 Creature (Touch) – 5th Level (Abjuration) – VSM

    You anoint an enchanted creature’s forehead with powdered diamond dust, repeating a cleansing phrase or mantra that draws out magical afflictions.

    Materials: You require 0.2 pounds of pure Diamond Dust, typically valued at 100 gold. This spell consumes this material.

    Healing

    You remove one of the following from the target:

    • All of the following: charmed, confused, frightened, goaded, petrified, silenced, and siphoned conditions.
    • All curses, including the target’s attunement to a cursed magic item.
    • A creature possessing the target, which appears in a space of its choice within 5 ft. of the target.

    This spell cannot remove a condition caused by a disease or another condition not listed (eg. a version of poisoned that causes creatures to also be confused).

  • 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.

    Constitution Save

    • Failure: Target takes 8d10 poison damage and gains the diseased condition. While diseased in this way:
      • The target is poisoned and has disadvantage on saving throws.
    • Success: Half damage.
  • Dominate Action – 1 Creature (60 ft.) – 5th Level (Enchantment) – VS – Concentration (10 Minutes)

    Action – 1 Creature (60 ft.) – 5th Level (Enchantment) – VS – Concentration (10 Minutes)

    You stare at your target, command them to obey you, and reach out towards them, magically influencing their mind to see you as their master.

    Wisdom Save

    • Failure: Target is charmed and considers you someone they must obey. While charmed in this way, the dominated creature is under your direct control. At the start of their turns, you can choose to give them mental or verbal commands, which could be more general (like kill your friends) or specific (cast a fireball at your friends and then run away). The dominated creature must comply, and does their best not to twist the meaning or intent of the command.
    • Success: No effect.

    You can issue a general command that does not require you to directly control them, such as to guard a particular chamber or corridor even when you leave the room. Dominated creatures will act normally when they have no relevant commands from you to follow.

  • Dream 1 Minute – 10 Allies (30 ft.) – 5th Level (Illusion) – VSM – Concentration (8 Hours)

    1 Minute – 10 Allies (30 ft.) – 5th Level (Illusion) – VSM – Concentration (8 Hours)

    You brush sand over your eyelids and enter the dream of another.

    Utility

    You and up to nine other creatures enter the dream of a chosen creature you know, who must be asleep but can be anywhere on the same plane as you.

    • Anyone in the dream can converse with the dreamer. The caster can also shape the environment of the dream, creating landscapes, objects, and other images. The player or GM controlling the dreamer controls the state of the dream when you enter it, and the dreamer may continue to affect the dream environment consciously or subconsciously. Otherwise, creatures in the dream cannot affect each other (with damage, spells, or abilities etc.).
    • While in the dream, you are blinded and deafened and appear to be asleep, but can wake at any time.
    • If you voluntarily end this spell or the full duration passes, you can choose to psychically attack the dreamer. The dreamer then rolls a save.

    Wisdom Save

    • Failure: Dreamer gains no benefit from sleep for 8 hours.
    • Success: No effect.

    Upcasting: Target one additional dreamer for each spell level above 5th. Target dreamers enter a shared dream which they can all influence.

    If the chosen creature is awake, you can concentrate on this spell and wait until they sleep. If a dreaming creature wakes up, the spell ends.

    If multiple creatures cast Dream on the same creature, they can see each other in the dream.

  • 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.

  • Geas 1 Minute – 6 Creatures (60 ft.) – 5th level (Enchantment) – V – Permanent

    1 Minute – 6 Creatures (60 ft.) – 5th level (Enchantment) – V – Permanent

    You place a curse on willing creatures, forcing them to carry out some service or refrain from some action.

    Curse

    Your target(s) must be willing to be placed under a Geas. Each target is cursed.

    • You and the targets must agree on the contract before the spell is cast. The targets must understand the contract they agree to, or the spell fails. The contract usually includes a time or a condition that causes the Geas to end.
    • Once per day, if the target acts in a manner directly counter to the contract, they make a save.

    Charisma Save

    • Failure: Target takes 10d10 psychic damage* and suffers 2 levels of exhaustion.
    • Success: Half damage, and target suffers 1 level of exhaustion.

    *Upcasting: Increase damage by 2d10 for each spell level above 5th level.

    The target never takes damage if the believe they are following the original contract. If they are tricked into breaking the terms of the Geas, they must try to rectify their error if possible.

    A Greater Restoration or Wish spell can end the Geas.

  • Greater Restoration Bonus Action – 1 Creature (Touch) – 5th Level (Abjuration) – VS

    Bonus Action – 1 Creature (Touch) – 5th Level (Abjuration) – VS

    You touch a willing creature, crying out for all afflictions to be driven and cast out of them.

    Healing

    You remove debilitating effects from the target. You remove:

    This spell cannot remove a condition caused by a curse or another condition not listed (eg. a version of frightened that causes creatures to also be weakened).

  • 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.

  • Legend Lore 1 Minute – Self – 5th Level (Divination) – VSM

    1 Minute – Self – 5th Level (Divination) – VSM

    You burn incense, and as you inhale the fumes, you have visions of the past.

    Materials: You require 0.2 pounds of Wizard’s Sage Incense, typically valued at 100 gold. This spell consumes this material.

    Utility

    • Name or describe a creature, place, or object.
    • The GM may reveal information concerning:
      • The subject’s origin,
      • Its involvement in legendary and historical events,
      • How the subject became what it is now.
    • The information revealed is limited to what is known in written records, folklore, and popular rumors.
    • The information may be misleading, cryptic, or missing details. The more information you already have about the subject of the spell, the more precise and detailed the information you receive is.
    • If the subject is mundane, the results will probably be likewise mundane.
  • Mass Cure Wounds Action – 6 Creatures (60 ft.) – 5th Level (Transmutation) – VS

    Action – 6 Creatures (60 ft.) – 5th Level (Transmutation) – VS

    Healing

    This spell has no effect on constructs.

    • Target gains hit points equal to 4d6 + your spellcasting ability modifier.*

    *Upcasting: Increase healing by 2d6 for each spell level above 5th.

  • Mislead Action – Self – 5th Level (Illusion) – S – Concentration (1 Hour)

    Action – Self – 5th Level (Illusion) – S – Concentration (1 Hour)

    With a flick of the wrist, you create and animate an illusory double of yourself, distracting your foes and allowing you to do as you will invisibly.

    Illusory Image

    Roll an illusion check for this spell.

    • You and anything you are wearing or carrying that is at least half your size or smaller become Invisible. This invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.
    • An illusory double of you appears where you are standing. You can see through the double’s eyes and hear through its ears, as if you were located where it is, simultaneously with your own senses.
    • You can move your illusion up to twice your speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable, but you can change its appearance to appear wounded or affected by magic.
    • Concentration: Once on each subsequent turn, you can move the illusion again and make it gesture, speak, and behave however you like.
  • Modify Memory Action – 1 Creature (15 ft.) – 5th Level (Enchantment) – VS – Concentration (1 Minute)

    Action – 1 Creature (15 ft.) – 5th Level (Enchantment) – VS – Concentration (1 Minute)

    You speak in a rhythmic pattern, placing your target in a trance state under which their memories become malleable.

    Wisdom Save

    • Failure: Target becomes charmed for 1 minute or until they take damage or a creature uses an action to wake them up. While charmed in this way:
      • The creature is incapacitated and unaware of its surroundings, though it can still hear you.
      • You can speak to the target, describing new memories to them. If they understand you, you can eliminate memories, alter existing memories, and create new ones, so long as all your adjustments to their memory all refer to a single 24-hour period.* The target will do their best to integrate the memories and make them fit with existing information.
    • If the spell lasts the full minute without interruption, the target is cursed. While cursed in this way:
      • Their memories are permanently altered with the new memories you gave them.
      • The target behaves normally, and the target might identify the memory as false if it seems illogical or nonsensical.
    • Success: No effect.

    *Upcasting: At level 6, any edited memories must be within a week span. At level 7, a month. At level 8, a year. At level 9, the affected memories can be across any period of time.

  • 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.
  • Phantom Carnage Action – 6 Creatures (60 ft.) – 5th Level (Illusion) – SM

    Action – 6 Creatures (60 ft.) – 5th Level (Illusion) – SM

    Holding a weapon ready, you vanish into a myriad of illusory doubles that strike at your enemies. You teleport between your duplicates, attacking your chosen foes.

    Weapon Attack

    When you cast this spell, all of your targets must be within 30 ft. of each other.

    • You conjure illusory duplicates of yourself that attack each target, then rapidly teleport to a convenient location near each target in sequence.
    • You make a single weapon attack against each target, ignoring range or cover.
    • You can then teleport to a location within 15 ft. of one of your targets or teleport back to your original position.
  • Planar Binding 1 Minute – 60 ft. – 5th Level (Abjuration) – VSM – Permanent

    1 Minute – 60 ft. – 5th Level (Abjuration) – VSM – Permanent

    With a chanted invective, you bind an outsider to this plane and to your service.

    Materials: You require a Planar Focus, typically valued at 1000 gold. After casting this spell, the Planar Focus is bound to the target creature, and turns to dust when this spell ends.

    Charisma Save

    This spell can only be used on creatures that are not native to your current plane of existence. The target must remain within range for the full casting time or the spell fails.

    • Failure: Target is bound to this plane of existence, cannot willingly leave this plane, and is not affected by Banishment. If the target was summoned or created by another spell, then that summoning spell becomes permanent. If the target can be charmed, they are charmed by you. While charmed in this way, the target must follow your commands, but may twist the meaning of your words to achieve its own objectives. If a creature has no current commands to follow, it is able to act freely.
    • Success: No effect.
    • The spell ends if you die, the target creature dies, the creature leaves this plane of existence, or the Planar Focus is destroyed or moved to another plane. As normal for permanent spells, this spell cannot be dispelled.

    The Planar Focus has an AC of 18, 1 hit point*, and has a damage threshold of 15 (meaning an attack must deal at least 15 damage to damage the focus).

  • 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 ResultDamage Type
    1Fire (Red)
    2Sonic (Orange)
    3Electric (Yellow)
    4Acid (Green)
    5Cold (Blue)
    6Force (Indigo)
    7Necrotic (Purple)
    8Radiant (White or Rainbow), and add +20 to the spell’s damage.

    *Upcasting: Increase damage by 1d20 for each spell level above 5th.

  • Programmed Illusion Action – 30 ft. Cube (120 ft.) – 5th Level (Illusion) – VSM – Permanent

    Action – 30 ft. Cube (120 ft.) – 5th Level (Illusion) – VSM – Permanent

    You sprinkle a bit of lapis lazuli dust over an area, visualizing a scene within your mind, deftly twisting a piece of fleece to match the general shape of your illusion as you give it verbal instructions.

    Materials: You require 0.2 pounds of pure Lapis Lazuli Dust, typically valued at 20 gold. This spell consumes this material.

    Illusory Image

    Roll an illusion check for this spell. If you roll less than 10 on the D20, count the roll as a 10.

    • You create an illusion of an object, a creature, or some other visible phenomenon that is no larger than a 30-foot cube. You can also create illusory sounds, smells, and temperature, and your illusion can be in motion. Your illusion cannot create an extreme temperature, loud sound, or otherwise extreme effect that would damage or otherwise harm a creature.
    • You create an illusion that can go on for up to 10 minutes before resetting. Your illusion can move to other locations within 120 ft. of your original casting location. Choose one of the following three options:
      • Triggered Illusion: Set a condition for your illusion to activate. You can create an illusion with a set routine that lasts up to 10 minutes in length. If your conditions are met, the illusion activates. Once activated, it cannot activate again until it is finished.
      • Looping Illusion: Your illusion plays constantly, resetting to the beginning when it is finished its loop, which can be up to 10 minutes long.
      • Complex Illusion: By casting this spell again in the same place, you can lengthen an illusion by up to 10 minutes, or create a conditional branch on your illusion. For example, if you had a Looping Illusion of a scarecrow, you could use a Complex Illusion to make the scarecrow shriek when someone comes close, then return to its usual loop.

    Unlike most permanent spells, this spell can be dispelled.

  • 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 twi

    Materials: 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.

  • Scrying 10 Minutes – 1 Creature – 5th Level (Divination) – VSM – Concentration (10 Minutes)

    10 Minutes – 1 Creature – 5th Level (Divination) – VSM – Concentration (10 Minutes)

    Peering into a crystal ball, magic mirror, or scrying pool, you attempt to summon a scrying sensor to watch a creature from afar. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

    Materials: You require a focus worth 750 gp, such as a crystal orb, magic mirror, or scrying pool.

    Summoning

    You can target a creature or location you’ve been to before, which can be anywhere on the same plane of existence as you. You don’t need line of sight. When targeting a location, it always succeeds (unless divination magic doesn’t function in the area), and a scrying sensor is created in the location and doesn’t move.

    When targeting a creature, the target makes a save.

    Charisma Save

    • Failure: A scrying sensor is created within 10 feet of the target. The sensor follows the target for the duration, remaining within 10 feet.
    • Success: No effect, and you can’t use this spell against it for 24 hours.
    • The target’s save is modified by how well you know them and the physical connection you have to them, based on the following tables:
    Knowledge of TargetSave Modifier
    Secondhand (you have heard of the target)+5
    Firsthand (you have met the target)+0
    Familiar (you know the target well)-5
    Connection to TargetSave Modifier
    Likeness or picture-2
    Possession or garment-4
    Body part, lock of hair, bit of nail, or the like-10

    Scrying Sensor

    • The sensor is a tiny construct that is always invisible. It looks like a small luminous orb to creatures who can see it.
    • The sensor is immune to all conditions (except invisible) and damage. Creatures and objects pass through it harmlessly. The sensor can be dispelled.
    • You can see through the sensor by peering into your crystal ball, magic mirror, or scrying pool. The sensor has no senses of its own, but you can use your senses (such as Darkvision) as if in the sensor’s location. You cannot see a creature or object protected from divination with the sensor.
  • Seeming Action – 8 Creatures (30 ft.) – 5th level (Illusion) – VS – 8 Hours

    Action – 8 Creatures (30 ft.) – 5th level (Illusion) – VS – 8 Hours

    You call upon the power of disguise, and an illusory appearance settles over those you choose in your proximity.

    Illusory Image

    Roll an illusion check for this spell.

    • Each target you choose gets a new, illusory appearance. These can be unique or identical. The disguises include clothing, armor, weapons, and other belongings. Affected creatures can seem up to 1 foot shorter or taller but must otherwise remain in their size category. They must have the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
    • An unwilling target must make a Charisma save:

    Charisma Save

    • Failure: Target is affected by the illusion.
    • Success: No effect.
  • 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.

  • Telepathic Bond Action (Ritual: 1 Minute) – 8 Creatures (30 ft.) – 5th level (Divination) – VSM – 1 Hour

    Action (Ritual: 1 Minute) – 8 Creatures (30 ft.) – 5th level (Divination) – VSM – 1 Hour

    You crack two raw eggs into each other, mingling their insides, and as you do so the minds of nearby creatures psychically link.

    Utility

    • Each target is telepathically connected to all the others and can at any time choose to telepathically communicate to them all simultaneously via thought.
    • Communication is possible over any distance, but cannot extend to other planes.

    Creatures that do not share a language cannot understand each other telepathically. A spell such as Tongues or Speak with Animals can allow you to telepathically communicate with creatures you cannot typically understand.

  • Teleportation Circle 1 Minute – 5ft. (10ft.) – 5th Level (Conjuration) – VM – 1 Round

    1 Minute – 5ft. (10ft.) – 5th Level (Conjuration) – VM – 1 Round

    You magically draw a 10-foot diameter circle on the ground, inscribed with sigils, creating a temporary portal.

    Optional Materials: If creating a permanent teleportation circle, you require 500 gp worth of Rare Chalks and Inks, which the spell consumes.

    Utility

    • You create a temporary portal that links to a permanent teleportation circle that you are familiar with, and that is on the same plane of existence as you.
    • After the circle is complete, the portal remains open until the end of your next turn.
    • Any creature that enters the portal instantly appears within 5 feet of the destination circle, or the nearest unoccupied space.
    • You can make a permanent teleportation circle by casting this spell and expending 500 gp of rare chalks and inks. You create the permanent circle at your location and then can choose to teleport to another circle if you want.
  • 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.
  • 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.

  • Find the Path Action – Self – 6th Level (Divination) – VSM – 1 Days

    Action – Self – 6th Level (Divination) – VSM – 1 Days

    You seek the shortest, most direct physical route to a specific, fixed location you are familiar with on the same plane of existence.

    Utility

    • For the duration, as long as you remain on the same plane as the destination, you know its distance and the direction it lies.
    • While traveling toward it, whenever you face a choice of paths, you automatically determine which path is the shortest and most direct route (not necessarily the safest).
    • Failure Conditions: If you name a destination on another plane of existence, a destination that moves (such as a Mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.
  • 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.
  • 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.

  • Guards and Wards 1 Hour – 6th Level (Abjuration) – VSM – 24 Hours

    1 Hour – 6th Level (Abjuration) – VSM – 24 Hours

    Materials: You require a silver rod, typically valued at 10 gold.

    Utility

    You create a ward that protects up to 2,500 square feet of floor space (an area 50 ft square, or one hundred 5-ft squares). The warded area can be shaped as you desire, and you may ward multiple stories of a stronghold. You may designate safe creatures to ignore the effects of your ward. You may ward multiple levels of a building, provided the total area does not exceed 2,500 sq. ft. per casting.

    • Corridors: Fog fills all warded corridors, making them heavily obscured. Strong wind disperses the fog in 10 rounds, but it reforms 10 minutes later.
    • Doors: All warded doors are magically locked, as if by the Arcane Lock spell.
    • Stairs: Webs fill all stairwells, as if created by the Web spell.
    • Chamber: You may place Magic Mouth spells at up to two locations.
    • Choice: You may also select one of the following effects:
      • Place Dancing Lights in four corridors. You may designate a simple program that the lights repeat while Guards and Wards lasts.
      • Place Magic Mouth in two locations.
      • Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Guards and Wards lasts.
      • Place a constant Gust of Wind in one corridor or room.
      • Place a constant Suggestion in one location. You select an area of up to 5 feet square; any creature that enters or passes through the area receives the Suggestion mentally.
    • When casting Dispel Magic if successful, removes only the specific effect targetted.
    • You can make the ward permanent by casting Guards and Wards on the same location every day for one year.
  • 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.

    Healing

    This spell has no effect on constructs.

    *Upcasting: Increase healing by 10 for each spell level above 6th.

  • Heroes’ Feast Action – 30 ft. – 6th Level (Conjuration) – VSM – 24 Hours

    Action – 30 ft. – 6th Level (Conjuration) – VSM – 24 Hours

    Materials: You require a gem-encrusted bowl, typically valued at 1000 gold. The spell consumes this material.

    Summoning/Utility

    You bring forth a magnificent feast of food and drink. The feast takes 1 hour to consume, and if they do they get the benefits below. The feast disappears at the end of the hour. Up to 12 creatures can partake.

    1 Hour – 24 Hours

    Buff

    • Cured of all Diseases and Poisons.
    • Immune to Poison and the Frightened condition.
    • Advantage on all Wisdom Saving Throws.
    • Hit Point maximum increases by 2d10, and you gain the same number of Hit Points.
  • Instant Summons Action (Ritual: 1 Minute) – Object – 6th Level (Conjuration) – VSM – Permanent

    Action (Ritual: 1 Minute) – Object – 6th Level (Conjuration) – VSM – Permanent

    Utility

    • You touch an object weighing 10 pounds or less, whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire used as the material component. Each casting requires a new sapphire.
    • At any time thereafter, you may take an Action to speak the item’s name and crush the sapphire. The item instantly appears in your hand, regardless of physical or planar distance, and the spell ends.
    • If another creature is holding or carrying the item, crushing the sapphire does not transport it. Instead, you learn who possesses the object and roughly where that creature is at that moment.

    Dispel Magic or a similar effect successfully applied to the sapphire ends this spell.

  • Irresistible Dance Action – 1 Creature (30 ft.) – 6th Level (Enchantment) – V – Concentration (1 Minute)

    Action – 1 Creature (30 ft.) – 6th Level (Enchantment) – V – Concentration (1 Minute)

    You command a creature to dance, and they begin a comic dance in place, shuffling, tapping its feet, and capering.

    Wisdom Save

    • Failure: The target is Charmed by you. While charmed:
      • The target must use all their movement to dance without leaving its space.
      • The target has disadvantage on attack rolls and Dexterity saving throws.
      • Other creatures have advantage on attack rolls against the target.
      • As an action, the target can make a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
    • Success: No effect.
  • 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.
  • Mass Suggestion Action – 12 Creature (60 ft.) – 6th Level (Enchantment) – VM – 24 Hours

    Action – 12 Creature (60 ft.) – 6th Level (Enchantment) – VM – 24 Hours

    You place a severed snake’s tongue on your lips and offer a suggestion to a group of creatures, magically making your words sound appealing to them.

    Control

    You suggest a specific course of action that the creatures believes they could finish within 24 hours.

    The targets must be able to hear and understand you. This spell cannot compel someone to do something they would not normally consider doing. If a character could not influence a creature to do something with a persuasion skill check, the suggestion spell will not work either.

    Wisdom Save

    • Failure: The target is Charmed by you. While charmed, they make your suggested course of action an immediate priority. If the suggested course of action leads the target or one of their allies to physical harm, or is about to lead them to harm, the spell ends. Targets will generally eat and take care of themselves, but only as much as is needed to follow the suggested course of action.
    • Success: No effect.

    Upcasting: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

    You can also specify conditions that will trigger an action during the duration. For example, you might suggest that a group of knights give money to the first beggar they meet. If the condition isn’t met before the spell expires, the activity isn’t performed.

  • 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.
  • True Seeing Action – 1 Creature (Touch) – 6th Level (Divination) – VSM – 1 Hour

    Action – 1 Creature (Touch) – 6th Level (Divination) – VSM – 1 Hour

    You daub mushroom powder over the eyelids of a willing creature, giving the creature you touch the ability to see things as they actually are.

    Materials: You require Mushroom Powder, typically valued at 25 gold. This spell consumes this material.

    Buff

    • The creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Ethereal creatures and objects appear ghostly and translucent.
  • 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 ski

    Buff

    • 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.
  • Arcane Sword Action – 90 ft. – 7th Level (Evocation) – VSM – Concentration (1 Minute)

    Action – 90 ft. – 7th Level (Evocation) – VSM – Concentration (1 Minute)

    Materials: You require a miniature sword, typically valued at 250 gold.

    Summoning

    • You create a sword-shaped plane of force that hovers within range for the duration.
    • When the sword appears, make a melee spell attack against one target within 5 feet of it.
    • It is immune to poison and psychic damage, and immune to all conditions except cover, hasted, invisible, obscured, and slowed.
    • Concentration: As a Bonus Action on each of your turns, you can move the sword up to 20 feet to a spot you can see. The sword can then make another attack against a target within 5 feet of it.

    Melee Spell Attack

    • Hit: Target takes 3d10 force damage.
    • Miss: No damage.
  • 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:
    • Success: No effect.
  • Etherealness Action – 7th Level (Transmutation) – VS – 8 Hours

    Action – 7th Level (Transmutation) – VS – 8 Hours

    Utility

    • You step into the Border Ethereal, overlapping your current plane. You remain there for the Duration or until you use an Action to dismiss the spell.
    • While in the Border Ethereal, you can move in any direction. Moving up or down costs double movement. You can see and hear your original plane, but everything appears gray, and you cannot see farther than 60 ft.
    • You can only affect and be affected by creatures on the Ethereal Plane. Creatures not on the Ethereal Plane cannot perceive or interact with you unless they have special abilities or magic to do so.
    • You ignore all objects and effects that are not on the Ethereal Plane, allowing you to move through objects you perceive on your original plane.
    • When the spell ends, you return to your original plane in the space you occupy. If that space is occupied, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet moved.
    • This spell has no effect if cast while on the Ethereal Plane or a plane that does not border it.

    Upcasting: Target up to two additional creatures within 10 ft. of you for each spell level above 7th.

  • 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.

  • Forcecage Action – Cube (100 ft.) – 7th Level (Abjuration) – VSM – 1 Hours

    Action – Cube (100 ft.) – 7th Level (Abjuration) – VSM – 1 Hours

    Materials: You require Ruby Dust, typically valued at 1500 gold. This spell consumes the material.

    Utility

    • You create an immobile, invisible, cube-shaped prison of magical force. The prison may be either a cage or a solid box. The cage extends into the Ethereal Plane, blocking ethereal travel.
      • Cage: Up to 20 ft. on a side, formed by 1/2-inch diameter bars spaced 1/2 inch apart. A creature inside the cage cannot leave by nonmagical means.
      • Box: Up to 10 ft. on a side, a solid barrier that blocks matter and prevents spells from passing into or out of the area.
    • Creatures fully inside the area are trapped. Creatures partially inside, or too large to fit, are pushed outward until completely outside the area. If a creature attempts to teleport or use interplanar travel, it must first succeed on a Charisma saving throw.
    • This spell cannot be dispelled by dispel magic.

    Charisma Save

    • Failure: The attempt fails, the magic is wasted, and the creature remains trapped.
    • Success: The creature may exit the forcecage using that magic.
  • Magnificent Mansion 1 Minute – 300 ft. – 7th Level (Conjuration) – VSM – 24 Hours

    1 Minute – 300 ft. – 7th Level (Conjuration) – VSM – 24 Hours

    Materials: You require an attuned key, typically valued at 15 gold.

    Summoning

    • You conjure an extradimensional dwelling. Its entrance is a faintly shimmering portal 5 ft. wide and 10 ft. tall. You and creatures you designate may enter while the portal is open. You can open or close the portal from within 30 ft. While closed, the portal is invisible.
    • The mansion consists of up to 50 cubes (10 ft. each side) arranged in any floor plan you choose. The space is fully furnished and decorated as you desire. Furnishings and objects dissipate into smoke if removed.
    • The mansion contains clean air, warmth, and sufficient food to provide a nine-course banquet for up to 100 people.
    • A staff of 100 near-transparent servants attends all who enter. You determine their appearance and attire. They obey your commands completely but cannot Attack or directly harm creatures. They may perform normal household tasks such as serving, fetching, cleaning, mending, lighting fires, or preparing food.
    • Servants may move freely within the mansion but cannot leave it.
    • When the spell ends, all creatures within are expelled into the nearest open spaces outside the entrance.
  • Mirage Arcane 10 Minutes – 1 Mile Square – 7th Level (Illusion) – VS – 10 Days

    10 Minutes – 1 Mile Square – 7th Level (Illusion) – VS – 10 Days

    Illusory Image

    Roll an illusion check for this spell.

    • You reshape the appearance of natural terrain in an area up to 1 mile square. The terrain’s general shape remains the same, but you may make it look, sound, smell, and feel like a different type of terrain.
    • Examples: An open field or road could appear as a swamp, crevasse, or hills; a pond could look like a meadow; a precipice like a slope; or a rocky gully like a smooth road.
    • You may alter the appearance of structures or create illusory ones, but the spell does not disguise, conceal, or create creatures.
    • The illusion includes audible, visual, tactile, and olfactory elements. It can create illusory difficult terrain or make rough terrain seem smooth.
    • Any part of the illusory terrain removed from the spell’s area (such as a rock or stick) disappears immediately.
    • Creatures with Truesight see through the illusion to the terrain’s true form. However, they still perceive and can physically interact with the illusory elements.
  • 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.
  • Project Image Action – 1 Space (500 mi) – 7th Level (Illusion) – VSM – Concentration (24 Hours)

    Action – 1 Space (500 mi) – 7th Level (Illusion) – VSM – Concentration (24 Hours)

    Illusory Image

    Roll an illusion check for this spell.

    • You create an illusory duplicate of yourself at a location within range that you have seen before, regardless of obstacles. The image looks and sounds like you but is intangible. If the illusion takes damage, the spell ends.
    • You can use your Action to move the image up to twice your speed, and make it gesture, speak, and behave as you choose. It mimics your mannerisms perfectly.
    • You can see through the image’s eyes and hear through its ears as if you were in its space. On your turn, you may use a Bonus Action to switch between its senses and your own. While using its senses, you are blinded and deafened to your own surroundings.
    • Physical interaction reveals the image to be an illusion, as creatures and objects pass through it.
    • A creature may use its Action to examine the image. On a successful Investigation check against your spell save DC, the creature recognizes the illusion. To it, the image appears translucent and its sounds are hollow.
  • Regenerate Action – 1 Creature – 7th Level (Transmutation) – VSM – 1 Hours

    Action – 1 Creature – 7th Level (Transmutation) – VSM – 1 Hours

    Healing:

    • Target regains 4d8+15 healing immediately.
    • Ongoing: For the Duration, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). Severed body parts (fingers, legs, tails, etc.) are restored after 2 minutes. If the severed part is held to the stump, the limb reattaches instantly.
  • Resurrection 1 Hour – 1 Creature – 7th Level (Necromancy) – VSM

    1 Hour – 1 Creature – 7th Level (Necromancy) – VSM

    Materials: You require a diamond valued at 1,000 gold. This spell consumes this material.

    Healing

    You touch a dead creature that has been dead no more than 100 years, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with full hit points.

    • The creature is cured of all poisons and normal diseases it had when it died. Magical diseases, curses, and similar effects are not removed. If these remain, they continue to afflict the target upon return. The spell closes all mortal wounds and restores any missing body parts.
    • The resurrected creature suffers a -4 penalty to attack rolls, saving throws, and ability checks. This penalty decreases by 1 each time the creature finishes a Long Rest, until it is removed.
    • If the creature has been dead for 1 year or longer, the strain of casting is immense. Until you finish a Long Rest, you cannot cast spells and have Disadvantage on all attack rolls, ability checks, and saving throws.
  • 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.
  • Symbol 1 Minute – Touch – 7th Level (Abjuration) – VSM – Permanent

    1 Minute – Touch – 7th Level (Abjuration) – VSM – Permanent

    Materials: You require 1 pound of pure diamond dust, typically valued at 1000 gold. This spell consumes this material.

    Utility

    • You inscribe a harmful glyph on a surface (up to 10 ft. in diameter) or inside an object that can be closed to conceal it. If the inscribed object is moved more than 10 ft. from where you cast the spell, the glyph breaks and the spell ends without triggering.
    • The glyph is nearly invisible. A creature must succeed on an Intelligence (Investigation) check against your spell save DC to notice it.
    • You decide the trigger when casting the spell (touching, stepping on, opening, moving within range, seeing, reading, etc.). Triggers can be refined by physical traits (size, weight, type) or by conditions such as passwords. You may also exclude certain creatures from triggering it.
    • Once triggered, the glyph glows, filling a 60-ft. radius sphere with dim light for 10 minutes. Each creature in the area when it activates, or that enters it for the first time on a turn or ends its turn there (but not both), is affected by the chosen effect.
    • Choose one of the options below for its effect.

    Effects – 60 ft Radius

    Trigger: Set the trigger to occur.

    • Death: Constitution Save Failure, target takes 10d10 necrotic damage; success Half damage.
    • Discord: Constitution Save Failure, target bickers for 1 minute, cannot communicate meaningfully, and has Disadvantage on attack rolls and ability checks.
    • Fear: Wisdom Save Failure, target is Frightened for 1 minute, drops held items, and must move at least 30 ft. away each turn if able.
    • Hopelessness: Charisma Save Failure, target is overwhelmed with despair for 1 minute and cannot attack or use harmful actions, spells, or effects.
    • Insanity: Intelligence Save Failure, target is insane for 1 minute, cannot act or understand language, and speaks only gibberish. The DM controls its erratic movement.
    • Pain: Constitution Save Failure, target is Incapacitated with excruciating pain for 1 minute.
    • Sleep: Wisdom Save Failure, target falls Unconscious for 10 minutes. The creature wakes if it takes damage or if shaken awake as an Action.
    • Stunning: Wisdom Save Failure, target is Stunned for 1 minute.
  • Teleport Action – Self and 8 Creatures (10 ft.) – 7th Level (Conjuration) – V

    Action – Self and 8 Creatures (10 ft.) – 7th Level (Conjuration) – V

    Teleportation

    • You and up to eight willing creatures of your choice, or a single object you can see within range, are transported instantly to a destination you describe. The destination must be on the same plane of existence.
    • The accuracy of your arrival depends on how familiar you are with the destination and whether you have an associated object from there. The DM rolls on the Teleport Table.
    • When you teleport, roll 1d100. The result depends on your familiarity with the destination.
      • On Target: You appear exactly where you intended.
      • Off Target: You arrive 1d10*1d10 percent of the distance away in a random direction from your intended destination.
      • Similar Area: You arrive in a different area that closely resembles the target area (such as another temple to the same god, or a guildhall with similar layout).
      • Mishap: You and each creature or object teleported take 3d10 force damage, and the DM rerolls on the table to determine the outcome. Repeated mishaps are possible.

    Familiarity Categories

    1. Permanent Circle: A teleportation circle whose sigil sequence you know.
    2. Associated Object: A reliable object taken from the desired location within the last six months.
    3. Very Familiar: A place you have been often and carefully studied.
    4. Seen Casually: A place you have seen more than once but not studied.
    5. Viewed Once: A place you have seen once, possibly using magic.
    6. Description: A place you know only by description.
    7. False Destination: A place that doesn’t exist or you misidentify.
  • 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.
  • Antimagic Field Action – 10 ft. Emanation (Self) – 8th Level (Abjuration) – VSM – Concentration (1 Hour)

    Action – 10 ft. Emanation (Self) – 8th Level (Abjuration) – VSM – Concentration (1 Hour)

    Utility

    • An invisible sphere of antimagic surrounds and moves with you. Within the sphere, spells cannot be cast, summoned creatures disappear, and magic items become mundane.
    • Spells and magical effects are suppressed within the sphere unless created by an artifact or deity. A slot expended to cast a suppressed spell is consumed, and suppression counts against the effect’s duration.
      • Targeted Effects: Spells and magical effects that directly target creatures or objects in the sphere (e.g., Magic Missile, Charm) have no effect.
      • Areas of Magic: The area of another spell cannot extend into the sphere. Overlapping areas are suppressed. Example: flames from Wall of Fire. are suppressed within the sphere, creating a gap.
      • Active Spells: Ongoing spells or magical effects on creatures or objects are suppressed while inside the sphere.
      • Magic Items: Properties and powers of magic items are suppressed in the sphere. Example: a Longsword +1 functions as a mundane Longsword. Magic resumes if the item leaves the sphere.
      • Magical Weapons: If used against a target in the sphere, or wielded by a creature inside, a weapon’s magical properties are suppressed. If the weapon leaves the sphere (e.g., a fired arrow), its magic resumes immediately.
      • Magical Travel: Teleportation and planar travel fail if the sphere is the origin or destination. Portals and extradimensional openings (e.g., Gate) close while within the sphere. Summoned Creatures: A creature or object created or summoned by magic vanishes while inside the sphere, reappearing once its space is no longer covered by it.
      • Dispel Magic: Effects such as Dispel Magic cannot end or suppress an Antimagic Field. Multiple Antimagic Fields do not nullify each other.
  • Antipathy/Sympathy 1 Hour – 1 Huge or smaller Creature or Object (60 ft.) – 8th Level (Enchantment) – VSM – 10 Days

    1 Hour – 1 Huge or smaller Creature or Object (60 ft.) – 8th Level (Enchantment) – VSM – 10 Days

    Wisdom Save

    • Failure: When casting the spell choose one of the effects below.
      • Antipathy: Designated creatures that see the target or come within 60 ft. are Frightened. The creature must use its movement to reach the nearest safe spot out of sight and beyond 60 ft. The effect ends if the creature is both unseen and more than 60 ft. away, but resumes if it reenters range or regains sight.
      • Sympathy: Designated creatures that see the target or come within 60 ft. are compelled to approach. The creature must use its movement each turn to move into the area or within reach of the target. Once adjacent, it cannot willingly move away.
    • Success: No effect, and is immune to it for 1 minute, after which time it can be affected again.
    • If the target harms an affected creature, that creature may immediately make a Wisdom save to end the effect. If an affected creature ends its turn outside 60 ft. and without line of sight, it makes a Wisdom save. On success, the effect ends and it recognizes the aura as magical. Each affected creature repeats the save every 24 hours while the spell persists.
  • Befuddlement Action – 1 Creature (150 ft.) – 8th Level (Enchantment) – VSM – 30 Days

    Action – 1 Creature (150 ft.) – 8th Level (Enchantment) – VSM – 30 Days

    Rattling a key ring with no keys, you laugh at your target as their mind is cast into darkness.

    Intelligence Save

    • Failure: Target takes 10d12 psychic damage and is silenced. A creature immune to confusion is also immune to this spell. While silenced in this way, the target also cannot write or use sign language. The effect also ends with the Break Enchantment or Wish spells.
    • Success: Half damage, no other effect.
  • 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.
  • Glibness Action – Self – 8th Level (Enchantment) – V – 1 Hours

    Action – Self – 8th Level (Enchantment) – V – 1 Hours

    Buff

    • When you make a Charisma check, you may replace the result with a 15.
    • Magic that would determine if you are telling the truth always indicates that you are truthful, regardless of what you say.
  • 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.
  • Mind Blank Action – 1 Creature (Touch) – 8th Level (Abjuration) – VS – 24 Hours

    Action – 1 Creature (Touch) – 8th Level (Abjuration) – VS – 24 Hours

    Buff

    • The target is immune to Psychic damage.
    • The target is immune to any effect that would sense its emotions or read its thoughts.
    • The target is immune to Divination spells.
    • The target is immune to the Charmed condition.
    • This spell even foils Wish and similar magic of equal or greater power that would affect the target’s mind or reveal information about it.
  • Power Word Stun Action – 1 Creature (60 ft.) – 8th Level (Enchantment) – V

    Action – 1 Creature (60 ft.) – 8th Level (Enchantment) – V

    Debuff

    • If the target has 150 hit points or fewer, it is Stunned. At the end of each of its turns, the stunned creature makes a constitution save.

    Constitution Save

    • Failure: Target remains stunned.
    • Success: The effect ends.
  • Sunburst Action – 60 ft. Radius (150 ft.) – 8th Level (Evocation) – VSM

    Action – 60 ft. Radius (150 ft.) – 8th Level (Evocation) – VSM

    Constitution Save

    Undead and Ooze have Disadvantage on this save.

    • Failure: Target takes 12d6 radiant damage and is Blinded for 1 minute. Targets roll again at end of their turns, ending the blinded effect on success.
    • Success: Half damage, no effect.
    • This spell dispels any darkness in its area that was created by a spell.
  • 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.
  • Foresight 1 Minute – 1 Creature (Touch) – 9th Level (Divination) – VSM – 8 Hours

    1 Minute – 1 Creature (Touch) – 9th Level (Divination) – VSM – 8 Hours

    Buff

    • The target cannot be surprised.
    • The target has Advantage on all Attack Rolls, Ability Checks, and Saving Throws.
    • Other creatures have Disadvantage on attack rolls against the target.

    This spell immediately ends if you cast it again before its duration ends.

  • 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.
    • 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.
  • Mass Heal Action – 60 ft. Emanation (Self) – 9th Level (Transmutation) – VS

    Action – 60 ft. Emanation (Self) – 9th Level (Transmutation) – VS

    Healing

    This spell has no effect on construct.

    • Restore up to 70 hit points, divided as you choose among any number of creatures you can see within range.
    • Creatures healed are cured of all diseases.
    • Creatures healed are cured of any effect causing them to be Blinded or Deafened.
  • 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.
  • Prismatic Wall Action – 90 ft. Long, 30 ft. Tall 1 Inch Wide Wall (60 ft.) – 9th Level (Evocation) – VS – 10 Minutes

    Action – 90 ft. Long, 30 ft. Tall 1 Inch Wide Wall (60 ft.) – 9th Level (Evocation) – VS – 10 Minutes

    Utility

    • You conjure a shimmering, multicolored wall of light. Choose either a vertical opaque wall (up to 90 ft. long, 30 ft. high, 1 in. thick) or a 30-ft. sphere.
    • The wall sheds bright light to 100 ft. and dim light for another 100 ft.
    • Allies designated at the time of casting can pass freely without harm.
    • Creatures passing through the wall do so one layer at a time, making saving throws against each layer. Look at wall layers below.
    • The wall can only be destroyed layer by layer, from Red to Violet. Antimagic Field has no effect. Dispel Magic only works against the Violet layer.

    1 Minute

    Creatures within 20 ft. of the wall

    Constitution Save

    • Failure: Target is Blinded
    • Success: No effect.

    Wall Layers

    • Red: Dexterity Save or take 10d6 fire damage (half on success). Blocks nonmagical ranged attacks. Destroyed by 25 cold damage.
    • Orange: Dexterity Save or take 10d6 acid damage (half on success). Blocks magical ranged attacks. Destroyed by strong wind.
    • Yellow: Dexterity Save or take 10d6 lightning damage (half on success). Destroyed by 60 force damage.
    • Green: Constitution Save or take 10d6 poison damage (half on success). Destroyed by Passwall or similar spell of 5th+ level.
    • Blue: Constitution Save or take 10d6 cold damage (half on success). Destroyed by 25 fire damage.
    • Indigo: WIS save or be Restrained. At the end of each turn, make a Constitution Save:
      • 3 successes: effect ends.
      • 3 failures: target becomes permanently Petrified.
      Blocks spells from passing through. Destroyed by bright light from Daylight or a 3rd+ level spell that emits bright light.
    • Violet: WIS save or be Blinded. At the start of your next turn, make another WIS save:
      • Failure: Target is banished to another plane (DM’s choice, typically home plane or Astral/Ethereal).
      • Success: Blindness ends.
      Destroyed by Dispel Magic or similar spell of 6th+ level that can end magical effects.
  • 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.
  • Time Stop Action – Self – 9th Level (Transmutation) – V

    Action – Self – 9th Level (Transmutation) – V

    Utility

    • You take 1d4+1 turns in a row. During this time, no other creatures act and no time passes for them.
    • You can use Actions, Bonus Actions, and movement as normal during these turns.
    • The spell ends if either you affect a creature other than yourself, or an object worn or carried by another creature or if you move more than 1,000 ft. away from the location where you cast it.
  • True Polymorph Action – 1 Creature (30 ft.) – 9th Level (Transmutation) – VSM – Concentration (1 Hour)

    Action – 1 Creature (30 ft.) – 9th Level (Transmutation) – VSM – Concentration (1 Hour)

    Wisdom Save

    • Failure: Target is transformed.
      • Creature to Creature:
        • The new form must have a CR equal to or lower than the target’s (or its level, if it has no CR).
        • The target’s statistics, including mental ability scores, are replaced by the new form’s. It retains its alignment and personality.
        • The target assumes the hit points of the new form. When it reverts, it returns to the HP it had before. Excess damage carries over, but does not knock the creature Unconscious unless it reduces its normal form to 0 HP.
        • The target cannot act outside its new form’s capabilities (e.g. no casting if the form cannot cast, no speech if the form cannot speak).
        • The target’s equipment melds into the new form and cannot be used.
      • Object to Creature:
        • The new creature’s size must be no larger than the object’s size, and its CR must be 9 or lower.
        • The creature is friendly to you and your allies, acting on your turns and following your commands. The DM controls its statistics and resolves its actions.
        • If the spell becomes permanent, you no longer control the creature. Its attitude depends on how you treated it while under your control.
      • Creature to Object:
        • The creature, along with its worn and carried gear, becomes a nonmagical object.
        • Its statistics are replaced by those of the object. It has no memory of time spent in this form once it returns to normal.
    • Success: No effect.
    • Concentration: If you concentrate for the full duration, the transformation becomes permanent until dispelled.
  • 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.
  • Weird Action – 30 ft. Radius (120 ft.) – 9th Level (Illusion) – VS – Concentration (1 Minute)

    Action – 30 ft. Radius (120 ft.) – 9th Level (Illusion) – VS – Concentration (1 Minute)

    Wisdom Save

    • Failure: Target takes 10d10 damage and gains the Frightened condition for the duration. Target rolls again at end of their turns: taking 5d10 psychic on a failure and ending effect on success.
    • Success: Half damage, no effect.
  • 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.
  • 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.