Table of Contents

Arcydean Spells

Shadowstaff

8th-level necromancy

Components: V, S Casting Time: 1 bonus action Duration: Concentration, up to 1 minute Range: Self Area of Effect: 1 staff Saving Throw: None

You imbue a staff you hold with necrotic energy. When you successfully hit with it, the staff does an additional 6d6 necrotic damage and you gain temporary hit points equal to half of the damage taken by the target.

Solar Flare

8th-level evocation

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 150 ft. Area of Effect: Cylinder, 15-ft. radius, 60-ft. tall Saving Throw: Dexterity half damage; Constitution not blinded

You summon a vertical column of divine fire from the heavens. Each creature in a 15-foot-radius, 60-foot-tall cylinder centered on a point within range takes 6d6 fire damage plus 6d6 radiant damage, or half damage with a successful Dexterity saving throw. Each creature in the cylinder or within 15 feet of it that can see the fire is permanently blinded unless it makes a successful Constitution saving throw.

The light from the solar flare affects creatures as if it were true sunlight.

Soul Strike

8th-level necromancy

Components: V, S, M (the heart of a humanoid killed in the last week, which is consumed in the casting) Casting Time: 1 action Duration: Instantaneous Range: 100 ft. Area of Effect: Sphere, 40-ft. radius Saving Throw: Wisdom half damage, not stunned

You cause negative energy to fill a 40-foot-radius sphere around a point within range, which claws at the souls of all creatures exposed to it. Each living creature in the affected area must make a Wisdom saving throw. If the saving throw fails, the creature takes 8d10 necrotic damage and is stunned for 1d4 rounds; on a successful save, the creature takes half damage and is not stunned.

A stunned creature makes a Constitution saving throw at the end of each of its turns; a successful save ends the stun.

A creature killed by soul strike can’t be raised by any magic less powerful than an 8th-level spell.

Spirit Disk

8th-level evocation

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 120 ft. Area of Effect: 1 creature Saving Throw: None

You evoke a spinning disk of force that streaks toward one creature you can see. Make a ranged spell attack. If it hits, the creature takes 10d10 force damage. If you roll a natural 20 to hit, roll the d20 again. If the result of the second roll is another 20, the creature loses a limb, the same as if it had been struck by a sword of sharpness.

Once launched, the spirit disk remains hovering near its target. As an action, you can attack again with it on each of your turns. The target, however, can’t be changed.

Strength of the Wyrm

8th-level transmutation

Components: V, S, M (scale from a dragon) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Touch Area of Effect: 1 creature Saving Throw: None

One willing creature you touch increases its Strength to 25 and its Constitution to 19 for the duration. A creature that has a higher score in either ability keeps its innate score; its ability score isn’t lowered because of this spell.

Touch of Madness

8th-level enchantment

Components: V, S, M (a handful of coal dust) Casting Time: 1 action Duration: Instantaneous Range: 150 ft. Area of Effect: 1 creature Saving Throw: Wisdom negates

The judgment of a creature you can see is overwhelmed with contradictory images and impulses. The creature takes 4d6 psychic damage and must make a Wisdom saving throw. If the saving throw fails, the creature’s Wisdom score becomes 1, it can’t cast divine spells, and it becomes incredibly trusting, always following the last order given to it by anyone unless doing so would cause self-harm.

At the end of every 30 days, the creature can repeat the saving throw to end the effect. The spell can also be ended by a greater restoration, heal, or wish spell.

Tranquil Grove

8th-level conjuration

Components: V, S, M (an acorn) Casting Time: 1 action Duration: 12 hours Range: 50 ft. Area of Effect: a single glade or copse up to 30 ft. in diameter Saving Throw: None

You create a small green glade or copse of trees that exudes peace and tranquility. Any creatures that take a long rest in the grove regain all hit points and hit dice as normal, and they are cured of all diseases, they recover fully from exhaustion, and all poison in their systems is neutralized.

The grove also contains enough food to feed ten Small or Medium creatures. Finally, the grove and everything inside it are invisible to all creatures outside the grove except for those you allow to perceive it.

Up to ten creatures can rest in the grove at one time. The spell can only be cast outdoors.

Transfer of Vigor

5th-level transmutation Druid,

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 hour Range: Touch Area of Effect: 1 creature Saving Throw: Constitution negates effect

You touch a creature and attempt to gain its physical prowess. The creature can make a Constitution saving throw if it chooses to. If the saving throw fails or if the creature didn’t make a saving throw, you exchange Strength and Constitution scores with the target for the duration of the spell. Transfer of Vigor ends if either you or the target drops to 0 hit points.

Transform Zombie

5th-level necromancy

Components: V, S, M (a bone from a ghoul) Casting Time: 1 action Duration: Permanent Range: Touch Area of Effect: 1 zombie Saving Throw: None

One zombie that you touch becomes a ghoul. If you previously had control of the zombie, you retain control of the ghoul.

Umbral Storm

8th-level necromancy

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 400 ft. Area of Effect: Sphere, 20-ft. radius Saving Throw: Constitution half damage and exhaustion

You create a spherical storm of necrotic energy surrounding a point you can see, with a 20-foot radius. Each creature in the area must make a Constitution saving throw. If the saving throw fails, it first loses all temporary hit points and then takes 5d6 + 30 necrotic damage; on a successful save, the creature does not lose temporary hit points and takes half damage.

Umbral Weapon

5th-level necromancy

Components: V, S Casting Time: 1 bonus action Duration: Concentration, up to 1 minute Range: Self Area of Effect: Self Saving Throw: None

You reach into nearby shadows and use them to create a blade made of shadow-stuff. The blade can resemble any weapon you are proficient with. For the duration of the spell, you can wield the umbral weapon like a normal melee weapon, but you use your spellcasting ability and spell attack bonus when attacking. The weapon does 3d8 necrotic damage, and the target loses 1 point of Strength unless it makes a successful Constitution saving throw. The umbral weapon gains a +3 bonus to damage for every point of Strength it drains. A creature reduced to 0 Strength by this blade dies instantly, and rises in 2d4 rounds as a shadow.

The blade disappears if you let go of it, but during the spell’s duration, you can create it again in your hand with a bonus action.

Unholy Glare

5th-level necromancy

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Self Area of Effect: Sphere, 30-ft. radius Saving Throw: Constitution negates effect

Your eyes glitter with unholy fury. For the duration of the spell, each non-evil creature within 30 feet of you that can see you must make a successful Constitution saving throw or be paralyzed until the start of its next turn. Unless surprised, a creature can avert its gaze to avoid the saving throw, but it suffers the usual penalties for attacking an unseen target if it attacks you before the start of its next turn.

Unyielding Durability

5th-level transmutation

Components: V, S Casting Time: 1 action Duration: 10 minutes Range: Touch Area of Effect: 1 object up to 20 lbs. Saving Throw: None

One item you touch, which can weigh no more than 20 lbs., becomes unbreakable and can’t be damaged for the duration of this spell. If the item is subjected to a disintegrate effect, it is unaffected but this spell immediately ends.

Vengeful Environs

5th-level transmutation

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 150 ft. Area of Effect: Cylinder, 40-ft. radius, 20 ft. high Saving Throw: None

From a point you can see, you raise a cylinder of magical energy with a 40-foot radius and 20 feet in height. All plants and animals inside the affected area become infuriated, so that they bite and sting and lash out against all nearby creatures.

Every creature that begins its turn inside the affected area takes 3d6 + 10 piercing damage from bites, stings, and lacerations. Creatures in the affected area also make concentration checks with disadvantage.

Animals and swarms of insects are drawn to the area affected by vengeful environs, so killing a few of them doesn’t lessen the spell’s effect. An area-effect attack that hits AC 5 and does at least 20 points of damage, however, clears a 5-by-5-by-5-foot cube of infuriated creatures inside the spell’s area; once cleared this way, that zone doesn’t refill.

Vile Vintage

5th-level transmutation

Components: V, S, M (powdered gemstones) Casting Time: 1 action Duration: Permanent Range: Touch Area of Effect: 1 container of wine, up to 1 cubic ft. Saving Throw: None

You transform up to 1 cubic foot (7.5 gallons) of wine into poison. The wine must be in a container, and all of the wine in the container must be affected for the spell to work; the spell fails if it is cast on just 7.5 gallons of wine in a full, 50-gallon barrel. The wine can be poisoned with any of the game’s standard, ingested poisons. The material component cost is the same as one dose of the poison.

Violent Scream

5th-level evocation

Components: V Casting Time: 1 action Duration: Instantaneous Range: Self Area of Effect: Cone, 30 ft. long Saving Throw: Constitution half damage

You scream and emit a 30-foot cone of damaging sound. Each creature in the cone takes 8d8 thunder damage and is deafened for one minute, or takes half damage and is not deafened with a successful Constitution saving throw.

At Higher Levels: For each spell slot used higher than 5th level, violent scream does an additional 1d8 damage.

Voice of Memories

5th-level enchantment

Components: V, S Casting Time: 1 action Duration: 3 minutes Range: Touch Area of Effect: 1 creature Saving Throw: Wisdom negates

You weave magic into your voice or music as you attempt to hypnotize one living creature you can see. The creature must make a Wisdom saving throw. If the saving throw fails, its unconscious mind comes under your control. You have a period of three minutes in which you can instill false memories or cause the target to forget painful experiences. New memories are somewhat fragmented, but the target’s mind fills them in, actually making the spell more effective over time.

A new memory that goes against the target’s real experiences allows the creature to make another Wisdom saving throw to reject the “memory” as nothing but a dream. For example, a paladin who “remembers” committing an infamous local murder is likely to question that memory’s veracity.

This spell can be used to set up a “patsy” to take the blame for a crime, or it can be used to help erase and ease painful memories so that an individual can move back into normal life after a horrible trauma. The spell reveals no information about memories in the target’s mind; the spellcaster is well-advised to become familiar with the creature’s background before trying to erase or add memories.

Wail of Fate

5th-level necromancy

Components: V, S Casting Time: 1 action Duration: Instantaneous Range: Self Area of Effect: Cone, 30 ft. long Saving Throw: Constitution negates effect

You project a scream of doom at all creatures in a 30-foot cone. Each creature in the cone must make a Constitution saving throw. If the saving throw fails, the affected creature must roll on the table below to determine the effect of the spell.

d4 Effect 1, 2 The creature is permanently deafened. 3 The creature is incapacitated and can’t move. It can repeat the saving throw at the end of each of its turns; a successful save ends the effect. 4 The creature suffers both effects above. In addition, a creature that fails its saving throw has disadvantage on attack rolls. It can make a Wisdom saving throw at the of each of its turns; a successful save ends the disadvantage.

Watery Blood

5th-level necromancy

Components: V, S Casting Time: 1 action Duration: See text Range: Touch Area of Effect: 1 creature Saving Throw: Constitution negates effect

One creature you touch must make a successful Constitution saving throw or be cursed; its blood becomes watery and doesn’t clot normally. Whenever the creature takes piercing or slashing damage, it begins bleeding profusely. It suffers one-fourth of the original damage (rounded down) at the end of each of its turns until it regains hit points, or until it or an adjacent ally binds the wound by spending an action and making a successful Wisdom (Medicine) check against your spell save DC.

Weaken Fiendish Will

5th-level enchantment

Components: V, S Casting Time: 1 action Duration: Concentration, up to 3 rounds Range: 50 ft. Area of Effect: 1 fiend Saving Throw: None

You attempt to force compliance from a fiend you can see. In most cases, it’s wise to confine the creature in a magic circle or restrain it with a planar binding spell so it can’t attack you while you cast weaken fiendish will. The targeted fiend gets no saving throw against this spell.

If your concentration is broken while maintaining this spell, you are automatically dominated (per dominate person) by the fiend.

Xenophobic Rage

8th-level enchantment

Components: V, S Casting Time: 1 action Duration: Concentration, up to 8 hours Range: Self Area of Effect: Sphere, 50-ft. radius Saving Throw: Wisdom confused 1 round

You sow chaos by drawing upon the secret fears of any number of creatures you can see to make them instantly aggressive toward anyone not of their own race. Each creature must make a Wisdom saving throw. If the saving throw fails, the creature feels the full effect of this spell; on a successful save, the creature is confused (per the confusion spell) until the start of your next turn.

Targets that failed their saving throws become homicidal against creatures of different races. They have no allies except creatures of their own race, even if those creatures were their enemies before xenophobic rage was cast. Affected creatures must use all of their powers to the best of their ability to destroy the nearest enemies they can see.

Each time an affected creature reduces another creature to 0 hit points or kills it, it can repeat the Wisdom saving throw; a successful save ends the spell’s effect on that creature.

Zephyr of Death

8th-level necromancy

Components: V Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Self Area of Effect: Cone, 100 ft. long Saving Throw: Wisdom 4d8 necrotic dmg and not frightened

You send a zephyr that whispers hate and despair in a 100-foot cone. Each creature in the cone takes 4d8 necrotic damage and must make a Wisdom saving throw. If the saving throw fails, the whispers gather around the creature and it is frightened of you for the duration. The whispers gnaw at the creature’s mind, attempting to drive it to death.

While a creature is frightened by the zephyr of death, it must make a Wisdom saving throw at the start of each of its turns. If the saving throw fails, the creature takes 4d8 necrotic damage and is incapacitated until the start of its next turn. On a successful save, it remains frightened, takes half damage, and is not incapacitated. A creature that makes three successful saves, which don’t need to be consecutive, overcomes the spell and the effect ends for them.

Zone of Ablation

5th-level abjuration Paladin

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Self

For the duration of the spell, whenever you are struck by a weapon attack, you take the minimum damage possible from the attack (as if all dice rolled the lowest possible number). This doesn’t affect spell damage rolls or effects that don’t do hit point damage.

Zone of Metamagic Minimization

8th-level abjuration

Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 50 ft. Area of Effect: Sphere, 20-ft. radius Saving Throw: None

You create a zone of purple-hued air in a 20-foot-radius sphere around a point you can see. Within this zone, all damage caused directly by spells is minimized; each damage die is treated as having rolled a 1. The spell doesn’t reduce damage from effects that inflict damage indirectly, such as damage from conjured weapons and creatures, or damage from bonuses; for example, a spell that causes 4d6 + 20 damage is reduced to 4 + 20 damage by a zone of metamagic minimization.

Accursed Monolith

8th-level illusion

Classes: cleric, sorcerer, warlock, wizard

This spell is identical to eldritch monolith, but any creature touching or adjacent to the illusory structure is affected as bestow curse, even if it disbelieves. An additional Wisdom save negates the bestow curse.

Caster’s Caravel

8th-level conjuration

Casting Time: 10 minutes

Range: 120 feet

Components: V, S, M (a miniature ship carved of exotic wood with silken sails worth 500 gp, which the spell consumes)

Duration: Instantaneous

You call into being a small double-decked sailing ship that functions in all respects as an ordinary caravel. It can take on the normal amount of cargo, crew, and passengers, and even have weapons mounted on it if you wish. The ship does not require a full crew, as it is staffed with a compliment of invisible deckhands similar to unseen servants that perform all ordinary functions necessary for sailing the caster’s caravel, though they cannot steer it. These unseen servants have a speed of 30 feet and a climb speed of 15 feet, and they respond to the spoken commands of the caster or any creature she designates as the ship’s pilot. If there is no living pilot, the ship steers itself in whatever direction it was last directed, but it cannot adjust its course to avoid hazards, compensate for severe weather, etc.

The caster’s caravel also contains an extradimensional space reached through a shimmering panel similar to the entrance of a magnificent mansion. Like that spell, only those designated by you can enter the portal. It is invisible to others, who pass down the aft deck ladder that leads to it and into an ordinary cargo hold. Within the extradimensional space, which can fill up to 25 cubes, each cube being 10 feet on each side, you can create any deck plan you desire. All cabins within the space are furnished and its galley contains food and water sufficient to feed 25 Medium-sized creatures each day, a staff of uniformed and transparent but visible servants wait upon all guests within the extradimensional space and sees to their needs. Like magnificent mansion, outside conditions do not affect those within. Even if the ship sinks, those within the space remain unharmed, though they must leave through the same portal by which they entered, even if it lies at the bottom of the sea.

The caster’s caravel lasts for 15 days, after which time there is a cumulative 5 percent chance per day that the spell’s effect ends. If the spell is cast again during this time the duration is reset to 15 days. When the spell ends, any creatures inside the extradimensional space are expelled into the nearest open space to the caravel’s last position.

Cloud Barge

8th-level conjuration

Casting Time: 1 action

Range: touch

Components: V, S, M (a small ball of cotton)

Duration: Concentration, up to 10 minutes

You create an elaborate vessel sculpted of ivory and alabaster, floating upon a cloud, which lifts you and up to five willing targets into the air and whisks you away at incredible speed. The cloud barge moves at a speed of 10 miles per minute and moves its passengers smoothly and without disturbance through any kind of weather; its passengers are unaffected by natural or magical precipitation or wind. Any creatures other than the ones you designate cannot ride the cloud barge, falling through it as if it were made of insubstantial mist.

While riding in the cloud barge, you and the other passengers are in gaseous form, but you can cast spells that affect yourselves and each other and can otherwise interact with each other normally. The cloud barge and its passengers are lightly obscured from creatures outside of it, or heavily obscured if they are in an area of mist or cloud. When the spell ends, whether from the expiration of its duration or being dispelled, the cloud barge and its passengers float gently to the ground (as feather fall) for 1 minute.

Desecrated Stronghold

6th-level evocation

Classes: cleric

Casting Time: 10 minutes

Range: Touch

Components: V, S, M (four vials of unholy water)

Duration: Until dispelled

This spell blesses your entire stronghold, up to a 60-foot radius from the point you touch, with necrotic energy. Living creatures that normally have resistance to necrotic energy lose that resistance within the desecrated stronghold, and celestials can’t enter the area, and any effects used by celestials that charm, frighten, or possess creatures have no effect within the area, ending immediately if creatures so affected enter the area. Undead within the desecrated stronghold gain a +1 bonus on attack and damage rolls.

A desecrated stronghold automatically dispels any hallow spells within your stronghold, and no new hallow spell can be cast there while the desecrated stronghold persists unless the hallow spell’s caster level exceeds yours, in which case the consecrate caster must attempt a caster level check (DC 15 + your caster level) or the spell fails. Even if successfully cast, the hallow spell’s duration is 24 hours instead of indefinite.

Divine Wind

8th-level transmutation

Casting Time: 10 minutes

Range: 5 miles

Components: V, S, M (a drum and flag, painted with the symbol for the wind)

Duration: Concentration, up to 8 hours

Saving Throw none, see text; Spell Resistance no

You create a mighty storm of driving rain and galeforce winds blowing in any direction you choose.

This gale of your divine wind creates waves 10-30 feet high, automatically capsizing and sinking Large or smaller watercraft; Huge or larger ships must succeed on a sailing check with a DC equal to the spell’s save DC or be capsized as well. Large or smaller land vehicles and siege weapons are likewise destroyed, while Huge or larger vehicles and siege weapons have a 50% chance of destruction.

Large or smaller wooden buildings (and tents and pavilions of any size) are automatically destroyed, while Huge or larger wooden buildings and tree trunks have a 25% chance of suffering massive damage. Stone buildings are safe from destruction (though falling trees may damage such buildings).

Buildings consecrated by a hallow spell dedicated to your deity are never damaged by your divine wind, nor are trees or other vegetation within their grounds. Otherwise, exposed crops and gardens are 75% likely to be ruined.

If sand, dust, or snow is present in the area of your divine wind, it is carried aloft on the wind and blocks vision as if the entire area were lightly obscured, and it piles up in drifts 1d3-1 feet deep every 10 minutes, potentially burying creatures sheltering in sturdy buildings. The divine wind extinguishes Large or smaller fires immediately, while Huge or larger fires blow out after 10 minutes.

Creatures unable to find shelter take 1d10 points of bludgeoning damage every 10 minutes they are exposed to the pelting rain and howling wind. In addition, they must succeed on a DC 15 Constitution saving throw every 10 minutes or gain one level of exhaustion.

Eldritch Monolith

5th-level illusion

Casting Time: 1 action Components: V, S, M (a piece of rubble from a building at least 1000 years old) Range: 200 feet Area: one 100-foot cube Duration: concentration up to 1 hour Classes: cleric, sorcerer, wizard, warlock

This spell is sometimes used by researchers into the mysteries of the ancients as a means to examine the architecture and artistry of fallen obelisks, statuary, and similar monuments. Eldritch monolith creates a solid illusory duplicate of the exterior of the ancient structure used as its focus, resized and proportionately scaled down to fit within the spell’s area. This spell shows external openings but not the internal structure of the building; however, spaces open to the exterior are visible. The detail shown by the eldritch monolith is not exacting, but it does provide advantage on History and Investigation checks about the actual structure. The caster can create an eldritch ancient monolith of his own design or from a blend of actual buildings (a DC 20 History check reveals this fabrication).

Elder cultists sometimes replicate ancient buildings, especially blasphemous edifices torn down by the supposedly enlightened faithful of the younger gods.

The caster can also create an eldritch monolith of his own design, whether conventional or wholly alien, often accounting for madmens’ tales of alien vistas and unearthly buildings that vanish without a trace when others try to substantiate their ravings. If a caster attempts to create a counterfeit of an existing building, a DC 20 History check reveals the fabrication.

An eldritch monolith is solid and can be climbed (DC 20 Athletics) or used to provide cover. While it has the appearance of solid stone (Wisdom to disbelieve), its hardness is 2, and each 5-cubic section has hit points equal to the caster’s level. Destruction of one section does not affect other sections.

Elemental Architecture

5th-level conjuration

Classes: cleric, druid, sorcerer, wizard

Casting Time: 1 hour

Range: 30 feet

Components: V, S, M (100 gp of crushed corundum gems per 5-foot-square section)

Duration: Until dispelled

This spell allows you to draw forth the elemental essence of the planes, shaping and forming it into a permanent structure like a section of wall or floor. You can create three 5-foot-square sections, with characteristics as described in the Exotic Strongholds section. You cannot create elemental architecture in an area occupied by creatures or objects, though minor obstructions like rubble and undergrowth do not interfere with its creation.

Creating simple structures like straight walls, pillars, straight ramps, and floors requires a successful DC 5 Intelligence check, while more detailed structures like stairs, bridges, curved walls, arches, roofs, and simple idols require a DC 10 check. Moving structures like doors and drawbridges require a DC 15 check, as do statues or similar very detailed static objects.

Elemental architecture can be dispelled, but it is more difficult to do so than for a typical spell. A successful dispel magic suppresses the binding magic holding together a single 5-foot square of an elemental wall or floor, causing it to collapse for a number of rounds equal to the caster level of the dispel magic spell. For every 2 points by which the caster exceeds the DC, one more 5-foot square of the elemental structure can be suppressed. All squares affected by a single casting of dispel magic must be contiguous, and all must be within the area of effect of the dispel magic spell. The structure reforms 1d4 rounds later, and its reforming is slow enough that any creature able to move can get out of the way before it finishes reforming.

If the caster level check to dispel the elemental architecture exceeds the DC by 5 or more, the caster of dispel magic can instead choose to permanently destroy a 5-foot-square section of the structure, plus one more 5-foot-square for every 5 points by which she beats the DC.

An antimagic field suppresses all elemental structures for as long as their areas overlap.

In addition to the above general methods, many structures have additional methods for destroying, eliminating, or otherwise countering them, as described for each specific type of structure.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional 5-foot section for each slot level above 5th.

Flame Form

5th level transmutation

Classes: sorcerer, wizard Casting Time: 1 action Range: Personal Components: V, S, M (ounce of tar) Duration: Concentration, up to 1 minute

You along with everything you are wearing and carrying transform into flames for the duration.

The spell ends if you drop to 0 hit points. While in flame form, you gain the following benefits:

Genetic Purification

6th-level transmutation (cleric, sorcerer, wizard)

Casting Time: 1 action

Range: Touch

Components: V, S, M (powdered bloodstone worth 100 gp)

Duration: Instantaneous

This spell eradicates genetic impurities, purging the target’s cellular essence of taint and mutation. Genetic purification eliminates disease from the target; however, supernatural diseases or diseases that are also curses are removed only temporarily (normally 1 week) and may recur if the curse or supernatural effect that caused the disease is not removed. This spell also negates any polymorph effect currently affecting the target (an unwilling target may resist the effect with a successful Constitution saving throw).

The spell can also be used to permanently purge the genetic material of the target, instantaneously transforming a parthuman creature such as an aasimar, half-elf, half-orc, ifrit, oread, sylph, tiefling, or undine into a full-blooded human.

In terms of game statistics, the target is affected as a dead creature returned to life as a human by a reincarnate spell. A half-elf or half-orc can instead be polymorphed into a full-blooded elf or orc (as appropriate).

Alternatively, genetic purification can permanently remove a template that includes the “half-“ prefix, including half-celestials, half-dragons, and half-fiends. This can also remove the mana-wasted mutant template. If the target creature fails its saving throw, the target reverts to a normal creature of its type. Genetic purification does not affect other templates, whether inherited or acquired.

Mutagenic Mist

5th-level conjuration (sorcerer 5, warlock 5, wizard 5)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a potion of a transmutation spell)

Duration: 1 minute

You create a bank of multihued mist that shifts constantly in color and turgidity, obscuring vision as fog cloud.

Creatures have disadvantage on saving throws against polymorph spells or effects.

Any creature beginning its turn within the mutagenic mist makes a Constitution saving throw or is affected as fleshcurdle, acquiring a randomly determined deformity (equal chance of offense, defense, or movement, rolling randomly to determine the specific deformity if a creature possesses more than natural weapon or more than one form of movement). A creature failing multiple saving throws can acquire multiple deformities from the mutagenic mist.

These deformities remain for 1d6 rounds after a creature leaves the mutagenic mist.

Mutation

5th-level transmutation (sorcerer, warlock, wizard)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a lump of melted wax infused with blood)

Duration: Concentration, up to 1 minute (or permanent; see text)

Choose a target you can see within range, forcing it to make a Constitution saving throw. On a failure, this spell to inflict one of the following effects:

You can warp the target’s flesh in a manner similar to fleshcurdle but inflicting one additional effect for every 4 levels you possess (to a maximum of 6 effects at 20th level). You may choose to impair the target’s offense or movement more than once; however, each time you must choose a different natural weapon or a different form of movement. The effects do not stack. You may bestow a permanent mutation upon the target, determined randomly from the following table. Regardless of which mutation occurs, it is accompanied by a permanent deformity that wracks body, mind, and soul, reducing the target’s Charisma by 2. A creature cannot gain the same mutation more than once (regardless of whether it is harmful or beneficial) unless the mutation affects a single appendage, in which case it can be gained once for each appendage (affecting each one separately). At the GM’s discretion, the spellcaster may research additional mutations to inflict, or the GM ma y devise additional harmful mutations which could occur when using this spell. Such additional mutations should be similar in scope and effect to those described above. Mutations cannot be dispelled, but, genetic purification, regenerate, wish, or any effect that specifically removes polymorph effects can reverse its effects.

d20 Mutation Effects 1 Oversized Limb One of the target’s limbs becomes unnaturally large and strong. Any natural weapons the target has with that limb increase in damage as if the target were one size category larger. In addition, the target can wield weapons one size category larger than normal without any penalty and gains a +2 bonus to Strength ability checks made with that limb. 2 Oversized Maw The target gains a bite natural weapon attack that deals 1d4 piercing damage (1d3 if Small-sized, 1d6 if Large-sized). If the target already has a bite attack, it deals damage as if it were one size category larger. 3 Quick Metabolism The target gains a +2 racial bonus on Constitution saving throws, advantage on saving throws against poison, and disadvantage on saving throws to avoid the effects of starvation and thirst. 4 Thick Skin The target’s AC increases by 2. 5 Vestigial Limb The target gains a vestigial third arm. This arm can hold objects but cannot wield them. The target has advantage on checks made to grapple. 6 Vestigial Twin A malformed twin’s head juts out from the target’s trunk (usually but not always near the target’s existing neck), granting the target advantage on Wisdom (Perception) checks (and increasing its passive Perception by 5). If using flanking rules, the target cannot be flanked so long as it can see. 7 Night Sight After 10 minutes being in darkness, the target gains darkvision but loses all other forms of sight. When exposed to more than dim light for 10 minutes, the target loses its darkvision and regains its regular forms of sight. 8 Gills The target sprouts gills that allow them to breathe water, with a 50% chance to gain the amphibious special quality, able to breathe air and water equally well. If the target does not become amphibious however, their gills interfering with their normal breathing apparatus causing them to gain the poisoned condition as long as they remain outside of water. 9 Cave Sight The target gains darkvision with a range of 60 feet, though they have a 50% chance to acquire sunlight sensitivity (see below) 1d4 days later. Removing one effect removes both effects. 10 Tail The target grows a tail. While not prehensile, the tail grants a +2 bonus on Strength (Athletics) and Dexterity (Acrobatics) checks. 11 Deformed Hand One forelimb becomes crippled, able to hold items but not wield them. The target takes a -2 penalty on Strength (Athletics) checks and attack rolls with two-handed weapons, including ranged weapons such as bows and firearms (not including pistols). A shield can still be strapped to the deformed arm, but its bonus to AC is reduced by 1 (minimum 0). Any natural attack involving the affected limb is made with a -2 penalty on attack rolls, and damage is reduced as if the attacker were one size category smaller. 12 Glass Jaw The target takes a -2 penalty on saving throws related to critical hits, death from massive damage, or becoming stunned. 13 Sunlight Sensitivity While in sunlight, the target has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. 14 Obese The target takes a –2 penalty to Dexterity (minimum score of 1) and its base walking speed is reduced by 5 feet. 15 Light Blindness At the start of each turn the target is in sunlight, it makes a DC 10 Constitution saving throw or is blinded until the start of its next turn. 16 Stunted Legs The target’s base land speed is reduced by 10 feet (minimum base speed of 5 feet). 17 Aural Overgrowth The target’s ears become swollen, drooping, and riddled with tumorous growths, causing it to become deafened. 18 Weak Mind The target’s head becomes misshapen and deformed, and its brain swollen in some places and compressed in others. It takes a –2 penalty on Intelligence saving throws and ability checks. 19 Ocular Degeneration The target’s eyes wither and shrivel, causing the target to become blinded. 20 Malformed Organs The target’s organs are grossly out of place and filled with squamous tumors, greatly impairing its ability to recover from illness or injury. Any critical hits or precision-based damage (like sneak attack or martial advantage) against the target is 25% likely to be negated. However, the target has disadvantage on saving throws against poison and diseases, and it heals only half the normal amount of hit points when healing naturally.

Mutation, Mass

8th-level transmutation (sorcerer, wizard)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a lump of melted wax infused with blood)

Duration: Concentration, up to 1 minute (or permanent; see text)

This spell functions as mutation but affects multiple creatures, no two of which are more than 30 feet apart.

Targets need not be of the same type or subtype, nor must they all acquire the same deformities (if using the temporary fleshcurdle-like effect) or mutations (if choosing to cause permanent mutation). However, if all targets are of the same type (and subtype, if applicable) and you choose to make all of the deformities or mutations inflicted by the spell the same for all targets, all targets have disadvantage on their saving throw.

Natural Architecture

5th-level transmutation

Classes: druid

Components: V, S, M (100 gp of rare herbs and essential oils per 5-foot-square section)

This spell functions as elemental architecture but is used to create structures of crystal, ice, insects, plants, or webs. If you create a solid structure with this spell, that structure is 1 inch thick per two caster levels.

Necrotic Architecture

5th-level necromancy

Classes: cleric, sorcerer, wizard

Components: V, S, M (100 gp of crushed black onyx per 5-foot-square section)

This spell functions as elemental architecture but is used to create structures of bone, flesh, or spirit.

Paper Vessel

6th-level conjuration

Casting Time: 10 minutes

Range: touch

Components: V, S, M (a sheet of origami paper)

Duration: Concentration, up to 8 hours

You create a seaworthy vessel out of a single sheet of paper, folding the component into the shape of an oared boat or a small junk. The paper vessel is similar in all respects to a folding boat. In addition, you may propel the paper vessel forward under its own power with a speed of 40 feet, with no need for a crew. Every 10 minutes or fraction thereof spent with the paper vessel moving under its own power expends 1 hour of the spell’s remaining duration.

When moving under its own power, the paper vessel gains a bonus to sailing checks equal to one-third your level.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell does not require concentration.

Sea Scrying

5th-level divination

Casting Time: 10 Minutes

Range: self

Components: V, S, M (a focus worth at least 1000 gp, such as a crystal ball, a silver mirror, or a golden sextant)

Duration: Concentration, up to 10 minutes

This spell functions as scrying, but you must be touching a body of water at least 5 feet across to use this spell, and the target of your sea scrying must be on board a ship or within 30 feet of a body of water as well. A target touching the water takes a -2 penalty on its saving throw; if it is touching the same body of water as you (GM’s discretion), this is increased to -4. In addition, if the initial target of your sea scrying succeeds on its saving throw or is otherwise unable to be scried, you can turn your mind to another potential target near a body of water. Concentrating to find a new target for your sea scrying requires 1d3 rounds, and the save DC is reduced by 2 for each additional target after the first you attempt to scry.

Ship of Fools

6th-level enchantment

Casting Time: 1 action

Range: 500 feet

Components: V, S, M (a relic such as a finger bone or piece of jewelry from someone who died happy)

Duration: Concentration, up to 1 hour

You fog the minds of sailors and crew aboard a single vessel, creating confusion and delay in every task needed to keep the ship going. Shouted orders become gibberish, sailors trip, slip, and fall, riggers pulls the wrong lines or tug back and forth rather than working together, the navigator cannot read the charts, rowers pull out of sync, and so on. All ability checks made to perform sailing-related tasks, such as Strength (Athletics) checks to climb rigging, Dexterity (Acrobatics) checks to maintain balance aboard the ship, or Intelligence checks to recall lore about sailing, have disadvantage. Crew members cannot benefit from working together to gain advantage or from the Help action in combat.

The ship and surrounding waters are considered lightly obscured for members of the crew. Finally, the ship’s speed is halved and there is a 25% chance every round that the ship takes an unexpected turn 45 degrees in either direction.

The captain of the target ship (or the helmsman or pilot, if no captain is aboard) makes a Wisdom saving throw for the crew of the vessel they command. If the save fails, the entire crew is affected as above. Passengers who are not members of the crew can attempt their own saving throws, as can player characters. A successful save results in a -2 penalty on sailing-related ability checks instead of the penalties above.

If a captain has failed the save but is knocked unconscious or otherwise rendered helpless, a character that previously saved against the spell can take command of the ship and attempt a Wisdom saving throw to reduce the spell’s effect (if the original captain failed their save), or to end it entirely (if the original captain saved successfully).

If the new captain fails this save, the ship of fools remains in effect as before.

Spiritual Pike Wall

5th-level evocation

Classes: cleric

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

You create a pair of force constructs, each similar to a spiritual weapon. The spiritual pike wall must be created in two contiguous squares; it cannot appear in diagonal squares. Each construct bears a shield of force and carries a long pike that grants it reach. While it takes the form of a pair of spectral soldiers, your spiritual pike wall is treated as a single effect for the purpose of being dispelled or otherwise destroyed. Each attack is treated as a spiritual weapon (with 10-foot reach from the location of the spiritual pike wall). You can make a single attack as a bonus action or attack with both pikes as an action.

In addition to its ability to attack, a spiritual pike wall uses its shields for defense. It grants a +2 bonus to AC against any attack made by your enemies that passes through its space. This does not affect attacks made by you or your allies.

As a reaction, you can direct your spiritual pike wall to adopt a defensive stance until the end of your next turn, during which they cannot attack but increases the bonus it provides to AC to +4.

Stone Hull

4th-level transmutation

Casting Time: 1 minute

Range: 120 feet

Components: V, S, M (a piece of pumice or sandstone)

Duration: 8 hours

You reinforce the timbers of a ship’s hull against all attacks and natural hazards. The ship gains immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and its hull gains 40 temporary hit points. The ship gains a +2 bonus to AC, saving throws, and ability checks to avoid aquatic hazards. Checks made to capsize the ship, burst through the hull, or otherwise move or impede the ship suffer disadvantage. A stone hull reduces a ship’s speed by 10 feet, and ability checks made to turn the ship take a -4 penalty.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the ship’s hull gains 10 additional temporary hit points for each slot level above 4th.

If you cast this spell using a spell slot of 7th level or higher, the bonus to AC, saving throws, and ability checks to avoid hazards increases to +4, the ship’s speed is not reduced, and ability checks to turn the ship do not suffer a penalty.

Stout Barracks

5th-level conjuration

Classes: cleric, sorcerer, wizard

Casting Time: 1 round

Range: 30 feet

Components: V, S, M (a small box of wood, stone, or metal and a bit of dried meat)

Duration: 8 hours

You create several simple but stout buildings. They must be created as a single contiguous building, though they can be shaped as the caster wishes.

The stout barracks contains 40 bunks, two long tables with 10 stools each, and two fireplaces already lit when the spell is cast and with enough fuel to keep the stout barracks warm, as well as enough food to provide for up to 40 Medium-sized creatures for one day. The doors and windows are solid and secure and can be barred from the inside.

A stout barracks cannot be created in a space already occupied by other objects or creatures, though it can be created in an area of light rubble, light undergrowth, a gentle slope, or similar slightly cluttered or uneven terrain.

Stronghold Status

5th-level divination

Classes: Cleric

Casting Time: 1 Minute

Range: 120 Feet

Components: V, S

Duration: 8 Hours

This allows you to monitor the status of every ally within your stronghold. You are aware of their general direction, if they are wounded, and any condition they suffer from. If an ally leaves your stronghold, you cannot perceive them with stronghold status until they return. You also cannot detect allies using magic to screen them from divinations.

Summon Horde of Flesh

5th-level conjuration (sorcerer, warlock, wizard)

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a broken bone)

Duration: Concentration, up to 1 minute

You summon 1d4-1 (minimum 1) hungry mounds of flesh (use the statistics for ochre jelly oozes). The summoned creatures understand your speech and obey your commands. This spell otherwise functions as conjure minor elementals.

At Higher Levels. When you cast this spell using a higher level spell slot, you summon 1 additional hungry mound of flesh.

Thorn Body

4th-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 10 minutes

This spell causes spines to grow from your skin, damaging creatures that strike you. Whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes 2d8 piercing damage.

Thorns created by this spell persists through any new physical shape or form you assume, such as via wild shape or any polymorph effect.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell damage is increased by 1d8 for each spell slot level above 4th.

Tunneling

5th-level transmutation

Classes: Druid

Casting Time: 1 Standard Action

Range: 30 Feet

Components: V, S

Duration: Instantaneous

This spell creates an opening through earth, brick, wood, plaster, or stone barriers like passwall, but the effect is instantaneous. Tunneling also can dig through barriers made of ice or snow, but it cannot penetrate metal. If the barrier is thicker than the spell’s area, it creates a partial tunnel. Repeated castings of the spell can continue to dig out a larger tunnel.

They can’t cast beneficial spells on others without making an attack roll, and if others attempt to cast beneficial spells on the target while within the target’s reach, the target is compelled to make an opportunity attack against them as a reaction. If a creature would cast a beneficial spell that affects multiple allied creatures or all creatures in an area, the target of this spell is excluded from that effect. A creature affected by this spell may use their action to make a new saving throw against this spell.

Unseen Crew

5th-level conjuration

Casting Time: 1 action

Range: 500 feet

Components: V, S, M (a piece of string and a piece of wood from a ship)

Duration: 1 week

Once cast this spell creates ten unseen crew members. An unseen crew member is an invisible, shapeless force that performs the duties of one crew member. It can tie off ropes, hoist sails, swab decks, and other such duties. An unseen crew member possess no other skills. It cannot fight, speak, or even defend itself.

An unseen crew member has a strength score of 10 and is proficient with Navigators tools, Carpenters tools, and all water vessels. It has a skill level equal to your spellcasting ability modifier. It cannot fly, but it can climb, swim, or walk with a speed of 20 feet.

An unseen crew member cannot be killed, but it dissipates if it takes more than 10 points of damage from area attacks (it gets no saving throws against attacks). If you attempt to send and unseen crew member beyond the spell’s range (measured from your current position), the crew member ceases to exist.

At Higher Levels. If you cast this spell using a spell level of 6th or higher you may add an additional 5 crew per spell level.

Veiled Vessel

4th-level illusion

Casting Time: 1 action

Range: touch

Components: V, S, M (a drawing, carving, or model of the ship you wish to imitate)

Duration: 8 hours

You shroud the target vessel in a cloak of illusion that causes it to appear as a completely different vessel up to one size category larger or smaller than its actual size. The details of its appearance, including the color and condition of its hull, sails, oars, flags or similar insignia, and all such similar details are up to you. You also may create illusory cargo or weapons, or disguise existing weapons or cargo. Creatures aboard the ship are not changed in appearance. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the veil.

Veiled Vessel, Greater

6th-level illusion

Casting Time: 1 action

Range: touch

Components: V, S, M (a drawing, carving, or model of the ship you wish to imitate)

Duration: 8 hours

This spell functions as veiled vessel but you can cause your ship to appear as a vessel up to two size categories larger or smaller, and you also can disguise the appearance of up to 10 creatures as if you had cast seeming. The illusion affecting a creature ends if it leaves the veiled vessel, even if they later return to it.

Wall of Brine

4th-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a bit of coral)

Duration: Concentration, up to 1 minute

You conjure a 5-foot-thick wall of seawater up to 80 ft. long with a powerful current flowing toward one side of the wall, selected by you; a creature attempting to swim against this current must spend 20 feet of movement to enter an area covered by the wall. A creature that begins its turn in the wall is ejected in the direction just before it acts. The wall provides half-cover against attacks from out of the water. The water and the currents deflect physical ranged attacks into or through the wall, unless the weapon used is exceptionally massive (such as a siege engine). A creature submerged in the wall takes the usual penalties for underwater combat.

The wall blocks the passage of gases and liquids and prevents water from mixing at its edges.

Wall of Coral

6th-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a handful of coral shards)

Duration: Concentration, up to 10 minutes

This spell functions as wall of thorns, but creatures damaged by a wall of coral must also take a DC 16 Constitution save or take 1d4 poison damage and be poisoned. Poisoned creatures must repeat the saving throw each round of its turns. On each successive failed save, the character takes another 1d4 damage and continues to be poisoned, on a successful save the poison ends providing they are no longer touching the wall of coral.

Druids or other creatures with the ability to pass through undergrowth unharmed can pass through a wall of coral without harm. A wall of coral created outside of salt water has a maximum duration of 1 minute.

Wall of Light

5th-level evocation

Casting Time: 1 standard action Range: 120 feet Components: V, S, M (a chip of mica) Duration: Concentration, up to 10 minutes Classes: cleric, druid, sorcerer, wizard

An immobile, blinding curtain of white light that blocks line of sight springs into existence. You can make the wall up to 60 feet long, and 20 feet high, or a ringed wall up to 20 feet in diameter and 20 feet high. The wall blocks line of sight. The wall sheds bright light to a range of 60 feet in all directions and dim light for an additional 60 feet.

A creature that is adjacent to the wall must close their eyes or make a Constitution saving throw; on a failed save, the creature is blinded until the end of their next turn. A creature that passes through the wall is automatically blinded, even if its eyes are closed. An undead that fails a saving throw has their maximum hit points reduced by 5; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. An undead that passes through the wall must make a saving throw to avoid this effect even if its eyes are closed.

Arcane Magnet

5th-level transmutation

Casting Time: 1 action

Range: Touch (30 ft. radius)

Components: V, S, M* (a rod of iron)

Duration: Concentration, up to 1 minute

You touch a willing creature and cause them to attract spells toward them. For the duration, any spell cast at a point or target within 30 ft. of that creature is redirected toward that creature or the space that creature is in instead.

For example, a fireball that was cast targeting a point in a space within 30 feet of the creature under the effect of this spell instead targets the space that the affected creature is in, or a firebolt that targeted another creature within 30 feet of the affected creature instead targets the affected creature.

Spells that have multiple targets have all instances of the spell cast on the creature under this effect. For example, if Hold Person is cast at 3rd level and there are two targets, the creature under the effect of the spell will have to make two separate saving throws, and the other creature that was originally targeted does not.

At Higher Levels. When you cast this spell at 4th level or higher, the damage you deal both initially and at the start of each of your turns increases by 1d8 for every slot level above 3rd.

Arrest

5th-level enchantment

You attempt to magically subdue a humanoid creature. The creature must be incapacitated or unconscious for this spell to work. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell for 24 hours. While affected by this spell, symbols spread out across the creature, wrapping around its body and binding it as if wrapped in chains, restraining the creature. The creature is unable to cast spells while bound this way.

You can end this spell at any time before its duration ends.

Aura of Endurance

5th-level abjuration

Strength and resilience emanates from you in a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including yourself) has advantage on Strength Dexterity ability checks and saving throws, as well as advantage on Concentration saving throws made to maintain your concentration.

If any creature were to drop to 0 HP while within the aura’s range, you can use your reaction to end this spell and have that creature be reduced to 1 HP instead. If multiple creatures are reduced to 0 HP at the same time, they all are reduced to 1 HP instead.

Belittlement

6th-level enchantment

You mock the very essence of a creature’s sense of self-worth. The target creature must make a Charisma saving throw or they will have disadvantage on all skill checks using Charisma for 7 days.

You can end the spell early by using an action to dismiss it. A greater restoration or wish spell also ends it.

At Higher Levels. When you cast this spell using a spell slot of 7th level, the Duration is 30 days. When you cast this spell using a spell slot of 8th level, the spell lasts for 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until one of the spells mentioned above ends its effects.

Bestow Might

5th-level transmutation

You touch a creature and bestow upon it increased might. While this spell is active, any time that creature deals bludgeoning damage, they add an extra 1D10 force damage. A creature dealt damage this way must make an Athletics (Strength) or Acrobatics (Dexterity) check against the attacker’s Athletics (Strength) check or be shoved 10 feet away and knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the force damage increases by 1d10 for each slot level above 5th.

Booming Voice

4th-level transmutation

Casting Time: 1 action

Range: Self (30-ft. cone)

Components: V, S, M* (the hair of a howler monkey)

Duration: Concentration, up 1 minute

You transmute your own voice and turn it into a powerful weapon. As an action during the spell’s duration, you can release a booming shout. Each creature in a 30-foot cone must make a Constitution saving throw. If the creature fails, they take 4d10 thunder damage and are deafened. If they succeed, they take half of the damage and are not deafened. Deafened creatures are immune to this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the thunder damage increases by 1d10 for each slot level above 4th.

Cacophony

4th-level illusion

Casting Time: 1 action Range: 60 ft. (30-ft. radius) Components: V, M* (the beak of a sparrow) Duration: Concentration, up 10 minutes

You target a point that you can see within range and cause a cacophonous eruption of sound that lasts for the duration. Any instrument in this area becomes out of tune. If this instrument is magical, its magical properties are lost in the spell’s area. Instruments cannot be used as an arcane focus in the spell’s area. Creatures in the area have a disadvantage on all Perception checks that rely on hearing and sound.

A creature that ends its turn in this area must make a Constitution saving throw or take 4d4 thunder damage, or half on a save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or high, the damage increases by 2d4 for each slot level above 4th.

Cloudride

4th-level transmutation

Casting Time: 1 minute (ritual) Range: 5 ft. Components: V, S, M* (enough water to fill a vial, which the spell consumes) Duration: Concentration, up 1 hour

You open a container of water and cast this spell causing a 5-foot radius cloud to emerge from that container or water, settling at a point on the ground you can see within range. This cloud is solid enough to be able to stand or sit on without falling through.

This cloud has a fly speed of 50 feet and can carry up to 250 pounds. It moves according to your spoken direction so long as you are on top of this cloud.

At Higher Levels. When you cast this spell at 5th level or higher, the cloud’s radius increases by 5 ft. and carrying capacity increases by 100 pounds for each slot level above 4th.

Conjure Viper

5th-level conjuration

Casting Time: 1 action Range: 60 ft. Components: V, S, M* (an ouroboros symbol on a piece of parchment and snake fangs) Duration: Concentration, up to 1 minute

You summon a fiend in the form of a viper that appears in an unoccupied space within 5 feet of you, whose initiative is directly after yours. You can use a bonus action to command this snake to go bite a creature within 60 feet of your location.

A creature that did not see or hear you cast this spell must succeed on a Perception (Wisdom) check against your spell save DC in order to be aware of the viper, who slithers soundlessly toward them.

The viper has a movement speed of 30 feet and cannot take the Dash action. It has an AC of 18 and has 10 HP. When the snake is within 5 feet of the targeted creature, it uses its reaction to take the bite attack with a +10 attack modifier.

If it hits, the creature takes 1d8 piercing damage, and must make a Wisdom saving throw against your spell save DC. If the creature fails, it takes 4D10 necrotic damage.

The conjured vipers lasts until the spell ends or it drops to 0 HP.

Copy Object

4th-level conjuration

Casting Time: 1 Action

Range: Touch

Components: V, S, M* (a gold piece equivalent to the object’s worth, which is consumed)

Duration: Instantaneous

While touching the object for the casting time, you spend 10 minutes creating an identical copy of a non-magical object.

Dollbind

6th-level necromancy

Casting Time: 1 hour Range: Touch Components: V, S, M* (hair, fingernails, or some other piece of the creature you are targeting, which is consumed, and a doll worth at least 5 cp) Duration: Until ended or dispelled

You bind a humanoid, fiend, or fey creature and a doll with dark magic, intertwining their existences.

That doll must have the same number and same arrangement of limbs of the target creature, and wings and tail if applicable. Sewing in the piece of the creature you are targeting, you mutter a chant to attempt to bind this doll and the creature together.

That target creature must succeed on a Wisdom saving throw or be bound to this doll until the doll is torn open, destroyed, or a dispel magic is cast on the doll. Only one creature can be under the effect of this spell at a time.

While bound and on the same plane of existence, you can use different effects with the doll as long as it is in your possession:

Electrostatic Burst

6th-level evocation

Casting Time: 1 action

Range: Self (30-foot-radius sphere)

Components: V, S, M* (electric eel leather)

Duration: Instantaneous

You gather a massive amount of static energy and release it in one massive burst. Creatures other than yourself in a 30-foot-radius sphere centered on yourself must succeed on a Dexterity saving throw or take 6d10 lightning damage and become paralyzed until the end of their next turn. Any creature wearing metal armor or holding a metal weapon, or is made of metal, has disadvantage on this saving throw. Any constructs made of metal that fail this saving throw become incapacitated for 1 minute instead.

A creature who succeeds on this saving throw takes half of the damage and is not paralyzed or incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for every slot level above 6th.

Freeze and Burn

5th-level evocation

Casting Time: 1 action

Range: Self (30 ft. cone)

Components: V, S, M* (a small satchel of pine needles)

Duration: Instantaneous

You cause two different blasts from your hands to blast forth in a 30 ft. cone as you invoke extreme temperatures. Each creature within this cone must perform two saving throws: a Dexterity saving throw, taking 4d12 fire damage on a failure, or half on a save, and a Constitution saving throw, taking 4d12 cold damage on a failure, or half on a save.

A creature who takes damage from either source takes 1d4 damage for each source of damage it took at the start of each of its turns.

A lesser restoration or regenerate ends this effect.

Fungal Growth 4th-level transmutation

Casting Time: 1 action

Range: 150 ft.

Components: V, S, M* (a small satchel of pine needles)

Duration: Instantaneous

This spell causes fungi to grow rapidly, providing them with vitality. There are two options for this spell.

The first option, you choose a point within range. All fungi within the target area begin growing rapidly.

You can exclude one or more areas of any size within the spell’s area from being affected.

Any creature who enters this area for the first time on their turn or starts their turn there must make a Constitution saving throw. On a failure, they take 3d8 poison damage and are poisoned for 1 minute. They must repeat this saving throw at the start of each of their turns. If they fail 6 or more times, they are poisoned for 8 hours. If they succeed 6 or more times, the poisoned condition ends and they are immune for 24 hours.

The second option, you choose a target creature within range. That creature must succeed on a Constitution saving throw or take 6d8 poison damage as mushrooms grow on their body and their clothes, releasing spores, and are poisoned for 1 minute. The poisoned creature takes 1d8 poison damage at the start of each of their turns. After 1 minute, the fungi falls off and the poisoned condition ends.

Gibberish 5th-level enchantment

Casting Time: 1 action

Range: 30 ft.

Components: V, S, M* (a pig’s tongue and some string)

Duration: Concentration, up to 10 minutes

You use your magics to cause a creature to be unable to speak any coherent words, twisting their tongue and causing them to speak nothing but gibberish.

Target a creature that you can see within range. That creature must succeed on a Charisma saving throw or they will be unable to speak any languages for the duration.

Creatures under this effect are unable to cast spells or use abilities that require a verbal component.

At Higher Levels. If you cast this spell at 6th level or higher, the duration increases to 1 hour with concentration.

Glyph of Imprisonment 5th-level abjuration

Casting Time: 1 minute

Range: Touch

Components: V, S, M* (a platinum coin, which the spell consumes)

Duration: Until triggered or dispelled

When you cast this spell, you inscribe a glyph on the wall of a room or chamber. You can designate any number of creatures that you can see when you cast this spell to not trigger this glyph.

The glyph can cover an area no larger than 10 feet in diameter.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

Any creature other than the ones you designate that pass through the entrances to this room and remains inside for 10 seconds triggers the glyph, creating an invisible but impenetrable barrier made of force that prevents creatures from passing in or out of the room at any entrance. Nothing can physically pass through the wall.

It is immune to all damage. A disintegrate spell destroys the wall instantly. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

This wall lasts for 24 hours, at the end of which it disappears and releases any creatures trapped within.

Greater Hunter’s Mark

5th-level divination

Casting Time: 1 bonus action

Range: 90 ft.

Components: V

Duration: 8 hours

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 4d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

While under the effects of this spell, you can spend 1 minute to sense this marked creature.

As long as that creature is on the same plane of existence as you, you can sense the direction in which that creature is in.

Martyr

5th-level necromancy

Casting Time: 1 reaction

Range: 60 ft.

Components: V

Duration: Instantaneous

If you see a creature within range take enough damage that would drop it to 0 HP, you can use your reaction to instead drop to 0 HP and reduce the damage that the creature takes to 0.

Moonlight

4th-level evocation

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (water acquired from a body of water while the moon was reflecting on its surface in a silver vial worth at least 2 sp)

Duration: Concentration, up to 1 minute

You invoke the power of the moon’s restorative magics to cause a silvery beam of pale light to shine down in a 5-foot-radius, 40-foot-high cylinder on a point within range. Until the spell ends, dim light fills the cylinder.

Roll 8d8 and add your spellcasting modifier, which creatres a pool of hit points that remain for the duration. Whenever a creature enters that area during this duration, you can use your reaction to have that creature regain any number of hit points that you have in your hit point pool, subtracting that number of hit points from the pool after using this reaction.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the you can roll an additional 1d8 toward the hit point pool for each slot level above 4th.

Nightfall 5th-level illusion

Casting Time: 1 action

Range: Self (60-foot radius)

Components: V, S, M* (a pinch of werewolf hair)

Duration: Concentration, up to 1 hour

You call upon the forces of darkness, the power of the moon, or the mystical energy of the night and cause day to turn to night and light to be extinguished. For the duration, a illusory sphere with a 60-foot radius that replicates the night is centered on you and moves with you. Within this radius, all sources of non-magical and magical light are extinguished and no bright light or sunlight can enter or created in this area, except by means of a spell cast at a higher level than the spell slot used for this spell. At the top of this sphere, an illusory replica of a full moon (or moons if in a multi-moon setting) casts dim light onto the area, even if cast indoors. If indoors, the spell’s radius doesn’t extend past the room in which you are in, even if the room is smaller than the radius of the spell. Any spells cast in this area that have the word “moon” in their name and utilize a dice roll as part of the spell’s effect, that spell receives one additional die of one of the spell’s dice type used in the effect.

Paralyzing Glare 5th-level enchantment

Casting Time: 1 action

Range: 60 ft.

Components: S

Duration: Concentration, up to 1 minutes

You channel a dark energy through your glare.

You target one creature and meet their gaze, which must be able to see you. The creature must succeed on a Charisma saving throw or be paralyzed for the duration.

Power Word Release 8th-level abjuration

Casting Time: 1 action

Range: 60 ft.

Components: V

Duration: Instantaneous

You speak a word of power that causes one creature you can see within range to be forced to end one spell or magical effect in which they are the source. If the target has 150 hit points or fewer, it immediately ends a spell or magical effect of your choice if it is capable of doing so.

Otherwise, the spell has no effect on it.

A target is also unaffected if it is immune to being charmed.

Rancor 4th-level enchantment

Casting Time: 1 action

Range: Touch

Components: V, S, M* (a leaf of mugwort)

Duration: Concentration, up to 1 minute

You touch a willing creature and cause them to be filled with an instinctual fury. For the duration, the creature must use the Attack action each turn or take 2d4 psychic damage at the end of its turn. Anytime that creature deals damage with a melee attack to a target, they can add your spellcasting ability modifier to their damage.

The first time this creature causes a creature to drop to 0 HP from a melee weapon attack, they can make one additional attack on their turn as part of their Attack action.

Reinvigorate 6th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M* (mint leaves, smelling salts, which the spell does not consume, and one or more crystals equalling a worth of at least 100 gp, which the spell consumes.)

Duration: Instantaneous

You touch a creature and provide them with a supplement of new energy. That creature immediately receives the benefits of a short rest and can expend their Hit Die immediately to restore hit points.

Sandstorm 6th-level transmutation

Casting Time: 1 action

Range: 100 ft. (50-foot radius, 50-foot tall cylinder)

Components: V, S, M* (a handful of sand, which the spell consumes)

Duration: Instantaneous

You cause a sandstorm to emerge at a point within 100 ft. that you can see in a 50-foot radius, 50-foot tall cylinder. For the duration, the sandstorm rages, causing all creatures in the spell’s area without blindsight or tremorsense to have disadvantage on all attack rolls and Dexterity saving throws. All ranged attacks originating from outside the sandstorm that are targeting a creature, object, or space that are in the sandstorm are done at disadvantage, unless the attacker has blindsight or tremorsense and is close enough to the target to sense them.

A creature that starts their turn in the Sandstorm must succeed on a Constitution saving throw or be blinded until the end of their next turn.

You can use an action to move this spell’s area in 30 ft. in any direction.

Secret Study 4th-level transmutation

Casting Time: 1 bonus action

Range: Touch (30 ft. radius sphere)

Components: V, S

Duration: Until the spell ends

The first time you cast this spell, you touch a door and spend 10 minutes creating your own personal study on a demiplane. The study is a room that is 20 ft. in all dimensions, and inside, the study appears with a desk, shelves, a chair, some storage space, and appears aesthetically how you would like it to appear, but it is otherwise empty and becomes magically linked with the key provided as the material component for this spell.

After casting this spell for the first time, you can cast it again on any door. The key appears out of the pocket dimension and into your hand.

Any creature holding this key can use it to access your secret study. If the door has a keyhole, you can insert your key at the end of the casting time, and enter it into the keyhole. If it doesn’t have a keyhole, a magical keyhole forms directly below the handle that you can insert the key into instead.

The door opens up to your secret study. Anything you place in the study that isn’t a creature remains in the study at the end of the spell’s duration, and all creatures are ejected through the door at the end of the duration and land in the closest open space to the door.

Anytime you leave this demiplane and close the door behind you, the study disappears and the key is placed in a pocket dimension, and the spell ends.

Shape Lava 5th-level transmutation

Casting Time: 1 action

Range: 60 ft.

Components: V, S

Duration: Instantaneous

You choose an area of lava that you can see within range and that fits within a 10-foot cube.

You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the lava as you direct, up to 5 feet in any direction. You can redirect a flow of lava or magma toward another creature, who must make a Dexterity saving throw or take 8d6 fire damage, or half on a save. You cause the lava to form into simple shapes and animate at your direction. This change lasts for 1 hour. You can create a ball of lava and launch it at a target creature within 60 feet. Make a ranged spell attack. On a hit, the creature takes 8d6 fire damage and 2d6 bludgeoning damage. You cool the lava and turn it to stone. The stone melts after an hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Sharkskin

3rd-level transmutation

You turn your skin into sharkskin, causing rough, sharp scales to cover your body. For the duration, your AC increases by 1, and whenever a creature hits you with an unarmed strike or natural weapon, they take 1d6 slashing damage from these scales.

If a creature is grappling you, they take 2d6 slashing damage at the start of each of their turns until they are no longer grappling you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Shift Burden

4th-level abjuration

Casting Time: 1 action

Range: Touch/30 ft.

Components: V, S, M* (a small mirror shard)

Duration: Instantaneous

You touch a creature and choose one condition or curse caused by a spell affecting that creature, and then point at another creature within 30 ft. of you. The condition or curse you choose ends on the creature you are touching and begins to instead affect the creature you pointed at.

If the creature is immune to the condition you chose or to being cursed, the condition or curse instead affects you.

Sonic Arrow

3rd-level transmutation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning, and you make the attack at advantage. The target takes 3d8 thunder damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

That creature is deafened for 1 minute, and must make a Constitution saving throw at the end of each of its turns against your spell save DC, ending the deafened condition on itself on a success.

Whether you hit or miss, each creature that is within 5 ft. of the line between you and your target must make a Constitution saving throw.

Each of these creatures takes 1d8 thunder damage on a failed save, or half as much damage on a successful one. If they fail the saving throw, the creature is deafened for 1 minute, and must make a Constitution saving throw at the end of each of its turns against your spell save DC, ending the deafened condition on itself on a success.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Spark Shield

4th-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 10 minutes

Electricity sparks to life over the form of a creature you touch for the duration. You can end the spell early by using an action to dismiss it.

The electricity provides you with an electrified shield that also provides you resistance to lightning damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield sparks with electricity. The attacker takes 2d8 lightning damage and must make a Constitution saving throw. If they fail, they are stunned until the start of their next turn. Any creature that hits you with a melee weapon attack that is using a metal weapon takes 4d8 lightning damage instead.

Stalwart

4th-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 10 minutes, or until the spell ends.

To protect others, you invoke a divine protection over yourself. For the duration, your AC is increased by 5.

This spell ends early if you willingly move 5 ft or take any action, bonus action, or reaction.

Stampede

8th-level conjuration

Casting Time: 1 action

Range: Self (60-foot long, 20-foot wide line)

Components: V, S, M* (a bovid’s horn)

Duration: Instantaneous

You summon a sudden stampede of fey creatures that resemble charging beasts that appears before you in a line 100 feet long and 20 feet wide. Each creature in this line must make a Dexterity saving throw. On a failure, a creature takes 5d10 + 30 magical bludgeoning damage and is knocked prone. A creature takes half of the damage on a success and is not knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the damage increases to 5d10 + 50 bludgeoning damage.

Summon Ooze

4th-level conjuration

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (acid within a gold-inlaid vial worth at least 400 gp)

Duration: Concentration, up to 1 hour

You call forth an ooze spirit. It manifests in an unoccupied space that you can see within range.

This corporeal form uses the Ooze Spirit stat block. When you cast the spell, choose Blue, Yellow, Black, or Gray. The creature resembles an ooze of that color, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions.

In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Ooze Spirit

Large ooze

Armor Class 3 + the level of the spell (natural armor) Hit Points 40 + 10 for each spell level above 4th Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 4 (-4) Damage Resistances bludgeoning, piercing Damage Immunities acid, poison, slashing, necrotic (Black only), cold (Blue only), lightning (Yellow only), psychic (Gray only) Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages understands the languages you speak

Special Traits

Amorphous. The ooze spirit can move through a space as narrow as 1 inch wide without squeezing. Transparent (Blue only). Even when the ooze is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot the ooze if it has neither moved nor attacked. A creature that tries to enter the ooze’s space while unaware of the ooze is surprised by the ooze. Corrosive (Black only). A creature that touches this ooze or is grappled by this ooze while wearing metal or wooden armor or hits it with a melee attack with a nonmagical weapon made of metal or wood corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round. Actions

Engulf. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + the spell’s level acid damage, and the creature is grappled. Once the ooze is grappling a creature, its movement speed becomes 0. The ooze can grapple as many creatures that fit within its space according to its current size (4 if large, 1 if medium or smaller.) At the start of a grappled creature’s turn, that creature takes 2d6 acid damage. Pseudopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target that it is not grappling. Hit: 1d6 + the spell’s level bludgeoning damage plus 4d8 acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Enlarge (Gray only). For 1 minute, the ooze increases in size. While enlarged, the ooze is Huge, doubles its damage dice with its pseudopod attack, and makes Strength checks and Strength saving throws with advantage. This ooze can only use this action once per day. Reactions

Split (Yellow or Black only). When this ooze is subjected to lightning or slashing damage, it splits into two new oozes if it has at least 10 hit points with the same statistics of the original. Each new ooze has hit points equal to half of whatever the ooze’s hit points were at the time of this reaction, rounded down, rounded down. New oozes are one size smaller than the original ooze. Once an ooze is Small-sized, it loses this reaction.

Summon Swarm

3rd-level conjuration

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (a rat’s skull, a wasp’s nest, quipper teeth, and raven feathers in a golden bowl worth at least 300 gp)

Duration: Concentration, up to 1 hour

You call forth a swarm of tiny bestial spirits. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Swarming Spirits stat block. When you cast the spell, choose a swarm type: Insectoid, Rodents, Winged, or Swimming. The swarming creatures resemble a swarm of animals of your choice that has the aspects of the swarm type, which determines certain traits in its stat block. The swarm disappears when it drops to 0 hit points or when the spell ends.

The swarm is an ally to you and your companions. In combat, the swarm shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Swarming Spirits

Medium swarm of tiny beasts

Armor Class 3 + the level of the spell (natural armor) Hit Points 40 + 10 for each spell level above 4th Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA 4 (-3) 18 (+4) 12 (+1) 2 (-4) 10 (+0) 2 (-4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., blindsight 10 ft., passive Perception 10 Languages understands the languages you speak

Special Traits

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Blood Frenzy (Swimming only). The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Water Breathing (Swimming only). This swarm can breathe only underwater. Actions

Stings (Insectoid only). Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm’s space. Hit: 4d4 + the spell’s level piercing damage, or 2d4 + the spell’s level piercing damage if the swarm has half of its hit points or fewer. On a hit, a creature must succeed on a Constitution saving throw or take 4d4 poison damage. Diseased Bites (Rodent only). Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm’s space. Hit: 4d6 + the spell’s level piercing damage, or 2d6 + the spell’s level piercing damage if the swarm has half of its hit points or fewer. On a hit, the target must succeed on a Constitution saving throw or be diseased for 1 hour. While diseased, a -1 to ability checks. Bites and Claws (Flying only). Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one target in the swarm’s space. Hit: 2d6 + the spell’s level piercing damage and 2d6 + the spell’s level slashing damage, or 1d6 + the spell’s level piercing damage and 1d6 + the spell’s level slashing damage if the swarm has half of its hit points or fewer. On a hit, the target must succeed on a Wisdom saving throw or have disadvantage on Perception (Wisdom) checks relying on sight. Vicious Teeth (Swimming only). Melee Weapon Attack: your spell attack modifier to hit, reach 0 ft., one creature in the swarm’s space. Hit: 4d6 + the spell’s level piercing damage, or 2d6 + the spell’s level piercing damage if the swarm has half of its hit points or fewer.

Summon Wildling

3rd-level conjuration

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (a dozen seeds placed in a bowl worth at least 300 gp)

Duration: Concentration, up to 1 hour

You call forth a wildling spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Wildling Spirit stat block. When you cast the spell, choose a plant creature type: Floral, Fungal, or Wooden. The creature resembles a plant creature of your choice that has the aspects of the spirit type, which determines certain traits in its stat block.

The creature disappears when it drops to 0 hit points or when the spell ends. The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Wildling Spirit

Medium plant

Armor Class 11 (13 if Wooden) + the level of the spell (natural armor) Hit Points 30 (50 if Wooden) + 10 for each spell level above 4th Speed 30 ft.

STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 2 (-4) 16 (+3) 2 (-4) Damage Resistances bludgeoning, lightning, piercing, radiant Damage Vulnerabilities fire, cold Condition Immunities blinded, deafened Senses darkvision 60 ft., blindsight 10 ft., passive Perception 13 Languages understands the languages you speak

Special Traits

False Appearance. While the wildling spirit remains motionless in its true form, it is indistinguishable from a normal plant. Actions

Multiattack. The wildling makes a number of attacks equal to half this spell’s level (rounded down). Slam (Fungal or Wooden only). Melee Weapon Attack: your spell modifier to hit, reach 5 ft., one target. Hit: 2d8 + the spell’s level bludgeoning damage. Thorns (Floral only). Melee or Ranged Weapon Attack: your spell modifier to hit, reach 5 ft. or range 30 ft., one target. Hit: 2d6 + the spell’s level piercing damage. Paralyzing Spores (recharge 5-6) (Fungal only). The wildling ejects spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw against your spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Alluring Scent (recharge 5-6) (Floral only). The wildling releases an alluring scent at one creature it can see within 30 feet of it. The target must succeed on a Wisdom saving throw against your spell save DC or the creature must use its movement to get as close to the wildling as possible on its next turn.

Sunflower

4th-level conjuration

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (a rat’s skull, a wasp’s nest, quipper teeth, and raven feathers in a golden bowl worth at least 300 gp)

Duration: Concentration, up to 1 hour

You cause a magical sunflower to grow from a point you can see within range, breaking through any material. This sunflower has 10 hit points and an AC of 11.

For the duration, the Sunflower glows with bright light out to 60 feet and then another 30 feet of dim light. This light is considered sunlight.

Any creatures within this area of light have resistance to necrotic damage.

Switch

4th-level conjuration

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (a rat’s skull, a wasp’s nest, quipper teeth, and raven feathers in a golden bowl worth at least 300 gp)

Duration: Concentration, up to 1 hour

You point at a creature that is the same size or smaller than you within 30 feet. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. If the creature is willing, or fails to resist this spell, you and that creature immediately switch places via teleportation.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the distance increases by 30 feet for each slot level above 4th.

Truth Snitch

3rd-level conjuration

Casting Time: 1 bonus action

Range: 10 ft.(20 ft. radius sphere)

Components: V, S, M* (a white feather and a match)

Duration: Concentration, or up to 10 minutes

You conjure a Tiny sized construct that floats harmlessly through the air with an AC of 11 and 1 HP within range. This construct must stay within 10 ft. of you and will move to any location you telepathically tell it to, requiring no action. If the construct has to make a saving throw, it automatically fails. The construct is immune to all conditions and is immune to psychic and poison damage.

Whenever a creature makes a Deception check within 20 feet of this construct, it glows red until the start of your next turn.

Vexing Whispers

3rd-level enchantment

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (dried hogweed)

Duration: Concentration, up to 1 minute

You speak in disorienting whispers toward a creature. A target creature within range that you can see has disadvantage on attacks against creatures other than yourself for the duration.

Vision Cloud

4th-level necromancy

Casting Time: 1 action

Range: Self (30 ft. cone)

Components: V, S, M* (dried hogweed)

Duration: Instantaneous

You release a wave of necromantic energy in a 30-foot cone. All creatures within the cone must succeed on a Wisdom saving throw or be blinded for the duration as their eyes become clouded over.

Blinded creatures repeat this saving throw at the end of the turn, ending the blinded condition on themselves on a success.

Wall of Befuddling

3rd-level abjuration

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (three poisonous mushrooms)

Duration: Concentration, up to 10 minute

You create a transparent, intangible wall of magic on a solid surface within range, with small, opalescent ripples that give away its position.

You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.

The wall lasts for the duration.

Any creature that moves into the wall must make an Intelligence saving throw. If they fail, the creature turns around and uses their reaction to move their movement speed in the opposite direction from you. For the rest of their turn, they can take no other actions or bonus actions.

Xeric Touch

4th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M* (fennec fox hairs)

Duration: Instantaneous

Your touch causes harsh dry, xeric conditions to a target creature. Make a melee spell attack against a target creature you can reach. On a hit, the target takes 8d6 fire damage, burning that creature’s outer exterior. At the start of each of that creature’s turns for the next minute, that creature takes 1d6 fire damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Zeitgeist

8th-level necromancy

Casting Time: 1 hour

Range: Touch

Components: V, S, M* (a piece of paper or parchment with the creature’s name written on it, which the spell consumes.)

Duration: Until dispelled or ended

You spend 10 minutes attempting to call into the history of the location you are in to call forth the spirit of a creature that can that has died in this location. That creature must have been able to be a type of creature that can speak a language or use telepathy. That creature becomes a harmless undead spirit by your side in the same form it was last alive, recalling all of its memories, and is aware of their death.

That undead spirit is now under your control.

They must obey your commands, and every time you ask it a question, it must answer honestly and to the best of their ability. They are aware that they are under your control, but they can still speak disparagingly to you and you cannot control how this creature thinks. They are indestructible and cannot interact with or harm any living creature or object, even on the Ethereal plane.

This undead spirit lasts until you dismiss it as an action or cast this spell again, or until that creature is resurrected.

Angelic Boon

4th-level evocation

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute

You invoke the powerful name of an angel, causing you to embody a small portion of the angel’s power. Evil clerics receive a similar boon from fallen angels. You may spend an action to touch an adjacent creature. If the creature you touch is an ally, you restore hit points equal to 2d8 + your spellcasting modifier. If the creature you touch is an enemy, make a melee spell attack. On a hit, the target takes 3d8 radiant damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the amount of damage healed or caused by the spell increases by 1d8 for each slot level above 4th.

Blessing of the Earth

4th-Level Transmutation

Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, 10 minutes Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

When you call upon the power of the earth, the smell of churned earth briefly permeates the area.

Mundane broken objects carried upon your person are mended when this spell is cast. Until the spell ends, you gain the follow benefits:

You have resistance to poison damage. You have advantage on saving throws against being charmed or frightened. As a bonus action, whenever you deal bludgeoning damage you may choose for the ground to quake at the location the damage is dealt. Creatures other than you in a 5-foot radius must succeed on a Dexterity saving throw or be knocked prone.

Blessing of the Efreeti

4th-Level Transmutation

When you call upon the power of the Efreeti, the smell of the burning coals briefly permeates the area. Your skin appears as if it were made of glowing coals on the edge of dying, shedding dim light in a 10-foot radius.

Until the spell ends, you gain the follow benefits:

You have resistance to fire damage. When you damage a target, you can choose to deal an additional 1d8 fire damage to the target as a bonus action. As an action, you may exude an aura of smoke that provides you half-cover until the start of your next turn.

Blessing of the Waves

4th-Level Transmutation

Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, 10 minutes Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

When you call upon the power of the waves, the smell of the ocean briefly permeates the area. Your skin appears to be liquid, and you force any dim light within a 10-foot radius to darken until your passing.

Until the spell ends, you gain the following benefits:

You have resistance to cold damage. As a reaction to being targeted with a spell, you may either force disadvantage on the attack or grant yourself advantage on the saving throw. As a bonus action, whenever you hit with an attack dealing cold or piercing damage you may add 1d6 cold damage to the attack.

Blessing of the Wind

4th-Level Transmutation

Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, 10 minutes Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

When you call upon the power of the wind, the smell of fresh rain briefly permeates the area. Your body seems lighter, and you leave no tracks of your passing for the spell’s duration.

Until the spell ends, you gain the following benefits:

You have resistance to thunder and lightning damage. Your ranged attacks ignore half-cover and three-quarters cover. As a reaction, you may impose disadvantage on a ranged attack made only against you. You gain fly speed equal to your movement speed.

Clarion Call

3rd-level abjuration

Casting Time: 1 action Range: 60 feet Components: V, M (a horn of great quality, worth at least 50 gp) Duration: Instantaneous

You sound the horn or clarion, waking sleepers and clearing thoughts of outside influence.

Choose any number of creatures within range, and end one of the following effects or conditions on them: charmed, frightened, the confusion spell and similar effects, and the enthrall spell. Additionally, all sleeping creatures in range are awakened. This spell cannot affect deafened creatures.

Righteous Accusation

5th-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S, optional M (see below) Duration: Concentration, up to 1 minute

You denounce one creature within range for its sins against your holy ethos. Choose one sentient or undead creature within range, who must succeed a Charisma saving throw or suffer 8d10 psychic damage and become frightened for the duration. A creature that succeeds its saving throw takes half as much damage and isn’t frightened. A frightened creature may make a new saving throw at the end of each of its turns; on a success, the frightened condition ends.

If you create a scroll worth at least 100 gold pieces that names the creature and details its specific crimes or sins and present this scroll during the casting, the creature makes its initial saving throw with disadvantage. The scroll is consumed in the casting.

As long as it is frightened, it also suffers vulnerability against bludgeoning, piercing, and slashing damage, and one additional damage type that you specify when you create the scroll. If your scroll names a creature other than the one you have targeted, or specifies crimes or sins inapplicable to your target, your spell fails, but the scroll is not consumed.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d10 for each slot level above 5th.

Spirit Wind

8th-level conjuration

You can call a deadly spirit wind to scour the area of one type of creature, which you declare to be anathema. Any of those enemies that die from the spirit wind only strengthen your allies. As you cast this spell, name one creature type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead; or one race of humanoids (such as elves). All creatures of that type or race within 360 feet of you (not including you, if you are of that type or race) take 10d10 radiant or necrotic damage (caster’s choice), or half damage on a successful Constitution saving throw. For each creature that dies from this effect, you may grant yourself or one ally within range one of the following benefits:

A single creature may not receive more than one of these benefits.

Some deities take offense at the use of a spirit wind, especially if the cleric purports to serve them but uses it against those the deity does not regard as anathema. In such cases, the cleric may be required to answer for his or her actions before the deity.

At Higher Levels: When you cast this spell using a 9th-level spell slot, name a second creature type or race that the spirit wind damages.

Lightning Recoil

5th-level evocation

A cloud forms above you, striking you with harmless lightning that builds up a charge within your body. Each creature who starts its turn within 5 feet of you, or moves to within 5 feet of you for the first time on its turn, must make a Constitution saving throw. On a failed save, it takes 5d10 lightning damage and is stunned until the end of its turn. On a successful save, it becomes immune to this effect for 1 minute.

Manifest Elements

3rd-level evocation

You begin to radiate the power of the elements. Choose one damage type: acid, cold, fire, lightning, or thunder. For the duration, the first weapon attack you make on each turn deals an extra 1d8 of that damage type. In addition, if you score a critical hit, you apply one of the following effects depending on the damage type chosen.

Toxin Well

4th-level transmutation

Classes: Bard, sorcerer, warden, wizard Casting Time: 1 action Range: Touch Components: V, S, M (a vial of poison) Duration: 1 hour

You touch a body of water no greater than 120 gallons, causing it to become toxic and take on an oily, murky haze as you infuse it with magical poison for the duration. This water can be used on its own, or can be mixed with other fluids (such as potions) in equal parts; the other fluid keeps its original properties, and is additionally poisoned according to the effects of this spell. The poisoned fluid affects targets in the following ways.

Contact. When a creature starts its turn with any part of its body, such as a limb or appendage, in contact with the water, it must succeed on a Constitution saving throw or become poisoned for 1 minute.

Dip. If you submerge an object, such as a weapon or piece of cloth, in this liquid, it becomes infused with the magic toxin. Any creature touched with the toxin-infused surface within the next round must succeed on a Constitution saving throw or become poisoned until the end of its next turn.

Drink. When a creature drinks this water, it immediately becomes poisoned and must make a Constitution saving throw, taking 5d6 poison damage on a failed save or half as much damage on a successful one.

Steam. If at least 10 gallons of this water are vaporized, such as by being brought to a boil, the steam lingers as a poisonous cloud for the duration. The size of the cloud is a cylinder, 5 feet tall and with a 5-foot radius, centered above the original source. When a creature starts its turn in contact with this cloud, it must make a Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Area of Horrors

8th-level abjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a piece of a creature of the type to be chosen)

Duration: Concentration, up to one minute

You darken the world around you, filling it with horrors of your own choosing. Choose a creature type. For the duration of the spell, an area of 30-feet around you is filled with a violent purple light that empowers creatures of that type while harming all others, except yourself. All creatures of the chosen type gain advantage on attack rolls, while all others must make a Wisdom saving throw or become frightened and flee the area. When a creature not of the chosen type enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Wisdom saving throw or become frightened and flee the area.

Bowels of the Beast

6th-level conjuration

Casting Time: 1 action

Range: 50 feet

Components: V, S

Duration: Instantaneous

You point at a creature in range and summon a fleshy blob to surround them. The target of the spell must make a Dexterity saving throw. On a failure, the creature is cocooned into a thick flesh sack that rapidly fills with acid and undulates to digest its victim. Each round at the start of the creatures turns, the creature takes 5d6 magic bludgeoning damage and 5d6 acid damage. The creature may attempt to burst from the sack by succeeding on a Strength (Athletics) check equal to your spell save DC, cut itself out, or be cut out from the sack. The sack has AC 10 and 50 hit points.

At Higher Levels: When you cast this spell using a higher-level spell slot, increase the number of targets by 1 for each spell slot above 6th.

Conjure Aberration

5th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S, M (a piece of aberration flesh)

Duration: Concentration, up to 1 hour

You call forth an aberration from the Plane of Madness.

An aberration of challenge rating 5 or lower appears in an unoccupied space at a point in range. Upon summoning the fiend you and it share its alien mind.

The aberration disappears when it drops to 0 hit points or when the spell ends.

The aberration is not hostile to you and your companions for the duration. Roll initiative for the fiend, which has its own turns. It obeys any mental command that you issue to it (no action required by you). If you don’t issue any commands to the aberration, it acts on its own accord, doing whatever it’s alien mind dictates is the right cause at that time, GM’s discretion.

If your concentration is broken, the aberration doesn’t disappear. Instead, your mind is thrust deep into the alien’s mind. You lose control of the aberration and you are stunned for one round. The aberration becomes hostile toward you and your companions, and it might attack. An uncontrolled aberration can’t be dismissed by you.

The GM has the aberration’s statistics.

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

Conjure Fiend

5th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S, M (a vial of fiend blood)

Duration: Concentration, up to 1 hour

You call forth a fiendish servant to do your bidding. A fiend of challenge rating 5 or lower appears in an unoccupied space at a point in range. Upon summoning the fiend a collar of spiked chain appears around its neck. As a bonus action, you can cause 5 magic piercing damage to the creature that can not be reduced to bring it to heel.

The fiend disappears when it drops to 0 hit points or when the spell ends.

The fiend is friendly to you and your companions for the duration. Roll initiative for the fiend, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the fiend, it acts as a fiendish creature would, doing whatever it thinks it can get away with.

If your concentration is broken, the fiend doesn’t disappear.

Instead, the collar around the fiend's neck explodes and you lose control of the fiend, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fiend can’t be dismissed by you.

The GM has the fiend’s statistics.

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

Conjure Minor Aberrations

4th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon aberrations that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

One aberration of challenge rating 2 or lower Two aberrations of challenge rating 1 or lower Four aberrations of challenge rating 1/2 or lower Eight aberrations of challenge rating 1/4 or lower An aberration summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no actions.

The GM has the creatures’ statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th level slot.

Conjure Minor Fiends

4th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon fiends that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One fiend of challenge rating 2 or lower Two fiends of challenge rating 1 or lower Four fiends of challenge rating 1/2 or lower Eight fiends of challenge rating 1/4 or lower Each fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no actions.

The GM has the creatures’ statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th level slot.

Cut the Source

3rd-level enchantment

Casting Time: 1 action

Range: 50 feet

Components: V, S

Duration: Concentration, up to 1 minute

Only one may have power, and it is you! You choose up to three targets in range to make a Charisma saving throw.

On a failure, you weaken the magical connections those creatures have to magic for the duration of the spell. Each target is aware of its loss of magical abilities. Each target may attempt to cast any spell or use a magical ability, but while you maintain this spell, the target must attempt a new Charisma saving throw to cast a spell or use a magical ability. On a failure, the spell or ability fails.

At Higher Levels: When you cast this spell using a higher-level spell slot, you increase the number of targets by 1 for each spell slot above 3rd.

Pale Rider

6th-level necromancy

From your feet arises a pale horse and rider cloaked in black. The rider runs toward a creature in range, then to the second creature within 50 feet of the first, and finally toward a creature within 50 feet of the second. Each creature must attempt a Dexterity saving throw. On a failure, the target takes 5d10 necrotic damage, or half as much damage on a successful one. Any creatures slain by this spell arise as a zombie or skeleton under your control as if created through animate undead.

At Higher Levels: When you cast this spell using a higher-level spell slot, increase the damage dealt by 1d10 for each spell slot above 6th.

View of the Cursed Void

8th-level evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a chunk of obsidian)

Duration: Instantaneous

You point at an area in range and fill the area with a view of the void between the stars and life itself. A cursed black void fills a 60-foot radius from a point in range and all creatures in the area must make a Wisdom saving throw.

On a failed check the creature takes 12d6 psychic damage and is confused as per the spell confusion for one minute, attempting saves at the end of each of its rounds to end the confusion. On a successful save, a creature takes half damage and avoids the confusion effect. Mindless creatures such as undead and oozes are unaffected by this spell.

Cube

5th-level conjuration (wizard)

Casting Time: 1 action Range: 120 feet Components: V,S Duration: Concentration, up to 1 minute

A perfect 10-foot cube appears in an unoccupied space of your choice within range and lasts for the duration. This space can be in midair, if you so desire.

The cube is black and completely non-reflective. Any creature that ends its turn within 5 feet of the cube must make an Intelligence saving throw, taking 5d6 psychic damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the cube up to 10 feet in any direction, so long as the space it will end on is within your line of sight. The cube cannot be made to pass through other creatures, although a creature may choose to pass through the cube on its own turn.

Entering the space the cube occupies forces a creature to make an Intelligence saving throw. The creature takes 5d6 psychic damage on a failed save, or half as much damage on a successful one. This damage does not prevent the creature from taking additional damage if it ends its turn within 5 feet of the cube.

A construct must succeed on a Wisdom saving throw when attempting to pass through the cube. On a failure, it cannot pass through the cube. On a success, it may pass through the cube (and will then immediately need to make an Intelligence saving throw as normal, unless it is immune to psychic damage).

Herculean Force

3rd-level transmutation

Casting Time: 1 action Range: Self Components: V, S, M (a droplet of sweat) Duration: Concentration, up to 1 minute

Your body surges with superhuman might. For the duration of this spell, you count as Large-sized when determining how much weight you can carry. You can also lift, push, and drag Medium-sized objects, regardless of weight, and throw them up to 5 feet.

At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, increase both size categories mentioned by one, and the throwing distance by 5 feet, for each two slot levels above 5th.

Non-Euclidean Flash

3rd-level enchantment (warlock, wizard)

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

You bombard the mind of creature within range and fill it with thoughts of strange and impossible shapes. The target must make an Intelligence saving throw. On a failed save, it takes 4d8 psychic damage and is stunned until the start of your next turn. Creatures immune to psychic damage are unaffected by this spell.

Adamantine Undead

3rd-level abjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (an adamantine ingot)

Duration: 24 hours

Skeletons and zombies you control within range gain resistance to nonmagical bludgeoning, piercing, and slashing damage for the duration.

Animal Spy

3rd-level enchantment (ritual)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a morsel of food)

Duration: 48 hours

This spell allows you to compel an animal to go to a place, keep watch, and then report back to you or a creature you designate. Choose a Tiny beast you can see within range. The beast travels to a location you specify and keeps watch there. You must have seen the specified area. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

You decide precisely what the beast is watching for when you cast the spell. You can have it keep watch for certain circumstances or activities, such as the advent of a storm or a single group of 20 or more creatures passing through the area. Alternately, you can have it watch for creatures with specific physical characteristics (such as height or weight), of a specific kind (like aberrations or titanspawn), or of a particular type (goblinoid or ratfolk). Finally, you can set a simple chronological trigger, having the beast return after 8 hours, for example.

At the time you select, or once the beast has seen the circumstance, activity, or creatures you specified, the beast returns and relays what it sensed as if via speak with animals. The messenger speaks only to you or to a creature matching the description you gave. If your spy fails to reach its destination before the spell ends, it can no longer relay what it sensed, but it still makes its way back to the location where you cast this spell.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can select one additional beast as a target for each slot level above 3rd. Each beast can be sent to a different location, but must be given similar instructions.

In addition, the duration of the spell increases by 24 hours for each slot level above 3rd. If you cast the spell using a spell slot of 8th level or higher, the duration becomes “until dispelled.”

Aqueous Form

3rd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a few drops of water)

Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch, along with everything it wears or carries, transforms into a clear and odorless liquid, similar in consistency to warm syrup. The spell ends if the target drops to 0 hit points. An incorporeal creature is unaffected.

While in this form, the target has resistance to nonmagical damage, acid damage, and fire damage, it is immune to damage from falling, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can’t attack, cast spells or use other powers, talk, or manipulate objects. Objects that transformed with the target are inaccessible until the spell ends. When moving, the target uses its normal speed, but swimming costs no extra movement. The target can enter and occupy the space of another creature, as well as pass through any opening through which water can flow.

Since the target appears to be water, it has advantage on (Dexterity) Stealth checks when it hides anywhere a puddle of water might be ignored. Normal water and similar liquids render the target heavily obscured.

Aura of Death

5th-level necromancy

Casting Time: 1 action

Range: Self (60-foot radius)

Components: V, S, M (a small chunk of salt)

Duration: Concentration, up to 10 minutes

Until this spell ends, life-denying energy emanates from you, rendering living creatures within 60 feet of you unable to heal and recover quickly. This spell has no effect on undead and constructs. Other creatures you choose in the area have disadvantage on saving throws against disease, poison, and death. If a creature in the area would regain hit points, it must make a Constitution saving throw. On a failure, the creature regains no hit points. If the saving throw succeeds, the number of hit points regained is instead halved.

Beast Rider

4th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 8 hours

You touch a willing beast, which must be Small or larger, and your body and gear meld into the creature. Your equipment cannot be used while you are melded, and it grants no benefit to the beast.

While melded with the beast, you have only a few options. You can use the beast’s senses as if they were your own and influence the general direction of its travel. You can also use your action make a DC 15 Wisdom (Animal Handling) check to direct the beast more precisely, such as making it willingly touch another beast. If the beast touches another beast, you can use your reaction to switch to the other beast.

You can use your action to cease being melded with the beast, and if you do so, you reappear in an unoccupied space within 5 feet of the beast. If no unoccupied space is available, you emerge prone in an occupied one. You can use none of your other abilities or class features while melded with the beast.

If the beast you are merged with suffers any harm, such as damage or a level of exhaustion, it can make a Wisdom saving throw against this spell. On a success, the beast ejects you and the spell ends. If the beast dies, you are ejected from its corpse, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can meld two additional willing Small or Medium creatures with you per slot level above 4th. You can meld a Large creature as if it were two Medium creatures. Creatures melded with you can use the beast’s senses, but use no other abilities. If you transfer to another beast, the creatures melded with you transfer with you automatically. When you emerge from the beast, whatever the reason, the creatures melded with you also emerge.

Binding Aura

4th-level abjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a chunk of amber)

Duration: Concentration, up to 1 minute

You ward yourself with an invisible field that prevents others from harming you. While the spell lasts, any creature that attempts to attack you or target you with a harmful effect, including an area effect, must make a Wisdom saving throw. On a failure, the creature is incapacitated and its speed becomes 0 until the start of its next turn. During that time, it can’t benefit from any bonus to its speed.

Bite of the Cobra

5th-level transmutation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

Venomous fangs sprout from your mouth, granting you a bite attack with which you are proficient. The next time you hit with the bite attack, you deal 1d6 piercing damage and the target must make a Constitution saving throw. On a failed save, they are poisoned for 1 minute and must make a death saving throw at the start of each of their turns, even if they have more than 0 hit points. If the target fails three death saving throws during this time, they die from heart failure. A successful Wisdom (Medicine) check against your spell save DC made prior to death stabilizes the target.

Bite of the Krait

3rd-level transmutation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

Wicked snake fangs sprout from your mouth, granting you a bite attack with which you are proficient with. The next time you hit with the bite attack, you deal 1d6 piercing damage and 4d10 poison damage, and the target must make a Constitution saving throw. On a failed save, the target is poisoned for 1 minute. In addition to the normal poisoned condition penalties, while poisoned this way their movement is halved, and they must succeed on a Strength (Athletics) check against your spell save DC to maintain hold on melee weapons after they make a successful attack.

Bite of the Mamba

4th-level transmutation

Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

You gain a bite attack, with which you are proficient, from the snake fangs that sprout from your mouth. The next time you hit with the bite attack, you deal 1d6 piercing damage and choose one of the following effects:

The target must make a Constitution saving throw. On a failed save, they fall prone, their body convulsing uncontrollably for 1 minute, and are paralyzed. The target may repeat the saving throw at the end of each of their turns, ending the effect on themself on a success. The target must make a Constitution saving throw. On a failed save, the target’s blood begins to coagulate. Each hour after the bite, the target suffers 1d4 Constitution loss as the clotting begins to affect their organs. If this damage reduces the target’s Constitution score to 0, they die of heart failure. The target may repeat the saving throw every hour, ending the effect on themself on a success. If this effect is successfully ended, Constitution points lost to this effect return when the target completes a long rest.

Blackflame

8th-level evocation

Casting Time: 1 action

Range: 150 feet

Components: S

Duration: Concentration, up to 1 minute

Choose a creature you can see within range. The target is engulfed in flamelike shadows and must succeed on a Wisdom saving throw or take 10d10 psychic damage and become frightened for the duration. While the target has line of sight to you, it has disadvantage on saving throws against this spell.

At the start of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 11d10 psychic damage. Each time the target fails a saving throw after the first round, the damage increases by 1d10. On a successful save, the spell ends.

Chill Wind

3rd-level evocation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you for the spell’s duration. Each creature that starts its turn in the line must make a Constitution saving throw. On a failure, a creature takes 4d6 cold damage and is pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. While the spell lasts, you can use a bonus action to change the direction the line blasts from you.

The gust also disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes even protected flames, such as those of lanterns, to dance wildly and has a 75 percent chance to extinguish them as well.

Darkstaff

4th-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S, M (a quarterstaff)

Duration: Concentration, up to 1 minute

The material component you hold becomes imbued with life-stealing shadow. As part of casting this spell, you can make a melee attack with the weapon. For the duration, the weapon becomes magical and you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using the quarterstaff. On a successful hit, the weapon does not deal bludgeoning damage, but instead deals 4d8 necrotic damage. You regain hit points equal to the amount of necrotic damage the staff deals. Until the spell ends, you can use your action to repeat the attack with the weapon. The spell ends if you let go of the weapon.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Frostform

4th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a few drops of glacial water)

Duration: Concentration, up to 1 hour

This spell turns the flesh of a willing creature into magical ice. For the duration, or until it falls unconscious, the target gains immunity to cold damage but vulnerability to fire damage. In addition, the target has resistance to nonmagical piercing and slashing damage. The magic also allows the target to move through difficult terrain caused by snow or ice without spending extra movement.

Hand of Justice

3rd-level abjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

Until this spell ends, you can make one melee weapon attack, without using an action, against any creature that attacks you while it is within 5 feet of you. You can make only one such counterattack against each attacking creature per turn in this way, regardless of how many times it attacks you that same turn. Your counterattack takes place immediately after the creature’s first attack against you during the creature’s turn.

Holy Beacon’s Answer

5th-level conjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (holy symbol)

Duration: Instantaneous

You and up to one other willing creature you touch teleport to the origin point of a holy beacon you can see, provided the material component for this spell is a holy symbol of your faith. You arrive in an unoccupied space as close to the holy beacon origin point as possible. When you arrive, a 30-foot-radius sphere of blinding light flashes fromyou.The spheredoesn’textendaround corners.Eachcreature of your choice in the area must succeed on a Constitution saving throw or be blinded until the end of your next turn. Creatures sensitive to bright light have disadvantage on saving throws against this light. In addition, if any creature friendly to you is within the light and at 0 hit points, that creature is stabilized.

Inflict Susceptibility

4th-level necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a silver needle)

Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The creature must succeed on a Constitution saving throw, for which any advantage it has is negated. On a failure, the target has disadvantage on all saving throws for the duration. This effect counts as a curse.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th-level spell slot, the duration becomes “until dispelled.”

Durations of 8 hours or longer don’t require concentration.

Inquisition 4th-level enchantment

Casting time: 1 action

Range: Touch

Components: V, S

Duration: 10 minutes

This spell may be used to gain truthful answers from the most stubborn creatures. So long as the creature touched can understand you, the affected creature must answer three questions you ask. In order to resist the spell, the creature must make a successful Wisdom saving throw. If the target sustains any damage while under the effects of the spell, they gain advantage on the save. Success means they can resist answering that question but must save again for the next. As soon as a save is failed, the creature is allowed no more saves and must answer the remaining questions. Note that the subject must answer truthfully, but they can only answer the truth as they know it. If they have no pertinent information with which to answer a question posed, they are compelled to say as much.

At the end of 10 minutes or after three questions have been asked and answered, the spell comes to an end.

Lavaform 5th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a black diamond worth at least 200 gp, which is consumed by the spell)

Duration: Concentration, up to 10 minutes

This spell transforms a willing creature’s physical form into magical lava. For the duration, or until it falls unconscious, the target gains the following capabilities and limitations:

The target has immunity to fire damage but vulnerability to cold damage. Nonmagical poison and disease can’t affect the target. The target has resistance to nonmagical bludgeoning and slashing damage. The target’s melee attacks with unarmed strikes or melee weapons deals an extra 1d6 fire damage. A creature that touches the target or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage. If the target touches a flammable object that isn’t being worn or carried, that object ignites. Most gear melds into the target’s new form, but any object in hand when the transformation occurs remains in hand and is unharmed by the target’s lavaform for the duration. The target retains passive benefits from melded equipment, but can’t activate, use, or draw forth any of its melded gear.

Leech Field 8th-level necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

You create a 10-foot-radius sphere of violet vapor centered on a point you choose within range. The vapor spreads around corners, and its area is lightly obscured. It lasts for the duration. You can use a bonus action to move the cloud up to 30 feet, although it must remain within range of you or the spell ends. When the cloud appears, each creature within it must make a Constitution saving throw. A creature takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. Any creature that enters the cloud for the first time on its turn or starts its turn there must also make this saving throw.

The vapor absorbs any hit points creatures lose to it. As a bonus action, you can distribute any number of hit points the vapor has absorbed evenly among creatures of your choice within 30 feet of you, including yourself. Constructs can’t regain hit points from this spell. When you give hit points to a creature this way, the target regains hit points up to its maximum. Any excess is lost.

Lightning Shield 4th-level evocation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 10 minutes

Arcs of lightning dance across your body for the duration, causing your hair to stand on end and shedding dim light for 10 feet. You can end the spell early by using an action to dismiss it. The lightning grants you resistance to lightning damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the lightning arcs to your attacker, dealing 2d6 lightning damage to that creature. A creature that attacks you with a metal weapon or while wearing metal armor takes an extra 1d6 lightning damage.

Mage Daggers 4th-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (an iron or steel dagger)

Duration: Concentration, up to 1 minute

You create four floating daggers of force within range. The daggers last for the duration. When you cast the spell, each dagger strikes a creature within 5 feet of it, dealing 1d4 + 2 force damage.

Each subsequent turn, as a bonus action, you can move any or all of the daggers up to 20 feet and repeat the damage against a creature within 5 feet of each dagger. Any effect that blocks magic missile also blocks this spell’s damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can create one additional dagger for each slot level above 4th.

Mana Spear 4th-level enchantment

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a spear of any size)

Duration: Instantaneous

You hurl a spear of psychic energy at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 6d10 psychic damage, and if the target is a spellcaster, it must also make a saving throw using its spellcasting ability score. If this save fails, the target loses the ability to cast spells of 3rd level or lower until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the damage by 1d10 for each slot level above 4th. On a failed saving throw, until the start of your next turn, the target loses the ability to cast spells of a level up to one less than the level of the spell slot you used.

Moonlight Curse 4th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (hair from a lycanthrope)

Duration: 24 hours

You touch a creature. If the target is not willing, you must hit with a melee spell attack against the target. The target is cursed to become a wearboar, wererat, or werewolf, as determined by you when you cast the spell.

The next sunset after you cast this spell, target changes into a lycanthrope of the chosen type, and the target remains a lycanthrope until dawn or for up to 8 hours. A transformed target acts according to the basest elements of the lycanthrope’s alignment, under GM control if it is a player character. When the transformation ends, the target returns to normal wherever it is, with 1 level of exhaustion. An unwilling target has no memory of what happened during its time spent as a lycanthrope.

Penumbral Trap 3rd-level illusion

Casting Time: 1 minute

Range: 60 feet

Components: S

Duration: Until dispelled or triggered

Choose one area of dim light that fills up to a 30-foot cube within range. The area becomes a trap with a trigger you set, including exclusions and parameters you decide on. A typical trigger is when someone other than those you exclude enters the area of the trap. When the trap triggers, the shadows in the area become menacing phantasmal forms on the edge of a perceiver’s vision. Each creature within the area must make an Intelligence saving throw. Targets that fail become frightened for 1 minute and have their speed reduced by half, rounded down to the nearest 5 feet, while they remain within the area. While frightened in this way, a target feels threatened from every side, so it has disadvantage on Wisdom (Perception) checks. The target can repeat the saving throw at the end of each of its turns, with disadvantage if within the area or able to see it, ending the effect on itself on a success.

Repeated Teleport 8th-level conjuration

Casting Time: 1 action

Range: 10 feet

Components: V

Duration: Concentration, up to 1 minute

This spell works like teleport, with the same parameters, including rolling for mishaps during the initial travel. After you arrive at the destination, you can travel freely between the origin point and the destination for the duration. You needn’t roll for mishaps again. Each act of transport requires you to use your action, but each time you can transport different additional targets.

If you know the sigil sequence to a permanent teleportation circle on the same plane of existence, you can link your current location to that circle. Any creature can travel safely between the origin point and the destination circle for the duration of this spell.

Scrying Feedback 4th-level abjuration

Casting Time: 1 action

Range: Self (40-foot radius)

Components: V, S

Duration: 24 hours, or until triggered

An invisible field of supernatural sensitivity extends from you in a 40-foot radius. Until the spell ends, this area remains centered on you and moves with you. You are instantly aware of any sensor created by a divination spell that enters this area.

If you become aware of a sensor created by a divination spell within the area, as a reaction you can trigger this spell to send a blast of psychic energy through the sensor to its originator. The originator of the sensor must make an Intelligence saving throw. On a failed saving throw, the target takes 8d8 psychic damage, or half as much damage if the save is successful.

Serpent Hands 5th-level transmutation

Casting time: 1 action

Range: Self

Components: V, S, M (poison glands of a viper)

Duration: 1 minute

This spell turns your fingers into large poisonous vipers. On your turn following the transmutation and each round thereafter, the vipers of each hand can be directed to attack opponents, one target per arm and one attack per finger. For example, an able-bodied human can attack two different opponents with five melee attacks per round each.

You are considered proficient with these attacks. Each viper causes ld6 points of piercing damage when it strikes, and if the target of the attack fails a Constitution saving throw it becomes poisoned. While the spell is in effect it is not possible for you to grab or pick up items. As a result, you cannot cast any spells that have a somatic component — and you are unlikely to be able to handle material components either — until this spell expires or is dismissed.

Shadow Traitor 4th-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: S, M (a drop of tar or pitch)

Duration: Instantaneous

You can cast this spell only in an area where no sunlight is present. Choose one humanoid or humanoid corpse that you can see within range. The target’s shadow becomes an undead shadow. If your target is a living humanoid, the shadow attacks the target until one or the other is destroyed. If the target is killed by the shadow or is already a corpse, then the shadow is under your control for 24 hours.

You can also cast this spell on an undead shadow you currently control to reassert control over it for another 24 hours, or you can include the shadow as if it were a ghoul when you cast create undead to reassert control over undead.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose one additional target for each slot level above 3rd. If you cast this spell to reassert control over shadows, you can reassert control over one additional shadow per slot level above 3rd.

Soul Exchange 8th-level necromancy

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a jeweled silver rod worth at least 5,000 gp)

Duration: Until dispelled

You attempt to swap souls with a humanoid you touch during the entire casting time. The target must succeed on a Charisma saving throw or its soul and yours exchange bodies. A creature that cannot be possessed is immune, and a creature that succeeds on the saving throw can’t be targeted again for 24 hours. If your soul moves into the target’s body, your body falls into a catatonic state as the target’s soul moves within. The target’s soul is trapped in your comatose body.

Once you possess a creature’s body, you control it. You use the Strength, Dexterity, and Constitution of your new body, as well as its natural attacks, weapon attacks, and other physical attributes. You do not gain its racial traits or its class features. However, you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You keep your level and its benefits, including hit points and Hit Dice, and you still have your own class features.

While possessing a body, you can use your action to return from the host body to yours if it is on the same plane as you, returning the host creature’s soul to its body at the same time.

If the host body dies while you’re in it, the host creature dies, and you must make a Charisma saving throw against your spellcasting DC. On a success, you return to your body if it is alive and on the same plane as you. Otherwise, you die.

If your body dies while you possess the host body, this spell ends, but your soul remains within the host body. You take a -5 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, this penalty is reduced by 1 until it disappears.

Spiders’ Potency 3rd-level transmutation

Use to ensure your poison really gets the job done.

Casting time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 hour

This spell increases the save DC for a poison by 1d4 + your proficiency bonus. After one hour, the poison’s save DC returns to its normal value.

Telekinetic Blast 4th-level evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S

Duration: Instantaneous

A tiny bead of force launches from your finger to a point you choose within range and then silently erupts into an invisible sphere of pummeling force. Each creature in a 20-foot-radius sphere centered on that point must make a Strength saving throw. On a failure, a target takes 7d6 force damage, is pushed to an unoccupied space as close to the outer edge of the sphere as possible, and is knocked prone. If the saving throw is successful, the target takes half the force damage, is pushed 5 feet away from the point of origin, and is not knocked prone.

The sphere extends around corners, as well as into the Ethereal Plane. In addition, unsecured objects that are completely within the area are pushed away from the point of origin as close to the edge of the sphere as possible. Fragile objects may be destroyed by this spell if they are susceptible to breakage by sudden force.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Wall of Darkness 4th-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M

Duration: Concentration, up to 1 minute

You create a wall of darkness within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration.

The wall has several effects. No vision, including darkvision, can see through the wall. Light can’t pass from one side of the wall to another, and a spell that creates light and is of a lower level than the wall is dispelled by contact with the wall. If the wall is ever between the creator of a divination sensor (such as those created by arcane eye, clairvoyance, or scrying) and that sensor, the creator must make a Wisdom saving throw against your spell save DC. On a failure, the sensor is destroyed.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). A creature that passes through the wall must succeed on a Constitution saving throw or be blinded for 1 minute. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Weapon of Light 3rd-level transmutation

Casting Time: 1 bonus action

Range: Touch

Components: V

Duration: Concentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 radiant damage when it hits. In addition, the weapon gives off bright light in a 30-foot radius and dim light for an additional 30 feet.

At Higher Levels. When you cast this spell using a spell slot of 5th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Winged Mount 3rd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 hour

You touch a willing beast, and it grows wings for the duration. The wings grant the target a fly speed equal to its base walking speed.

At Higher Levels. When you cast this spell using a spell slot of 4th level, the duration increases to 4 hours. If you use a spell slot of 5th level, the duration is 8 hours. If you use a spell slot of 6th level or higher, the duration is 24 hours.

Curse of Discarded Dreams 4th-level necromancy (ritual)

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 month

You inflict a curse on a living creature within range that you can see. The target must attempt a Constitution saving throw.

If the target succeeds on this saving throw, it gains one level of exhaustion, which can be removed as normal.

If it fails, the target must attempt a Constitution saving throw every time it completes a rest for the duration of the curse. On a failure, the target gains no benefit from that rest. A creature that can’t finish a long rest suffers a level of exhaustion. Success on one of these saves does not break the curse; it merely indicates that one particular rest was successful.

Greater restoration ends the curse. Lesser restoration and remove curse require the caster to make a roll against the curse, as per the rules for dispel magic, to see if he can break the curse. A creature suffering from curse of discarded dreams can only attempt to break that curse with lesser restoration or remove curse once each per day, regardless of who casts the spell in question.

Distant Grasp 3rd-level transmutation (ritual)

Casting Time: 1 action

Range: Self

Components: V, S, M (an arcane connection, as defined in the spell description, which the spell consumes)

Duration: 1 hour, or until expended

You perform an incantation that creates a connection between you and a named living creature, allowing you to subsequently cast a curse of 3rd level or lower upon the target without being in its presence. You must cast the subsequent curse after casting this spell and before its duration expires. Once you have cast a single curse on the target, this spell ends. The distant grasp changes the subsequent curse’s range to 1 mile.

To use distant grasp, you must know the name of the target, and you must have some piece of the target’s body to use as an arcane connection (hair, fingernails, and blood are common choices). You may use this spell to increase the range of any of the following spells (assuming you cast distant grasp at a sufficiently high level): bestow curse, contagion, hex, and any spells beginning with “curse of…”

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may use it to cast a curse spell of that same level or lower.

Ingrained Image 3rd-level divination

Casting Time: 1 action

Range: Self

Components: S

Duration: Concentration, up to 1 hour

You fix an image in your mind of the area surrounding you when you cast the spell, up to a 20-foot-radius sphere. As long as you maintain concentration, you keep this magical image in your head. At any time, you may examine that image in your mind’s eye as if you were examining the actual location. Because the spell creates the image, it contains places that you couldn’t sense at the time of casting, such as items inside of containers, the interiors of drawers or even books, or secret passages behind the walls. You can perform Intelligence (Investigation) and Wisdom (Perception) checks on the area as though you were actually still there. This mental search requires as much time and focus as it would take to examine the area physically. While you review the mental image, you remain aware of your surroundings, and you can freely switch between investigating the image and acting in the physical world.

At Higher Levels. When you cast this spell using a spell slot of 4th-level, you increase the size of the area to a 35-foot radius and you can retain the image for up to 8 hours. Using a 5th-level slot, you increase the radius to 50 feet and you can retain the image for up to 24 hours. Concentration is still required.

Jointwrack 3rd-level necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a drop of milk or yogurt)

Duration: 1 minute Choose a creature that you can see within range. The target must attempt a Constitution saving throw. On a success, it takes 1d10 necrotic damage and its speed is halved until the end of its next turn. On a failed save, the creature suffers the following effects:

The target takes 1d10 necrotic damage at the start of its turn every round. Its speed is halved. It suffers disadvantage on all attack rolls and on Dexterity-based ability checks and saving throws. Attacks against it have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.

Constructs and creatures without joints (such as oozes or spectral creatures) are unaffected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Lost Memory 3rd-level enchantment

Casting Time: 1 bonus action

Range: 30 feet

Components: S

Duration: Instant

With a simple gesture, you cloud the memories of an interaction that you had with one target creature. One creature within range that you can see must attempt an Intelligence saving throw. If you are fighting the creature, it has advantage on the saving throw. If it fails, it forgets salient details of its interaction with you, including your name, your appearance, your race, and the nature of your interaction, once you leave its sight. (For the purposes of this spell, an “interaction” is a period in which the creature becomes aware of your presence until the time when it is no longer aware of your presence, typically a period of time from when it first sees you to when you leave its line of sight.) The target knows that it was doing something with someone else, but can’t remember precisely what. The target doesn’t lose memories of any other people present.

Lost memory can cloud an interaction lasting up to 10 minutes. If the amount of time that you spent interacting with the creature was longer than this, the spell fails.

A remove curse or greater restoration spell cast on the target restores the creature’s true memory.

At Higher Levels. When you cast this spell using a higher-level spell slot, you increase the length of the interaction the spell can cloud by 10 minutes per level above 3rd.

Mob Rage 3rd-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of blood or a small flame)

Duration: Concentration, up to 1 minute

You inflame a group of people within range to become an angry mob. They must number at least a dozen, and they must all be within a 30-foot radius of the spell’s target point at the time of casting. You must shout out a target for the mob’s rage, such as “That merchant is cheating us on food prices!” or “The guards are letting that nobleman get away with murder!” The people in the crowd become enraged and immediately take action—shouting, throwing rocks, overturning tables, vandalizing businesses, starting fistfights, and so on. The mob’s rage is initially directed at the target you specified, but may change and move as circumstances shift.

Mob rage affects only living humanoids of Intelligence 3 or higher, who are not immune to Charm effects, and who have a CR lower than 1. Each subject may make a Wisdom saving throw to resist the effects. (For the sake of simplicity, and with the GM’s permission, you may assume that half of all qualifying targets within an area fail the save, rather than rolling for each.) Those who succeed react normally, likely fleeing from the mob.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of effect increases by 10 feet for each slot level above 3rd.

Spirit Communion 5th-level necromancy (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (incense, holy ashes, food and drink, and grave dirt, all together worth at least 25 gp, which the spell consumes)

Duration: Concentration, up to 1 minute, but see spell description

You summon a roiling mass of spirits, which occupy a space roughly 10 feet on a side within 30 feet of you. These can either be the essences of long-dead humanoids or a few of the lingering spirits of nature. The phantoms understand you regardless of what language you speak.

You ask the spirits up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. After a moment of disturbing hissing, whispering, and other sounds as the spirits writhe about one another in consultation, you receive a correct answer for each question.

While the spirits have access to much ancient knowledge and can see the flow of time and possible futures, they are not omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the spirits’ knowledge. In a case where a one-word answer could be misleading or contrary to the spirits’ interests, the DM might offer a short phrase as an answer instead.

Once the spell ends—because your questions have been answered, you lose concentration, or the duration expires, whichever comes first—you must attempt a DC 15 Charisma (Intimidation or Persuasion) check to convince the spirits to return to the netherworld. You make a single check for the entire mass of spirits, and a natural 1 on this check is always a failure. On a success, the phantoms disappear, but on a failure, they remain beyond the spell’s duration and become hostile to you and to all living things. You do not gain XP for defeating these spirits, which burst into a group of 2–5 (1d4+1) wraiths.

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 the spirits immediately break free of the spell and turn hostile (as if you’d failed the Charisma check at the spell’s end), before you can even ask your questions.

Spirit Guide 4th-level necromancy (ritual)

Casting Time: 1 action

Range: 20 feet

Components: V, S, M (incense, holy ashes, food and drink, and grave dirt, all together worth at least 25 gp, which the spell consumes)

Duration: Concentration, up to 1 minute, but see spell description

You summon a roiling mass of spirits, which occupy a space roughly 10 feet on a side within 30 feet of you. These can either be the essences of long-dead humanoids or a few of the lingering spirits of nature. The phantoms understand you regardless of what language you speak. You ask the spirits a single question concerning a specific goal, event, or activity to occur within 7 days. After a moment of writhing and whispered discussion, the spirits—who can see the currents of time and possible futures—offer a truthful reply. The reply might be a short phrase, a cryptic rhyme, or the like.

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.

Once the spell ends—because your question has been answered, you lose concentration, or the duration expires, whichever comes first—you must attempt a DC 14 Charisma (Intimidation or Persuasion) check to convince the spirits to return to the netherworld. You make a single check for the entire mass of spirits, and a natural 1 on this check is always a failure. On a success, the phantoms disappear, but on a failure, they remain beyond the spell’s duration and become hostile to you and to all living things. You do not gain XP for defeating these spirits, which burst into a group of 2–4 (1d3+1) wraiths.

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 the spirits immediately break free of the spell and turn hostile (as if you’d failed the Charisma check at the spell’s end), before you can even ask your question.

Sudden Putrefaction 5th-level necromancy

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You cause the decomposition of an undead target to suddenly and greatly accelerate from the inside. The corpse’s innards liquefy and gasses bloat its frame. One corporeal undead creature within range that you can see must attempt a Constitution saving throw. It takes 5d8+20 acid damage on a failed save, or half as much damage on a successful one.

An undead destroyed by this spell explodes violently as putrefying gases burst its body apart. All creatures adjacent to the destroyed undead must succeed on a DC 15 Dexterity saving throw or take 1d6+1 points of acid damage.

Torrent of Living Arcana 3rd-level enchantment (ritual)

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 hour

You draw forth arcane power that floods into a willing living creature that you touch. This wellspring causes the target to become a torrent of raw energy, like the floods of magic that once existed in earlier ages. The magic can barely be contained; it burns with the need to be set loose and used.

This has the following benefits:

The target gains advantage on Arcana checks to cast a ritual, if the entire ritual is completed during the duration of this effect. Add 1 to the DC to save against any spell cast by the target. Any melee attack that hits the target causes the attacker to suffer 1d6 radiant damage.

Walls of Redoubt 5th-level transmutation

Casting Time: 1 minute

Range: Touch

Components: V, S

Duration: 10 minutes

You inscribe potent sigils on a section of wall up to 30 square feet, be it wooden or stone. The wall affected by the spell takes on a semblance of animation, able to twist, bend, and shake of its own volition. While it is not intelligent, it responds to you and your allies favorably, and to your enemies unfavorably. The wall gains the following characteristics:

Any enemy attempting to climb or break through the wall, or any portal in it, suffers disadvantage on relevant ability checks. You and your allies gain advantage. The wall doesn’t provide cover for your enemies. The wall gains resistance to damage from attacks by your enemies. You don’t need to spend an action to open or shut any portal, window, opening, door, or gate within the wall. You can freely cause any such portal to open or shut on your turn. You don’t have to be adjacent to the portal; it opens or closes magically. You can cause any portal along the wall that has a lock to lock or unlock on your turn, without using an action. You don’t have to be adjacent to the portal; it locks or unlocks magically. Enemies that move to a spot adjacent to the wall or start their turn there suffer 2d6 bludgeoning damage as the wall buckles and attempts to batter and crush them. A successful Dexterity saving throw halves the damage. All terrain adjacent to the affected section of wall, to a distance of 30 feet, counts as difficult terrain for your foes. Pre-existing difficult terrain in that same area doesn’t hinder you. This doesn’t affect other magic that alters terrain, such as an entangle spell. You must remain within 300 feet of the enchanted area for the spell to continue to function.

A Thousand Deaths 4th-level transmutation

Classes cleric, paladin Casting Time: 1 minute Range: Touch Components V Duration until dispelled

You curse an individual who demonstrated cowardice or moral failings on the field of battle, marking them with a rune of shame for all to see. The creature receives a Charisma saving throw to avoid the effect.

If the creature fails this saving throw, a sigil appears on its forehead—a mark that cannot easily be obscured. Wherever that person travels, they will not receive aid, shelter, or hospitality from soldiers and the like. In addition, that creature suffers disadvantage on Charisma-based ability checks when dealing with warriors or members of your faith.

Finally, the cursed creature gains no benefit from healing spells cast by you or another member of your faith.

As part of the curse, you must assign the subject a task to complete in a language the creature understands. The task must be attainable, but it can be difficult or dangerous. The task can take no longer than one year to complete. If the creature fulfills the assigned task or a year elapses, the spell’s effects end and the mark of shame vanishes. The task should require bravery or heroic effort and should promote your deity’s glory. If you issue a suicidal task, the spell ends immediately.

Arcane Gate

6th-level conjuration

Casting Time: 1 action Range: 500 ft. Components: V, S Duration: Concentration, up to 10 minutes

You create linked teleportation portals that remain open for the duration.

Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.

The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

Ashen Waste

3rd-level conjuration

Classes: Sorcerer 3, Wizard 3

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (handful of ash)

Duration: Concentration, up to 10 minutes

A heavy shower of ash descends on everything in a 20-foot-radius, 20-foot-high cylinder centered on a point within range.

The area of effect is heavily obscured and a creature in the area suffers from the blinded condition, even if it possesses darkvision.

The ash turns the area of effect into difficult terrain for the duration of the spell.

Blinding Beauty

6th-level enchantment

Classes Bard, Sorcerer, Warlock, Wizard

Casting Time 1 action Range Self (30-foot radius) Components V Duration Concentration, up to 1 min.

In the eyes of nearby enemies, you become of vision of transcendent beauty – like that of an angel, or a god. This beauty is so exquisite that it literally overwhelms the senses of those who gaze upon you. When you cast this spell, and at the beginning of your turn each round for the spell’s duration, each creature within 30 feet of you and within your line of sight must succeed on a Charisma saving throw or be blinded for 1d4 rounds. If a creature fails this save by 5 or more, it is stunned for 1 round and blinded for the duration of the spell (it gets to make no further saves).

Creatures in the area can avert their gaze to avoid the effects of the spell. Creatures that remain in the area for multiple rounds must continue to make saving throws each round, but a creature that succeeds on three consecutive saves to resist the spell’s effects becomes immune to the spell for 24 hours. A creature must be able to clearly see your face for this spell to affect it. Color is not a necessary component of the spell, and a creature seeing you by means of darkvision is still affected as normal.

Creatures that are naturally sightless are immune to this spell.

Call of the Grave

3rd-level necromancy

Classes: Cleric 3, Wizard 3

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (grave dirt)

Duration: Concentration, up to 1 minute

This spell acts like a siren song, luring an undead creature back to the cold, silent comfort of its grave. An undead creature you choose within range must succeed at a Charisma saving throw or begin moving towards a space you can see within range.

Each round, an affected creature can only use the Dash action, or it can use its action to escape from an effect that prevents it from moving such as a grapple. The target takes the most direct route to the target space, but it will not enter or pass through a dangerous space, such as a pool of lava or an obvious trap. Once the affected creature reaches this space, it remains there until the spell ends. If you are any of your allies attack the target, this spell ends immediately.

At Higher Levels. When you cast this using a slot of 4th level or higher, you can affect one additional undead creature for each slot level above 3rd.

Celestial Majesty 4th-level enchantment

Level Cleric/Sorcerer 4

Casting Time: 1 Action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

This spell instills the power of the heavens in your physical form, allowing you to emanate radiant power. Each creature of your choice that can see you within 60 feet must make a Charisma saving throw or become overcome with awe. An affected creature drops any weapons it wields and ends concentration on any spells or similar magical effects. In addition, an affected creature becomes charmed until the end of the spell. A charmed creature can attempt another Charisma saving throw at the end of each of its turns, ending the effect on itself with a success. A creature immune to charm cannot be affected by this spell.

Clutch The Heart

6th-level necromancy; Classes Cleric 6, Sorcerer 6, Warlock 6, Wizard 6

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

You stretch forth your hand towards an enemy creature you can see in range and motion to rip its heart free from its chest.

The target must make a Constitution saving throw. On a failed save, it takes 8d6 necrotic damage, or half as much damage on a successful save. If the creature fails this save, each round as a bonus action you can inflict an additional 4d6 necrotic damage against it. Each round at the end of its turn, the creature can attempt another saving throw to end the effect. If the target reaches 0 hit points, its heart bursts free from its chest and flies into your waiting palm, still beating, at which time the creature dies.

Conjure Barrage

3rd-level conjuration

Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (one piece of ammunition or a thrown weapon) Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear.

Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Conjure Tower

3rd-level conjuration

Casting Time: 10 minutes Range: 30 ft. Components: V, S, M (a fragment of stone, wood, or other building material) Duration: 24 hours

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials.

The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell: • A bedroom with a bed, chairs, chest, and magical fireplace • A study with desks, books, bookshelves, parchments, ink, and ink pens • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils • A lounge with couches, armchairs, side tables and footstools • A washroom with toilets, washtubs, a magical brazier, and sauna benches • An observatory with a telescope and maps of the night sky • An unfurnished, empty room The interior of the tower is warm and dry, regardless of conditions outside.

Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

Conjure Volley

5th-level conjuration

Casting Time: 1 action Range: 150 ft. Components: V, S, M (one piece of ammunition or one thrown weapon) Duration: Instantaneous

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range.

Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Curse of Offended Sight

3rd-level necromancy

Classes Bard, Paladin, Sorcerer, Warlock

Casting Time 1 action Range 60 feet Components V, S, M (a shard from a broken mirror) Duration Special (see text)

You punish a humanoid creature for the crime of being less (or perhaps more) magnificent than yourself with a curse that exaggerates their ugliness and dulls their personality. The target of this spell must succeed on a Constitution saving throw or have their Charisma score reduced by 3 (to a minimum score of 3) for 24 hours. 24 hours after failing the first saving throw, the creature must succeed on a second Constitution save or the effect becomes permanent and can only be lifted by a remove curse spell.

At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the penalty to the creature’s Charisma increases by 1 point per level.

Death Fog

5th-level necromancy; Classes Wizard 5

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute

When you cast this spell, a pale fog rises from the ground to fill a 20-foot-radius sphere at a point you can see within range.

Each round a living creature begins its turn inside this fog, they must roll a Constitution saving throw or suffer 5d6 necrotic damage.

The fog changes color to become increasingly dark red the more damage it inflicts.

As an action, you can move the fog cloud up to 60 feet, but if it moves out of range, the spell ends immediately.

Any round you or any of your chosen allies start their turn within the cloud, you each gain 3 temporary hit points, but only if the cloud inflicted damage on enemies in a previous round.

At higher levels.When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 and the temporary hit points increase by 2 for each slot level above 5th.

Death Seed

6th-level necromancy

Classes Druid

Casting Time 1 action Range 30 feet Components V, S Duration 4 rounds

You produce a glossy, black seed from your palm and launch it at a target within 30 feet with a ranged spell attack. On a successful hit, the seed immediately sinks deep into the target’s body and begins to feed off of the target’s vital energy. The target must make a Constitution saving throw at the beginning of its turn each round for 3 rounds. It takes 4d6 necrotic damage on a failed save, and half that on a successful save. If the target fails 2 or more of these saves, then the plant bursts from its chest on the fourth round, dealing 75 points of necrotic damage (no save).

Elf Dance

8th-level enchantment

[Bard, Cleric, Druid, Sorcerer] Casting Time 1 minute Range 60-foot radius centered on a point within 100 feet Components V, S Duration 6 days

In order to cast this spell, you must be an elf. You lace the very air in the affected area with enchantment, which compels those who enter the area to dance and revel endlessly with no thought to other matters. A creature entering the area that fails a Wisdom saving throw is compelled to dance, frolic, and otherwise revel within the spell’s area.

Each day, the creature receives a new saving throw to end the effect.

Creatures require no food, drink, or sleep while under the spell’s effects, nor do they gain any of the benefits of rest (such as regaining lost hit points or spell slots). They will defend themselves if attacked, but they can take no actions except to continue the dance, and they will not willfully leave the spell’s area for any reason. If a creature is forcefully removed from the spell’s area the effect immediately ends, but the creature receives one level of exhaustion for each day it spent in the dance. A creature that spends a full six days under the spell’s effects drops dead when the spell ends.

Eye of The Storm

5th-level abjuration; Classes Cleric 5, Druid 5, Sorcerer 5

Casting Time: 1 Reaction Range: 30 feet Components: V, S Duration: Instantaneous

For a brief moment, this spell causes incoming destructive energies to flow around the affected creature, protecting them from one of the elements. When the target creature is subjected to an effect that inflicts acid, cold, fire, or lightning damage, they gain resistance against that type of damage.

For example, if you are caught in a cone of cold, you gain resistance to cold damage.

Faithful Hound

4th-level conjuration

Casting Time: 1 action Range: 30 ft. Components: V, S, M (a tiny silver whistle, a piece of bone, and a thread) Duration: 8 Hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Far Step

5th-level conjuration

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Find Greater Steed

4th-level conjuration

Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber—toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it te1epathically. While mounted on it, you can make any spell you cast that targets only you also target the mount. The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re—summons the bonded mount, with all its hit points restored and any conditions removed. You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Fire Charm

4th-level enchantment

Classes: Bard 4, Sorcerer 4

Casting Time: 1 action

Range: 10 feet

Components: V, S, M (piece of colored silk)

Duration: Concentration, up to 1 round/level

You place a hypnotic charm upon a normal fire, such as a torch or bonfire. A brilliant, multicolored curtain of light dances around the flames. Any creature within 30 feet, other than those you designate, must roll a Wisdom saving throw or become unable to look away for the spell’s duration. All creatures entranced by this spell are also affected by a suggestion (as per the spell) of your choice. Any attack against a charmed creature automatically breaks them free of both the charm and the suggestion.

Likewise, any action that blocks an affected creature’s line of sight to the flames ends the spell’s effects on them. An affected creature can attempt a new saving throw at the end of each round, with a success breaking them free from both the charm and the suggestion.

Glassteel

8th-level transmutation

Classes Sorcerer 8, Wizard 8

Casting Time: 1 action Range: Touch Components: V, S, M (piece of glass and piece of steel) Duration: Permanent

You transform a piece of crystal or glass to have the toughness and resilience of steel.

You can affect one window-sized piece of transparent material no larger than 3 feet tall by 2 feet wide and an inch thick.

Glassteel has an AC of 20 with 28 (8d6) hit points, as well as resistance to piercing and slashing attacks made by nonmagical weapons that aren’t adamantine.

Grasping Vine

4th-level conjuration

Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range.

When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Guardian of Faith

4th-level conjuration

Casting Time: 1 action Range: 30 ft. Components: V Duration: 8 Hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Healing Dryad

4th-level abjuration; Classes Cleric 4, Paladin 4

Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

You forge a magical connection between yourself and a creature you touch. As long as this spell remains in effect, you can cast cure wounds on that creature up to a range of 60 feet. The creature need not be within sight, and you do not need line of effect to your healing partner.

If the other creature can also cast cure wounds, it can cast it on you up to a range of 60 feet.

Hunger of the Stars

3rd-level conjuration

Casting Time: 1 action Range: 150 ft. Components: V, S, M (a pickled octopus tentacle) Duration: Concentration, up to 1 minute

You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration.

This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.

The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.

Inexorable Decay

3rd-level necromancy

Classes: Cleric 3, Sorcerer 3, Warlock 3, Wizard 3

Casting Time: 1 bonus action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

An undead creature you can see within range becomes susceptible to necrotic damage. The undead must make a Constitution saving throw or it gains vulnerability to necrotic damage. If the undead possesses resistance to necrotic damage, it loses that resistance for the duration of this spell. If the undead has immunity to necrotic damage, it instead becomes resistant to necrotic damage for the duration of this spell. The creature can attempt a new saving throw at the end of each of its turns to end this effect.

Infernal Calling

5th-level conjuration

Casting Time: 1 minute Range: 90 ft. Components: V, S, M (a ruby worth at least 999 gp) Duration: Concentration, up to 1 hour

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The GM has the creature’s statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil.

Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name.

If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses.

If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen”—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

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

Kiss of The Vargouille

5th-level necromancy; Classes Warlock 5, Wizard 5

Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

This horrific spell forces a temporary change in a Large-sized or smaller humanoid creature you touch, causing its head to tear free from its body and attack your enemies.

The target must make a Constitution saving throw. If it fails, it becomes incapacitated and its head rips free of its body and transforms into a vargouille—a bat-winged, undead severed head. Each round, as a bonus action you can mentally command the severed head to fly at a speed of 20 feet, or you can mentally command it to attack another creature you can see. The vargouille makes a melee weapon attack using your spell attack modifier. If the vargouille hits, it inflicts 1d6 piercing damage plus 3d6 poison damage. The head is AC 12 and has hit points equal to your spellcasting modifier plus your character level. If the head sustains enough damage to drop it to 0 hit points, the spell ends immediately and the target creature is restored to normal with its head intact once more.

The target of this spell can attempt a Wisdom saving throw at the end of each of its turns, with success ending this spell, causing the vargouille to fly back to the body and restoring the head to its body, intact. Any damage the vargouille suffers does not affect the target creature.

Last Stand

4th-level conjuration

Classes cleric, paladin Casting Time: 1 action Range: Self Components V Duration Instantaneous

Upon casting this spell, you immediately fall to 0 hit points, stable but unconscious.

You unleash a burst of brilliant divine energy in a 30-foot radius centered on you.

Enemy creatures in the area of effect must make a Charisma saving throw or suffer radiant damage equal to your level. In addition, all non-hostile creatures in the area of effect are healed by an equal amount.

Finally, one non-hostile creature of your choice in the area of effect can immediately make a melee attack as a reaction with advantage on the roll.

Lockjaw

3rd-level necromancy

Classes Druid 2, Ranger 2

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

You lock shut the jaw of a creature in range that you can see. The creature must make a Wisdom saving throw. If it fails, it loses the use of any bite attack it possesses, and it cannot cast spells with a verbal component.

Each round at the beginning of its turn, the creature can attempt the save again, with success ending the spell.

Massmorph

4th-level illusion

Classes: Wizard 4

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (wood chips)

Duration: Concentration, up to 1 hour

You cast a powerful illusion that alters the appearance of every willing creature of Medium size or smaller within a 60-foot cube. Each creature appears as a natural object or feature of your choice, such as a tree, a rock, a mound of dirt, etc. You can have all creatures appear similar to one another, such as a copse of trees, or you can have each creature appear as a different natural object. The illusion includes sounds, smells, and temperature considered normal for the local environment.

This magic is powerful enough that other creatures can move through the area of effect and even physically interact with the images without revealing the illusion for what it is. Any creature hidden by the illusion that moves or takes an action ceases to be part of the illusion and appears as normal. If a creature protected by the illusion takes damage, however, any noise they make or injuries they suffer remain hidden by the spell.

A creature that uses its action to examine the image can discover the illusion with a successful Intelligence (Investigation) or Intelligence (Nature) check against your spell save DC. If a creature discerns the illusion, it can see through the image.

At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, the spell lasts up to 8 hours, without requiring concentration on your part.

Mighty Fortress

8th-level conjuration

Casting Time: 1 minute Range: 1 mile Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it.

Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot by 10-foot section of stone has AC 15 and 30 hit points per inch of thickness.

It is immune to poison and psychic damage.

Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the GM’s discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

Part The Forest

3rd-level transmutation (ritual)

Classes: Druid 3, Ranger 3

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 8 hours

With a wave of your hands, all trees, bushes, and other thick foliage move out of a 60- foot-radius circle centered on a point you choose within range. This creates a clearing or grove of sorts with nothing but light plant cover (such as grass). This removes all natural cover and concealment, and also creates a gap in the tree canopy overhead.

This spell has no effect on plant creatures.

When the spell ends, the foliage returns to its original positioning.

Protection From Normal Missiles

3rd-level abjuration

Classes Cleric 3, Sorcerer 3, Wizard 3

Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

A creature warded by this spell gains several benefits. First, ranged nonmagical weapon attacks against the protected creature suffer disadvantage, and second, the creature gains resistance to damage from those attacks.

Rain of Poison Toads

3rd-level conjuration

Classes: Druid 3, Warlock 3

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (dried toad’s leg)

Duration: Concentration, up to 1 minute

Until the spell ends, bloated poisonous toads plummet from the sky in a 20-foot-tall cylinder with a 30-foot radius centered on a point you choose within range. These toads strike the ground and burst, spreading poisonous goo everywhere. The area becomes heavily obscured and the ground is considered difficult terrain for the duration of the spell.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 1d12 poison damage.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for every two slot levels above 3rd.

Ravenous Roots

6th-level conjuration

Casting Time 1 action Range Touch Components V, S, M (root strand) Duration Concentration, up to 1 minute

With a touch, you cause a hungry, fast-growing network of roots to burrow through your target’s body. These roots suck blood and entwine themselves around the victim’s organs.

The creature must make a Constitution saving throw. If it fails, it takes 6d6 piercing damage and gains a level of exhaustion from the agonizing pain. On a successful save, it takes half as much damage and isn’t exhausted and the spell ends.

If the creature fails this initial saving throw, each round thereafter it suffers 4d6 piercing damage and effects at the beginning of your turn, as described below. After each effect, the creature can attempt a new Constitution saving throw, with success ending the spell.

Round 2: The creature gains a level of exhaustion. Round 3: The creature gains a level of exhaustion and becomes restrained. Round 4-6: The creature gains a level of exhaustion each round. If the creature reaches 0 hit points before the spell ends, or if it accumulates six levels of exhaustion, it dies and becomes permanently plated in the spot where it perished, with thick, gnarled roots growing in and out from its torso and limbs.

Repulsion

6th-level abjuration

Classes: Sorcerer 6, Wizard 6

Casting Time: 1 action

Range: Self

Components: V, S, M (small magnet)

Duration: Concentration, up 1 minute

You surround yourself with a sphere of invisible force with a radius of up to 60 feet centered on your space. A creature that starts its turn inside or attempts to enter this area of effect must make a Strength saving throw or be incapable of moving closer to you as long as the spell continues. This spell does not otherwise impede a creature’s movement or actions, and does not force a creature away from you if you move closer to its space. At the end of each of its turns, a creature in the area of effect can make another Strength saving throw. On a success, the spell ends on that target.

Scatter

6th-level conjuration

Casting Time: 1 action Range: 30 ft. Components: V Duration: Instantaneous

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you.

That space must be on the ground or on a floor.

Speedy Courier

4th-level conjuration

Casting Time: 1 action Range: 10 ft. Components: V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes) Duration: 10 minutes

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature.

If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents.

When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear.

The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

Spell Skull

5th-level transmutation

Classes: Warlock 5, Wizard 5

Casting Time: 1 Action

Range: Touch

Components: V, S, M (skull)

Duration: Concentration, up to 1 minute

This spell animates a skull and allows you to implant a spell into it. After you cast this spell, the skull levitates and remains in your space until you command otherwise. You can cast another spell of 3rd level or lower into the skull (although you can cast this spell using a higher-level slot for increased effect). This second spell does not take effect until you wish it. As a bonus action, you can mentally order the skull to fly at a speed of 30 feet, but the skull must remain within 120 feet of you. You can mentally command the implanted spell to trigger as a bonus action, with the skull serving as that spell’s point of origin, at which point the spell skull ends. The implanted spell cannot be one that targets individual creatures, such as acid arrow or chill touch, and it must have a duration of instantaneous. If you end this spell or cease concentrating on it, any implanted spell is lost without effect.

Steel Wind Strike

5th-level conjuration

Casting Time: 1 action Range: 30 ft. Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Summon Greater Demon

4th-level conjuration

Casting Time: 1 action Range: 60 ft. Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Duration: Concentration, up to 1 hour

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space.

While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

Summon Lesser Demons

3rd-level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) Duration: Concentration, up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

d6 Demons Summoned 1–2 Two demons of challenge rating 1 or lower 3–4 Four demons of challenge rating 1/2 or lower 5–6 Eight demons of challenge rating 1/4 or lower The GM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space.

While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

Sylvan Sickness

5th-level necromancy

Classes Cleric, Druid, Wizard

Casting Time 1 action Range Touch Components V, S Duration 7 days

This spell functions as a contagion spell, except that it afflicts the target with one of the following diseases:

Blush of Death: The target’s skin becomes bright red, and it becomes delusionally infatuated with the forest and its creatures. Unless physically restrained, the target will flee from the presence of humans and seek the nearest woodland area to wander and frolic.

Elf’s Sight: The target is blinded and its eyes burn with searing pain if exposed to any light brighter than moonlight. If exposed to direct sunlight, the target takes 1d6 nonlethal damage each round, and after every hour of such exposure it must make an additional Constitution saving throw or become permanently blinded.

Elven Ache: The target’s bones feel as though they’re trying to twist themselves in knots under the skin. It has disadvantage on all attack rolls, and its weapon damage and speed are halved.

Green Madness: The target is overcome by the delusion that the forest is a terrifying malevolent entity which seeks to imprison and devour all life, and will attempt to flee from any woodland area or creatures by any means available. It will take no actions when inside a woodland area or when faced with a woodland creature except to get as far away as possible as quickly as possible.

Sylvan Fever: The target burns with a high fever and the skin of its hands and feet flakes and hardens like tree bark. It has disadvantage on Dexterity and Strength checks, and it accumulates one level of exhaustion for every 10 minutes of walking or for every minute of strenuous activity.

Thunder Bolt

3rd-level evocation

Classes Druid, Paladin, Ranger

Casting Time 1 action Range 60 feet Components V, S Duration Instantaneous

A javelin sized bolt of electricity seemingly trapped inside an invisible tube springs from your hand and speeds to its target. Make a ranged spell attack against a target. The thunder bolt deals 3d8 points of lightning damage. In addition, the target and every other creature in a 10-foot radius from the target must succeed on a Constitution saving throw versus your spell save DC or be deafened by the thunderous roar for 1d4 rounds. You may also throw the javelin into an empty space within the spell’s range to create the deafening effect without damaging a specific target.

Thunder Step

3rd-level conjuration

Casting Time: 1 action Range: 90 feet Components: V Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity.

The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Tidal Wave

3rd-level conjuration

Casting Time: 1 action Range: 120 ft. Components: V, S, M (a drop of water) Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range.

The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Tsunami

8th-level conjuration

Casting Time: 1 minute Range: Sight Components: V, S Duration: Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

Wall of Darkness

5th-level evocation

Classes: Sorcerer 5, Warlock 5, Wizard 5

Casting Time: 1 Action

Range: 120 feet

Components: V, S, M (piece of obsidian, shattered in the casting)

Duration: Concentration, up to 10 minutes

You create a wall of absolute darkness on a solid surface within range. You can form it into a hemispherical dome or sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. Regardless of form, the wall is 1 foot thick and lasts for the duration. No light passes through the wall.

If the wall appears in a creature’s space when it appears, the creature in that space is shoved to your choice of one side of the wall or the other and must make a Constitution saving throw. On a failed save, the creature takes 4d6 necrotic damage and 4d6 cold damage and gain a level of exhaustion. A creature that succeeds on its save takes half as much damage and does not gain an exhaustion level. A creature takes this same damage when it enters the wall for the first time on a turn or ends its turn there.

Any nonmagical light source that touches or enters the wall is immediately extinguished.

A magical light ceases producing light as long as it remains within the wall’s space.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for both cold and necrotic damage for every two slot levels above 5th.

Wall of Vines

3rd-level conjuration

Classes Druid

Casting Time 1 action Range 120 feet Components V, S, M (a tendril of ivy) Duration Concentration, up to 10 min.

You create a wall of vines on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.

The wall is opaque and lasts for the duration.

Each 5-foot square of wall may support up to 50 pounds and has 2 hit points per inch of thickness.

The uneven surface is considered difficult terrain, and climbing it requires succeeding at a Strength (Athletics) check. If a section of wall is reduced to 0 hit points, or exceeds its support weight, that section of wall is considered breached.

The vines also attempt to entangle nearby foes. Any enemies who come in contact with the wall must make a Dexterity saving throw versus your spell save DC or be entangled. They may make a new Dexterity or Strength saving throw to end the entanglement at the end of their turn each round.

Watery Sphere

4th-level conjuration

Casting Time: 1 action Range: 90 ft. (5 ft.) Components: V, S, M (a droplet of water) Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground.

Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Atonement

5th-level abjuration (ritual)

Casting Time: 1 hour

Range: Touch

Saving Throw: None

Components: V, S, M, F, DF

Duration: Instant

This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you.

However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.

Atonement may be cast for one of several purposes, depending on the version selected.

Reverse Magical Alignment Change. If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points. Restore Class. A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell. Restore Cleric or Druid Spell Powers. A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability, by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the receiving cleric or druid must fail a Wisdom save or the spell fails. They must attempt this save and cannot choose to fail it. Redemption or Temptation. You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or on any creature incapable of changing its alignment naturally. Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful. Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.

The material component of this spell is burning incense.

Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.

Brothers in Arms

5th-level transmutation

Any allies within a 50-foot radius and within the caster’s line of sight may donate a number of hit points per round equal to the caster’s level to other targets of the spell that are within the area of effect. The donator takes those hit points as damage, while the recipient receives the hit points first as healing and then as additional temporary hit points, up to a maximum of the caster’s level. One point of strength may be similarly donated, with the donator taking a temporary loss of strength and the recipient gaining a +1 strength enhancement. Strength enhancements are cumulative, up to a maximum bonus of half the caster’s level. Hit points are not returned to the donor when the spell expires, but strength returns to the donor. Temporary hit points are lost when the spell ends.

The spell requires a relic of a hero of the caster’s faith; the hero must have died honorably. The hero must be dead, so using the relic of one who has been resurrected will not work.

Cloak of Righteousness

4th-level evocation

When this spell is cast, a shining silver-white aura surrounds the caster like a cloak. All of the caster’s foes who are within 25 feet and who can see the cloak must make Charisma saves or be blinded for the duration of the spell. Allies of the caster or those they are defending are automatically affected as if by a bless spell.

The material component for this spell is a small wooden token carved in the likeness of the sun or a lock of hair from a being with a Charisma score of 18 or higher.

Counter-magic

5th-level Abjuration

This spell creates an aura around the recipient which negates certain magical enchantments and special abilities. There are three variations of the spell and the caster must choose one when the spell is cast. The counter-magic only suppresses the opponent’s magic. It does not dispel it. Dispel magic can remove a counter-magic aura. Artifacts and divine creatures of demigod or higher status are unaffected.

Defensive: The creature touched is surrounded by a blue aura which negates magical attack bonuses up to +3 from magic weapons, spells, or supernatural or spell-like abilities while the caster engages them in melee combat. Thus, an enemy’s +3 sword acts as a normal sword against a person protected by a defensive counter-magic spell. The spell has no effect on bonuses received from strength or similar natural ability, even if said abilities are magically augmented. The material component is a small, palm-sized silver shield worth at least 50 gp cost.

Offensive: The creature touched is surrounded by a red aura which negates an opponent’s magical AC bonuses up to +3 from magic armor, items, spells, or supernatural or spell-like abilities while the caster engages them in melee combat. Thus, an enemy’s +3 chainmail only confers protection as normal chainmail. The spell has no effect on bonuses received from dexterity or similar natural abilities, even if those abilities are magically augmented, but does stop spells from augmenting said abilities after this effect is placed. A spell touch attack is necessary to use this effect. The material component is a small, palm-sized silver gauntlet worth at least 50 gp.

Reduction Nullification: The creature touched is surrounded by an orange counter-magic aura which nullifies its resistance against nonmagical damage. The material component is a small, palm-sized silver weapon worth at least 50 gp.

Create Dark Familiar

3rd-level necromancy

This spell requires the body of a dead familiar and a 1,000 gp black pearl, both of which are consumed by the casting. Once cast, you create an obedient dark familiar (see Appendix B for details on this new monster). Further castings create additional dark familiars who follow your commands (assuming you can have multiple familiars). Aside from gaining multiple servants, the primary benefit you gain from additional dark familiars is the increase of your effective level for purposes of rebuking or commanding undead (see below for details).

A dark familiar is treated for all intents and purposes as a familiar, so this spell automatically fails if cast while you currently already have a familiar (unless you have a feat such as Summon Familiar or Improved Familiar that allows you to have multiple familiars, and even then, you’d still need to have the additional familiar slot unfulfilled. The dark familiar gains all the abilities that any ordinary familiar you possessed would have, and it progresses in power as you do, though it also has special abilities inherent to dark familiars (see the entry in Appendix B).

As the dark familiar’s master, you also gain the ability to Channel Divinity as an evil cleric of your arcane spellcaster level (through which you cast the spell). The only purpose for which you can use this Channel Divinity is to rebuke or command undead. For every additional dark familiar you command, your effective level for rebuking or commanding undead increases by three (this is the immediate benefit if this spell was cast as a Death spell). Because of this supernatural ability, necromantic mages with one or more dark familiars are often mistaken for clerics, a ruse such mages often foster, as enemies who believe they’re facing a cleric may employ different tactics than they would if they knew they were facing a mage.

Death Burst

4th-level necromancy

The area of effect is 10 square feet and any creature within the area of effect who fails their Constitution save suffers 4d8 points of necrotic damage and is stunned for one full round. After that, all ability checks and attacks suffer disadvantage for the duration of the spell. A successful save results in half damage and negates the stun effect.

Victims are allowed a Constitution save at the end of each of their turns, ending the effect on themselves with a success.

At Higher Levels. When you cast this spell using a spell slot higher than 4th, the area of effect increases by 10 feet, or the damage increases by 1d8 per level of spell slot above 4th.

Divine Wings

4th-level conjuration

Upon casting this spell, two large eagles are summoned. Any friend of the caster or the caster himself who falls in battle and is not truly dead is lifted and carried from the field of battle to a nearby point of safety (within 1 mile) that is designated by the caster. There is a sanctuary spell placed on the creature carried by the eagles, and they are immediately stabilized if currently at 0 hit points. The fallen become invisible once picked up and until they are once again laid down, and can only be seen through magical means.

The material components for this spell are holy water and a turtle shell.

Familiar Sense Link 3rd-level divination

Classes Wizard Casting Time: 1 Action Range: touch Duration: 1 round/level Saving Throw: Wisdom negates; Spell Resistance: Yes Components: V, s

This spell allows you to see, hear, taste and touch what one of your familiars is experiencing, as per the Sensory Familiar Advantage.

Frost Giant’s Fist 4th-level evocation

Casting Time: 1 bonus action

Range: Self

Saving Throw: See below

Components: V, S

Duration: 1 round

Known for their brute power and inexhaustible strength, frost giants are the bane of the winter storms. The caster projects a wave of energy from their fist, which deals 5d8 force damage to a single target, who must succeed at a Strength saving throw or be moved 10 feet away from you and be knocked prone. A successful save negates this movement, allows the opponent to remain standing, and halves damage.

At Higher Levels. When you cast this spell using a higher level spell slot, its duration increases by 1 round, and you may use the effect as a bonus action on each successive round, per spell slot above 5.

Heimdal’s Eyes and Ears 3rd-level divination

Casting Time: 1

Range: Personal

Saving Throw: None

Components: S

Duration: 1 hour

The recipient of this spell gains enhanced vision and hearing. Creatures without darkvision gain darkvision with a range of 120 feet, and the caster can see in magical darkness. Likewise, the recipient receives advantage on Wisdom (Perception) checks based on sight or hearing.

The recipient can make a Wisdom (Perception) check as a bonus action each round against an invisible creature’s Stealth check, and is able to pinpoint the exact location of the invisible creature on a success.

Holy Radiance 4th-level evocation

Casting Time: 1

Range: 25 feet

Saving Throw: None

Components: V, S, DF

Duration: Concentration, up to 1 hour

Holy radiance creates a sphere of holy energy around the caster’s holy symbol that repels or destroys undead or other creatures just as if the cleric were turning. The turning effect, however, lasts for the duration of the spell and does not require using channel divinity.

The cleric tosses their holy symbol in the air up to 25 feet away, where it hangs 5 feet off the ground. Once suspended, it cannot be moved and forms the center of the turning radius. As such, the cleric is free to move and attack under the safety of the spell, and the holy symbol counts as though the cleric had used channel divinity to turn undead at the beginning of each of the cleric’s turns.

Holy Rain 3rd-level conjuration

Casting Time: 1

Range: 100 feet

Saving Throw: None

Components: V, S, M, DF

Duration: 1 round

This spell causes a brief rain of holy water. Any undead or fiends caught within the area suffer 3d6 points of damage. It affects an area with a 20-foot radius and 20 feet high.

The material component is a vial of holy water.

At Higher Levels. If you cast this spell using a spell slot higher than level 3, it inflicts an extra d6 damage per level of spell above 3rd.

Illusory Guard Dog 3rd-level illusion (ritual)

Casting Time: 1

Range: 150 feet

Saving Throw: Wisdom

Components: V, S, M

Duration: 8 hours

This spell creates an illusion of a dog of a ferocious breed. The illusion acts like a dog, and will move, make sound, smell, and emanate heat. The dog will stay within 10 feet of where the spell is cast, and the caster cannot move the illusion once it is cast.

The dog will smell and sense anyone approaching within 200 feet, at which point it barks until they leave its sensory range. Any touch or successful attack against the dog dispels the illusion.

The material component is a few dog hairs wound in fleece.

Impart 3rd-level divination (ritual)

Casting Time: 1

Range: Touch

Saving Throw: See below

Components: V, S

Duration: See below

With this spell you are able to impart information to another. You must touch the intended recipient of the information and upon uttering the incantation you are able to impart knowledge you have about a particular incident or item. The information imparted must be true; however, you control how much knowledge is imparted. You may impart basic information, or can grant proficiency in any skill you know, which lasts until the recipient makes a check using the granted skill. Only one skill can be imparted to another in this manner at a time, and another may not be imparted until it is used.

The recipient can accept the information willingly, or they can attempt to block message from coming through by making an Intelligence save. The transfer of information takes 1 round for simple incidents, if more information is desired it takes longer, up to several hours depending on the complexity.

Life Bond 8th-level evocation

Classes Druid Casting Time: 1 Action Range: personal Duration: 1 day Saving Throw: Constitution (partial); Spell Resistance: no Components: V, S, DF

This spell binds your life force to that of a bonded familiar.

While this binding lasts, you and your familiar may freely use hit points from each other as needed (i.e. if one or the other is wounded, the damage may be taken from the other’s hit point pool, or split between the two in any ratio –the master always decides). This occurs as a free action and takes no concentration on the part of either master or familiar. In addition, while the binding lasts, both you and your familiar are immune to death from massive damage and spells that cause instant death or automatic failures on Death Saves.

If either you or your familiar are dropped to 0 hit points while this spell is active, the other must make an immediate successful Constitution save or suffer 1d6 points of temporary Constitution damage in the effort to keep the other alive.

Regardless of the outcome of the save, the target that was dropped to 0 hit points is instantaneously (as in before actual death occurs) healed as per a heal spell (same caster level as the original life bond), and the bond is broken.

Life bond can only create a bond between a master and one familiar at a time.

Menace 3rd-level illusion

Casting Time: 1

Range: Touch

Saving Throw: Charisma

Components: V, S, DF

Duration: Concentration, up to 1 minute

Menace creates an aura of power in the recipient. The recipient seems to grow in stature and presence, becoming more commanding and charismatic. Their voice becomes laced with power. Their demeanor becomes more confident. It affects all creatures within 25 feet who can see and hear the target.

Any who view the caster must make a successful Charisma save or be either frightened of or charmed by the target for the duration. The target may choose which effect to impose on any given target each round. When the spell ends, creatures affected are aware they have been frightened or charmed by you via a spell. If a creature ends its turn in an area where they cannot see the target, they may make a new saving throw, ending the effect on themselves on a success.

Mighty Missile 5th-level evocation

Casting Time: 1 action

Range: Personal

Saving Throw: None

Components: V, S

Duration: 24 hours

This spell increases the maximum number of magic missiles each magic missile spell evokes. The mage casts this spell upon herself, and any magic missile spell cast in the following 24 hours is treated as though the spell caster had spent a spell slot of two levels higher (3 darts at 1st level, 4 at 2nd, etc.). In addition, the base damage of each missile is increased from 1d4+1 to 1d6 for the duration.

Missile Shield 4th-level abjuration

Casting Time: 1

Range: Personal

Saving Throw: None

Components: V, S, M

Duration: Concentration, up to 1 minute

The spell creates a shimmering green cone around the caster, granting immunity to ranged attacks for the duration.

In addition, when targeted by such an attack, the caster may use their reaction to redirect the missile back at the attacker, making a ranged spell attack to determine if the attacker is struck by his own weapon.

The material component for this spell is an emerald worth at least 100 gp.

Phantom Vessel 6th-level conjuration (ritual)

Casting Time: 10 minutes

Range: Special (see below)

Saving Throw: None

Components: V,S,M

Duration: 24 hours

When this spell is cast, a phantom vessel appears. It travels on unseen waves and in the intended direction of the caster.

The vessel goes to a defined destination that the caster has physically been to. It is large enough to carry 15 people at a speed of 10 mph. It is very difficult to see as it travels, requiring a DC 25 Wisdom (Perception) check. There is a protective aura encircling it which acts as a minor globe of invulnerability.

The material component is gold/gems totaling 1000 gold pieces, which are consumed in the casting.

Preservation 3rd-level necromancy

Classes Wizard Casting Time: 1 hour Range: touch Duration: permanent Saving Throw: none; Spell Resistance: no Components: V, S, M

This spell is cast on the corpse of a recently deceased creature (no more than 30 minutes after death). If the creature’s hide or natural weapons had magical, supernatural, or extraordinary properties, they are preserved, and remain even after a smith makes weapons or armor from the creature’s body.

For example, the hide of a unicorn that is preserved using preservation would still radiate its magic circle against evil.

While the spell is permanent, the effect may be discharged upon use, depending on the creature and the ability. Note that while many animals have magical, supernatural or extraordinary abilities, it is ultimately up to the GM to decide if a particular ability remains with the creature’s body when this spell is cast, and if so, whether it is discharged after a single use or not.

This spell is especially useful in preserving the magical properties inherent in the various body parts of a noble stag.

Summon Woodland Mount 3rd-level conjuration

Casting Time: 10 minutes

Range: see below

Saving Throw: Wisdom

Components: V, S, M, DF

Duration: 8 hours

You summon a beast (animal) of up to Challenge 1 that is one size larger than you.

The animal arrives in 1d6 rounds. The creature is friendly towards you and will follow your commands, even engaging in combat.

The caster is able to immediately mount and ride the creature without use of any type of harness and the caster will not fall off it under normal conditions. The caster can be forcibly dismounted in combat, however, as normal. The summoned creature instinctively knows the caster’s basic desire, where they want to go and the fastest or must desired route to follow.

When the spell ends, the creature departs without incident.

Sustenance 4th-level transmutation (ritual)

Casting Time: 1 hour

Range: Touch

Saving Throw: None

Components: V, S

Duration: 1 wk. or until discharged

The sustenance spell is a common, well known spell often employed during times of war or covert action. It is especially coveted by adventurers.

You focus and cast the spell upon an item you choose. Any person who carries that item with them at all times thereafter will have the ability to live without food and water. The magic lasts for one week or until food or drink touches or passes the gem carrier’s lips. Even too much salivation, or perhaps rain, will break the spell.

The material component of this spell is a good meal (5 sp).

Teeth of Ice, Claws of Fire 3rd-level evocation

Classes Wizard Casting Time: 1 Action Range: touch Duration: 1 round/level Saving Throw: Wisdom negates; Spell Resistance: Yes Components: V, S, F (scented bee’s wax applied to the familiar’s claws, teeth, or skin)

When you cast this spell on a familiar, it allows the creature’s natural attack(s) to do sonic, electric, acid, fire, or cold damage (you determine which at the time of the casting). The familiar inflicts its normal damage plus 1d4 bonus damage of the selected energy type. For example, a cat familiar inflicts 1 point of damage on a successful attack. With this spell, the cat familiar can inflict 1 point of damage plus 1d4 points of acid damage (note that acid is just an example, as any of the listed energy types could have been selected). Familiars that do not have natural attacks instead generate small rings of energy that they can emit towards enemies (treat this as a ranged touch attack with a maximum range of 20 feet). In addition to being granted the ability to deal the bonus selected energy damage with its natural attacks, familiars under the influence of this spell are also treated as if protected by a resist energy (selected energy) spell of the same caster level.

Tree Walk 3rd-level transmutation

Casting Time: 1

Range: Touch

Saving Throw: Wisdom

Components: V, S

Duration: Concentration, up to 1 hour

Tree walk allows the recipient to move freely among treetops as if moving on normal ground. The caster gains a brachiation speed equal to their normal ground movement.

Vertigo Mist 4th-level evocation

Casting Time: 1

Range: See below

Saving Throw: Intelligence

Components: V, M

Duration: Concentration, up to 1 minute

By placing salt in their open palm and blowing the incantation across it, the caster invokes a purplish mist which spreads out from the caster in a cone of chaos, confusing any and all within the spell’s area of effect. Anyone in the area of effect, a cone 30 feet long, high and wide, must make an Intelligence save. If they fail they suffer 3d8 psychic damage, and are overcome with feelings of vertigo that leave them stunned and blinded until the end of their next turn. The battle seems to spin around them. They feel as if they have been physically moved.

After the stun and blind effects fade, victims still suffer disadvantage on attack rolls, saving throws and attribute checks for the duration, and they now mistake friend for foe and foe for friend. On each of their turns, the afflicted must make an additional Intelligence save, ending the effect on themselves with a success. On a failure, they instead attack a friend as though they were a deadly foe.

The material component for this spell is a pinch of salt.

Vigor of the Paladin 5th-level abjuration

Casting Time: 1

Range: Touch

Saving Throw: Wisdom

Components: V, DF

Duration: Concentration, up to 1 minute

The spell’s subject is overcome with a feeling of invincibility and vigor for combat. The subject’s will becomes so strong that they can continue to fight even when they would normally be incapacitated. Whenever the target of this spell would be reduced to zero hit points by an attack or spell effect in combat, they are instead reduced to 1 hit point and gain 1 level of exhaustion.

The subject doesn’t suffer any effects of exhaustion until the spell expires.

Whisper of Unmaking 4th-level evocation

Casting Time: 1

Range: 25 feet

Saving Throw: See below

Components: V, S

Duration: Instantaneous

Uttered in a barely audible whisper, the caster releases a blast of force upon those nearby.

It deals 5d8 points of force damage to everything within a 25 ft.-cone radiating out from the caster. Each creature within the area of effect must make a Constitution saving throw, taking half damage on a success. On a failure, creatures affected are also stunned until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot higher than third level, the damage increases by 1d8 per spell slot above 3rd.

Arcane Parry 3rd-level divination

Casting Time: 1 action

Range: Self

Components: V, S, M (a vial of mercury)

Duration: 1 minute

You summon a sword of energy that floats at your side. If you are struck by a foe’s attack while the spell is in effect, you may end the spell, causing the sword to block the blow and avoiding all damage it would have caused. You must choose to expend the spell before damage is rolled.

Aura of Delaying 5th-level abjuration

Casting Time: 1 action

Range: Self (50-foot radius)

Components: V, S

Duration: 10 minutes

A shadowy aura spreads forth from you in a 50-foot radius that moves with you. When a creature casts an arcane spell while in the affected area, the casting time of the spell is doubled. Bonus action spells cost 1 action, while 1 action spells take 2 actions, which may be taken the following round, and so forth. Quickening a spell allows it to remain a 1 action spell, though a sorcerer may double the amount of sorcery points spent to make it a bonus action.

Bane of the Forge 3rd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 minute

You touch a non-metal weapon, such as a wooden cudgel or stone-tipped spear, imbuing it so that it ignores metal armor and other protections made of metal. For the duration, attacks made with the enchanted weapon ignore AC bonuses based on metal armor or shields, though magical bonuses from such armor still apply. If used to attack objects made of metal, the weapon ignores the object’s damage threshold.

Battle Projection 3rd-level illusion

Casting Time: 1 action

Range: Self

Components: V, S, M (a prism)

Duration: 1 minute

You create a spectral copy of yourself superimposed over your person that moves with you with a slight delay. For the duration, you may make a melee weapon attack or use a touch spell against a creature within 30 feet of you. When you do, the spectral image rushes forward and delivers the attack in your place. The illusions attacks act as if they are using the same weapon as you, including magic bonuses and effects.

After your Attack action is complete, the illusion disappears, reappearing over your form.

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

Beetle Swarm 5th-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (an embalmed beetle husk)

Duration: 1 minute

You summon a swarm of fiendish beetles from the Abyss, which coalesces out of swirling dark smoke at a point you can see within range. Though the beetles are flightless, they can adhere to walls and ceilings, and they begin to devour organic material in their area.

Creatures that enter the area for the first time or begin their turn in the area must make a Constitution saving throw. Those that fail suffer 5d6 slashing damage and are blinded as beetles swarm over them. A creature that succeeds takes half damage and is not blinded. If a creature leaves the area of the swarm, they continue to take 3d6 slashing damage at the start of each of their turns for the duration as tenacious beetles cling to them. A creature may use its action to brush the beetles from the target. Those beetles immediately scurry back to the main mass.

At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the damage while inside the swarm increases by 1d6 for each slot level above 5th.

Blessing of Rage 3rd-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: 1 minute

You incite burning rage within three willing creatures you can see that are in range. For the duration of the spell, the targets have advantage on Strength checks and Strength saving throws. When they make a melee weapon attack using Strength, they gain a +2 bonus to the damage roll. They also gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons. If a target is able to cast spells, they can’t cast them or concentrate on them for the duration of their rage.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, you can target one additional creature for each slot above 3rd.

Breath of Death 5th-level conjuration

Casting Time: 1 action

Range: Self (30-foot cone)

Components: V, S

Duration: Instantaneous

You exhale a cloud of fungal spores. Each creature in a 30-foot cone that is not a construct must make a Constitution saving throw. After 1d6 hours, those who fail their saving throw begin to feel an itching, burning sensation in their flesh, losing 1 point of Strength and Constitution per following hour.

Purplish-black fungus sprouts and oozes from the victim’s eyes, mouth, and nose, and their skin takes on a sickly pallor. The host emits a foul odor, attracting predators that can smell them. Such beasts attack the infected with an odd ferocity, gaining a +1 bonus to their attack rolls. Anyone who touches the host must succeed on a DC 15 Constitution saving throw or become infected as well.

Before a host loses over half of their Constitution score, the effect of the spell can be removed with lesser restoration.

After, however, it requires either greater restoration or heal to stop its progression. Once cured, a creature naturally regains lost Strength and Constitution at the rate of 1 per day each.

Burden of Faith 5th-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 1 minute

All divine spellcasters (clerics and paladins, but not druids, whose powers derive from the titans) in the area must make a Constitution saving throw as the weight of the titans’ will pushes down on them. Those that fail have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. In addition, their speed is reduced by 20 feet.

Dark Lightning

5th-level evocation

Casting Time: 1 action

Range: Self (100-foot line)

Components: V, S, M (500 gp worth of small gemstones)

Duration: Instantaneous

A bolt of purple-tinged black lightning streaks forth from your hands, silencing the area for a split second like an eerie void.

Creatures within the 100-foot long, 5-foot wide line must make a Dexterity saving throw. A creature takes 9d6 lightning damage and loses 1d6 prepared spells at random on a failed save, or half as much damage and no loss of prepared spells on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the damage increases by 1d6 and prepared spell loss increases by +1 for each spell slot above 5th.

Dark Soul

5th-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a small fiendish idol)

Duration: 1 minute

Calling out for aid, you offer your body to be a conduit for a fiend to release its fury. For the duration, you gain 2d4 to your Strength, Dexterity, and Constitution scores for the duration of the spell, and you deal 1d8 magical bludgeoning with your unarmed strikes, which you are considered to be proficient with. Furthermore, you gain resistance to bludgeoning, piercing and slashing from nonmagical weapons.

At the end of each of your turns, you must make a Charisma saving throw, the DC of which varying depending on the willpower of the fiend you have called into yourself. Roll 1d6-1 and add the result to the base DC of 10. This is the DC of the saving throw for the duration of the spell. If you fail your saving throw, the fiend takes control of your body for the remainder of the duration, which you cannot choose to end prematurely, and wreaks as much havoc as possible. The fiend can use your skills, feats, and abilities as normal, but has no access to cast your spells.

Deep Sleep 6th-level enchantment

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (a pinch of green lotus dust)

Duration: 1 hour

You blanket the area with a powerful compulsion, sending creatures into a magical slumber from which only magic can wake them. Roll 10d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends. Subtract each creature’s hit points before moving on to the next creature with the lowest hit points. A creature’s hit points must be equal or less than the remaining total for that creature to be affected.

An affected creature can only be woken before the end of the spell’s duration by magic such as dispel magic or wish.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 7th or higher, roll an additional 3d8 for each spell slot above 6th.

Eagle Song 4th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V

Duration: Concentration, up to 10 minutes

Large feathered wings sprout from the target’s back, granting them a fly speed of 60 feet. In addition, they have advantage on Wisdom (Perception) checks that rely on sight and Wisdom (Survival) checks. The target can communicate with eagles (only) as though under the effects of a speak with animals spell.

Elemental Kiss 8th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a handful of the desired element, or a component that has been touched by the element, such as sand that has been blasted to glass by lightning)

Duration: 1 minute

Your spell restores all of the target’s hit points, and makes them immune to poison, sleep, aging, being charmed, paralysis, and stunning. In addition, the target gains 60-foot darkvision if it did not already have it, and has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Finally, the target gains immunity to your choice of element: acid, cold, fire, lightning, or thunder. The subject’s eyes glimmer with the power of the chosen element, but otherwise the creature retains its normal appearance.

Hideous Corpulence 4th-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a handful of raw animal fat)

Duration: Permanent

Choose a living creature within range. The target must make a Constitution saving throw. On a failed save, the creature begins to bloat and expand, becoming a horrific mockery of itself. Nonmagical belts, buckles, armor, clothes, and shoes are destroyed by the rapid expanse of their wearer. The now morbidly obese creature quadruples in weight and girth, incurring a -4 penalty to its Strength and a -6 penalty to its Dexterity, and its movement speed is halved. Each month that follows, the victim’s Constitution drops by 1. Abilities cannot be reduced to less than 1 by this spell. The effect can be undone by a remove curse spell or similar magic.

Holy War 5th-level conjuration

Casting Time: 1 action

Range: 100 feet

Components: V, S

Duration: 10 minutes

The power of your god flows through you, inspiring their followers and granting them boons beyond their normal abilities. For the duration, all allies in the spell’s range that worship the same god as you receive a +4 bonus to their attack rolls, damage rolls, saving throws, spell casting DCs, and skill checks. This effect does not stack with bonuses granted by another’s holy war spell.

Iron Bead 5th-level abjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (an iron bead strung on a strip of oxen hide)

Duration: 10 minutes or until discharged

By casting this spell on the material component, you grant yourself magical protection as long as you wear the bead. For the duration, the bead gives a +4 bonus to the creature’s AC and resistance to all damage. Once it has prevented 90 points of damage, the duration ends, or the beaded strap is removed, the spell ends, and the bead becomes a nonmagical object again.

At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the duration increases by 10 minutes and the amount of damage prevented increases by 10 points for each slot level above 5th.

Lucky Bead 4th-level abjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a bead embellished with a symbol of chance or luck)

Duration: 1 minute

By enchanting the bead and wearing it on your person in some manner, you gain extraordinary luck for the duration of the spell. Whenever you make an ability check, attack roll, or a saving throw, roll a second d20 and use the most favorable result. If a creature spends a luck point to influence the outcome of your roll, the effects cancel each other out and no additional dice are rolled.

When the spell ends, either after the duration or if you stop wearing the bead, the bead returns to being a nonmagical item.

Malicious Image 3rd-level illusion

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: See text

You cause a target who is under the effect of a mirror image spell to be attacked by their own images unless they succeed on a Wisdom saving throw. If the target fails, each mirror image becomes a warped shadow version of itself, with hit points equal to those of the target, divided by the number of images remaining when malicious image was cast. Each image has an AC of 10 + the target’s Dexterity modifier. The images do not disappear if struck but must be reduced to 0 hit points to be destroyed.

At the end of each of your turns, each image attacks the target using your spell attack bonus, dealing 1d6 force damage on a successful strike. The target cannot voluntarily end the spell, and because the images no longer mimic the target’s actions, enemies of the target no longer have difficulty distinguishing the target from the mirror images. Once all the malicious images have been destroyed, both spells end.

Nethershield 5th-level necromancy

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

Wisps of dark flame surround you for the duration of this spell, granting you immunity from life drain and ability drain effects. While you still suffer damage from life drain attacks, your maximum hit points cannot be lowered.

Undead that end their turn within 5 feet of you suffer 1d6 force damage. Living creatures that successfully strike you take 1d6 cold damage as the flames draw out their body’s heat.

Prismatic Cloak 5th-level illusion

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

You shroud yourself in an illusionary cloak of swirling prismatic colors. For the duration of the spell, you gain a +2 bonus to your AC and against Dexterity saving throws that target only you.

When a creature within 15 feet of you makes and attack or skill check against you, it must succeed on a Wisdom saving throw or be charmed for the duration by the wild patterns.

While charmed by the cloak, the creature is incapacitated and has a speed of 0. The charm ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor, or if you move out of the creature’s sight.

You may choose to end the spell before its duration expires, causing the cloak to disperse in a flash of brilliant colors. Creatures that are still charmed by the cloak’s effect are immediately affected by a color spray. This effect does not occur if the spell ends because its duration has expired.

Shadow Chains 4th-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 day

You bind together the shadows of up to six creatures you can see within range. Target creatures must make a Wisdom saving throw. Creatures that fail and are more than 5 feet from one another are dragged toward a central point as their shadows pull them in that direction. Their shadows magically stitched to become one, the affected creatures cannot move more than 5 feet away from one another for the duration of the spell. A remove curse spell ends the effect on all creatures affected.

At Higher Levels. When you cast this spell using a spell slot of 5th or higher, the duration is extended by 1 day for each slot level above 4th.

Shadow Touch 3rd-level necromancy

Casting Time: 1 action

Range: Touch

Components: S

Duration: 10 minutes

Your touch becomes imbued with strength-stealing energy.

Make a melee spell attack. On a success, the target must make a Constitution saving throw, reducing its Strength by 1d6 on a failed save, or half as much on a success. If the target’s Strength is reduced to 0, it dies and rises as a shadow 1d4+1 rounds later. The caster may control up to 2 HD of shadows per caster level at any one time. If the caster controls other undead, the total cumulative HD cannot exceed the 2 HD per caster level maximum.

Songwall 6th-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 10 minutes

You transform your music into an invisible barrier that is 10 feet tall, 10 feet thick, and stretches for up to 100 feet in a straight line at a point you can see within range. When you create the wall of sound, choose one of the following effects:

Wall of Melody. The wall emits waves of soothing melody. Creatures that are within 10 feet of the wall, or enter within 10 feet for the first time, must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the remaining duration. While charmed, the creature is incapacitated and has a speed of 0. This effect ends if the creature takes any damage or if someone else uses an action to shake the creature out of its stupor. While the wall is not solid, a creature that attempts to pass through it must succeed on a Wisdom saving throw or fall into a deep slumber for the remaining duration of the spell plus one minute. Dragging a sleeping or charmed creature from the wall’s area of effect will end the enchantment on them as well. However, creatures that leave and re-enter the area of effect must repeat the saving throw. Creatures who cannot hear are immune to the effects of the wall of melody. Wall of Cacophony. The wall becomes a maelstrom of sound on the side of your choice. Creatures that start their turn within 20 feet of the wall, or enter the area for the first time, must make a Constitution saving throw, taking 2d4 thunder damage on a failed save or half as much on a successful one. A creature attempting to pass through the blaring wall of noise must succeed on a Constitution saving throw, taking 2d4 + 10 thunder damage on a failed save and being deafened for 2d6 + 1 rounds, or half as much damage and preventing the deafness on a successful one. A silence spell negates the songwall’s effects in the area where it is cast. At Higher Levels. When you cast this spell using a spell slot of 7th or higher, the thunder damage of the wall of cacophony increases by 2d4, and the damage from pass through the maelstrom of sound increases by 1d6, for each slot above 6th.

Spore Breath 6th-level necromancy

Casting Time: 1 action

Range: Self (30-foot cone)

Components: V, S, M (a scrap of flesh from a plague victim)

Duration: 1 minute

You exhale a cloud of spores in a 30-foot cone. Any creature in the area that is not an undead or construct must make a Constitution saving throw or their Intelligence score is reduced by 1d3 as the spores affect their brains and nervous systems. Thereafter, an affected creature must repeat the saving throw at the end of their turn or suffer the ability score loss again. On a successful save, the effect ends. The damage caused by the spores does not heal over time and requires magic such as greater restoration or wish to be rejuvenated.

Strike Back 3rd-level divination

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 hour

You gain advantage on attacks against those who have dealt you damage during the duration of the spell. The effect applies to only one foe at a time, but if you are damaged by another foe during the duration, you can choose to move the effect to this new enemy.

Violent Scream 3rd-level evocation

Casting Time: 1 action

Range: Self (20-foot cone)

Components: S, M (a silver whistle)

Duration: Instantaneous

You scream, producing a 20-foot cone of damaging sound. All creatures in the area must make a Constitution saving throw. Those that fail suffer 5d6 thunder damage and are deafened for 1 minute. Creatures that succeed suffer half the damage and are not deafened.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher, the damage increases by 1d6 for each slot level above 3rd.

Void Geyser 5th-level necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 2 rounds

You rupture the membrane between dimensions at a point within range that you can see, allowing terrible energies to rush forth from the void. Creatures within 5 feet of the geyser must make a Dexterity saving throw, taking 9d6 necrotic damage on a failed save, or half as much on a successful one.

At the start of your next turn, the geyser widens, causing all creatures within 30 feet of it to make the same Dexterity save, after which the tear between realities closes.

Undead in the area of effect are immune to the necrotic damage. Instead, they are healed for an equal amount of hit points, though they cannot exceed their maximum hit points.

At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the damage increases by 2d6 for each slot level above 5th.

Blood Pact 3rd-level enchantment

Casting Time: 1 minute Range: Touch Components: V, M (a silver bowl worth 75 gp, a silver needle, and a drop of blood from two willing participants). Duration: special Classes: bard, warlock, wizard

An agreement is struck between willing participants. Both sides put forth their wants for the agreement. Then, the one casting the spell names a stipulation to happen should the other participants fail or refuse their part of the bargain at a later date. A stipulation can be as small or as large as it needs to be, in some cases as severe as death but it must be agreed upon by both parties. After the bargain is made, and the stipulation agreed upon, the caster pricks the participants’ with a silvered needle and drops their blood into a silver bowl where it then congeals into a solid, red, polyhedral shape that serves as the magical contract. When the demands have been met, the polyhedral shape breaks apart and begins to turn back into blood. Should the demands not be met, the polyhedron turns black and the stipulation set comes into effect.

Brilliant Sear 3rd-level evocation

Casting Time: 1 action Range: 30 feet Components: V, S Duration: instantaneous Classes: cleric, paladin

Your eyes illuminate with divine light that blinds those that bear witness. As an action, target a creature that you can see within 30 feet. That creature must make a Dexterity saving throw or take 13 (3d8) radiant damage and become blinded until the start of your next turn. If the creature succeeds on its saving throw, it instead takes half damage and is not blinded.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 1d8 for each slot level above 3rd.

Crippling Wave 4th-level necromancy

Casting Time: 1 action Range: Self (100 feet) Components: V, S Duration: 1 minute (requires concentration) Classes: warlock, wizard

A wave of dark energy courses out to form a line 100 feet long and 5 feet wide in a direction you choose. Each creature that enters the line for the first time on their turn or starts their turn there must make a Constitution saving throw. On a failure the creature’s movement speed is halved and the creature can only deal half damage with weapon attacks that use Strength until the start of their next turn.

On each of your turns for the duration, you can maintain the spell. The spell ends if you use your action to do anything else. As a bonus action on subsequent turns, you can redirect the line, maintaining yourself as the point of origin.

Soul Bag 3rd-level necromancy

Casting Time: 1 reaction Range: 60 ft Components: V, S, M (a silver embroidered pouch worth 100 gp for each successful casting of the spell) Duration: until dispelled or destroyed Classes: warlock, wizard

Inspired by the handiwork of malicious hags, this spell uses the pouch featured as a material component to capture the escaping soul from a fallen humanoid body. As a reaction to a creature within range dropping below 0 hit points, you can attempt an Intelligence (arcana) check with a DC equal to 10 + the CR of the creature. On a success, you capture the soul. While you have a soul inside the bag, you can use a bonus action to drain its life force. Doing so allows you to heal 2d8 hit points. Once you use this feature, the soul is released, and the spell ends. While a soul is contained within the bag, the dead humanoid it came from can’t be revived.

Toxic Bloom 4th-level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (drop of poison, flower petals, pinch of dust) Duration: 1 minute Classes: druid

As an action, you call forth a 5 foot wide plant that erupts from the ground at a point you can see. Once sprouted, it immediately blossoms, releasing toxic fumes in a 15 foot radius. When a creature enters the affected area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw or take 18 (4d8) poison damage and become poisoned until the end of its next turn.

The plant has an AC of 8, 50 hit points, and vulnerability to fire damage. The poison dissipates naturally after 1 minute, or until a strong wind blows it away. As long as the plant remains, if the caster is within 60 feet they can spend their bonus action to cause it to release additional fumes, restarting the effect.

Bone Storm 3rd-level conjuration

Classes: Cleric, Sorcerer, Warlock Casting Time: 1 action Range: Self (30-foot cone) Components: S, M (bone shards) Duration: Instantaneous

You blow on a small pile of bone shards in your hand, which then summons a much larger, deadlier storm of bone shards that spread out in a 30-foot cone. All creatures caught in the storm must make a Dexterity saving throw, taking 6d10 necrotic damage on a failed save, or half as much on a successful one. Creatures that fail their saving throws also gain a level of exhaustion from having bone shards embedded in their skin. Removing the shards requires an action and a Wisdom (Medicine) check with a DC equal to your spell save DC.

Otherwise, the condition is removed with a long rest, as normal.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Deathly Form 3rd-level transmutation

Classes: Cleric, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: self Components: V, S, M (cured bone) Duration: Concentration, up to 1 hour

You transform yourself into a shambling undead.

When this spell is cast, your type changes to undead, and you no longer have to eat, sleep, or breathe. Any exhaustion levels you have gained are removed but resume once this spell has lapsed. Additionally, you are immune to poison damage and the poisoned condition.

At Higher Levels: When you cast this spell using a slot of 4th level or higher, you can augment your new form with new abilities. If you use a 4th level slot, you become immune to the frightened condition. If you use a 5th level slot, you also become immune to the charmed condition and gain resistance to necrotic damage. If you use a 6th level slot, you also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

If you use a 7th level slot or higher, you no longer have to concentrate on the spell, and it lasts up to an hour or until dispelled. All benefits are cumulative as you cast the spell at higher levels.

Howl of the Beast 3rd-level enchantment

Classes: Bard, Druid, Sorcerer, Wizard Casting Time: 1 action Range: Self (50 ft. radius) Components: V, S Duration: Concentration, up to 1 minute

You unleash a horrible, keening wail that scythes through your opponents’ souls and leaves them unable to effectively defend themselves. Enemies must make a Wisdom saving throw, becoming frightened of you on a failure. While frightened, your foes cannot move any closer to you and are compelled to move at least 50 feet from you. They are free to attack you with spells and ranged weapons, though they have disadvantage to do so.

Affected enemies must make a new saving throw at the end of their turns, ending the effect on a success. If you willingly approach an affected creature, they are not compelled to leave the spell’s radius but are free to stay and attack you at range, or even with melee attacks if you are adjacent to the enemy.

Icy Grave 4th-level abjuration

Casting Time: 1 action Range: 100 feet Components: V, S, M (a miniature glass cage) Duration: 1 hour

You create a magical prison of ice that wraps itself around the target, temporarily freezing them in place. The target must succeed in a Wisdom save, or be bound by the spell. If it successfully saves, then it is immune to further castings of the spell by you for a long rest. The icy prison has 150 hit points and can only be affected by bludgeoning damage. Furthermore, if damage is inflicted on the prison, the victim will take 25% of the damage. Once the duration of the spell expires, it takes four hours for the ice to thaw naturally. Heat can be applied to the ice in the form of campfires, torches, and the like, and it will reduce the thawing time by 50%. Magical fire applied to the icy prison will reduce the thawing time by 75%. When the victim is finally free they gain 3 levels of exhaustion which can be alleviated by a long rest.

Plague Touch 4th-level conjuration

Classes: Cleric, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Touch Components: V, S, M (a rat tail) Duration: Instantaneous

You rub your finger on a diseased rat’s tail before touching the exposed skin of your intended victim. Those exposed to this spell must make a Constitution saving throw. On a failure, they gain a disease of your choice (see “Adventuring: Diseases”). The disease can be cured by the usual means but is especially virulent. For 1 hour after the victim contracts the disease, any creature that is within 5 feet of the victim must make the same Constitution saving throw or become infected by the same disease. Secondary victims are not extra virulent and transmit the disease through the normal means.

Wall of Cold 4th-level evocation

Casting Time: 1 action Range: 100 feet Components: V, S, M (a cup of water) Duration: Concentration, up to 5 minutes, or Instantaneous

You create a translucent field of numbing force that you can use in one of two ways:

Wall: When used as a wall, you can form it into a hemispherical dome, or a sphere, with a radius of up to 10 feet, or you can shape it into a flat surface made up of 10-foot square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. Wave: A blast of force explodes outward from your hands for up to 75 feet, rapidly expanding until the wave reaches 40 feet across. All creatures that come in contact with either the wave or the wall must make an immediate Dexterity Save. Those that fail take three levels of exhaustion due to the extreme cold and 6d6 damage. Those that save successfully are stunned for one round and take 4d6 damage. Exhaustion from the spell is removed after a short rest.

Advanced Illusion 5th level illusion

Casting Time: 1 action

Range: 30 ft.

Components: V, S, M (a bit of fleece and some sand)

Duration: 10 minutes

This spell is similar to programmed illusion except that it takes place immediately and disappears at the end of the duration. The program must be specified when the spell is cast and cannot be changed.

Anima Lock 9th level abjuration

Casting Time: 1 action

Range: 1 mile

Components: V

Duration: Permanent

When you cast this spell, choose any number of doors, windows, gates, etc. within range that you are familiar with. These portals become locked for the duration. They can be opened by casting dispel magic against a spell cast with a 9th level spell slot. They can be opened by a wish. The portals are immune to damage from non-magical weapons, and have an AC of 25 and 200 hit points. For you and any others you designate specifically or generally at the time of casting, the doors are not locked.

Burning Rain 5th-level evocation

Casting Time 1 action

Range 120 feet

Components V, S, M (a shard of obsidian and an open flame)

Duration Concentration, up to 1 minute

A sudden squall of molten rain forms in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. A creature who enters the area for the first time on their turn or begins their turn there must make a Dexterity saving throw. On a failed saving throw, the creature takes 6d6 fire damage, or half as much damage on a successful saving throw.

Unattended objects and buildings in the area are also ignited.

Caustic Burst 3rd-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (an acid pitted ruby worth 5 gp)

Duration: Instantaneous

You launch a ball of viscous acid from your open hand which lands at a point you choose within range and then splashes in a 10-foot radius. Each creature in the area centered on that point must make a Dexterity saving throw. A target takes 6d4 acid damage on a failed saving throw, or half as much damage on a successful saving throw.

If a target took acid damage, it takes an additional 3d4 acid damage at the start of its next turn.

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

Conjure Invisible Stalker 6th level conjuration

Casting Time 10 minutes

Range 30 feet

Components V, S

Duration 1 year

You summon an invisible stalker to an unoccupied space within range.

You may give the invisible stalker one command that involves hunting down and slaying a specific creature or recovering an object. The stalker must attempt to complete the task, although will typically subvert the wording if at all possible. If the stalker has achieved the goal or is brought to 0 hit points, it disappears and the spell is over.

Conjure Swarm 4th level conjuration

Casting Time 1 action

Range 60 feet

Components V, S

Duration Concentration, up to 1 hour

You summon swarms of insects, rodents, or other tiny creatures that appear in a space within range that you can see. Choose one of the following options for what appears:

One swarm of challenge rating 2 or lower Two swarms of challenge rating 1 or lower Four swarms of challenge rating 1/2 or lower Eight swarms of challenge rating 1/4 or lower A summoned swarm disappears when it drops to 0 hit points or when the spell ends.

The summoned swarms are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

At higher levels. When you cast this spell using certain higher level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th level slot and three times as many with an 8th level slot.

Destroy Magic 8th level abjuration

Casting Time: 1 action

Range: 120 ft.

Components: V, S

Duration: Instantaneous

When you cast this spell, choose a point within range. All spells of 3rd level or lower acting within 30 ft. of that point end. For each spell of 4th level or higher acting within that area, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. Any common or uncommon magic items in the area automatically lose their magic permanently. The owners of other magic items may attempt a Dexterity saving throw for each item with a bonus based on item’s rarity. A failed saving throw means that item’s magic is permanently removed. Legendary items only lose their powers for one hour, and artifacts are not affected by the spell. Items that are not carried or held make a generic saving throw using only the bonus given below.

Distance Distortion 5th level transmutation

Casting Time: 1 action

Range: 100,000 sq. ft.

Components: V, S, M

Duration: 24 hours

In order to cast this spell, you must have an earth elemental present that is not hostile to you. When you cast this spell, the earth elemental modifies the vary weave of reality, effectively either doubling or halving the distance in both directions for the duration of the spell. Thus, a 10 ft. by 40 ft. room could become either 5 ft. by 20 ft. or 20 ft. by 80 ft. The transformation is real, and so is not detectable as an illusion, however, the earth elemental may be detected and somebody using true sight can tell that the matter has been compressed or stretched.

At higher levels. When you cast this spell with a 9th level spell slot, the spell lasts until dispelled, without requiring your concentration.

Elemental Swarm 9th level conjuration

Casting Time 10 minutes

Range 100 ft

Components V, S

Duration 4 hours

This spell opens a portal to an Elemental Plane and summons elementals from it. Choose air, earth, fire, or water. When the spell is complete, 2d4 elementals of the chosen type appear. Ten minutes later, 1d4 greater elementals1 appear. Ten minutes after that, one elder elemental1 appears. Each elemental has maximum hit points per HD.

Once these creatures appear, they serve you for the duration of the spell.

The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.

Flesh to Brass 6th level transmutation

Casting Time 1 action

Range 60 feet

Components V, S, M (a pinch of brass dust)

Duration Concentration up to 1 minute

This spell is the same as flesh to stone except the target is turned to brass.

Ghoul Touch 4th level enchantment

Casting Time 1 action

Range touch

Components V, S

Duration 1 minute

Make a melee spell attack against a living creature you can reach. On a hit, the creature is paralyzed for the duration of the spell. While paralyzed, the creature exudes a noxious odor. All creatures other than you within 10 feet of the target must succeed on a Constitution saving throw against or be poisoned while within 10 feet of the paralyzed creature. The paralyzed creature may attempt a Wisdom saving throw at the end of each of its turns, ending the spell on a success.

Grand Curse 8th level necromancy

Casting Time: 1 hour

Range: 30 ft.

Components: V, S

Duration: Permanent As an action, you lay a magnificent curse on the target, who must pass a Wisdom saving throw to avoid it. Curses can include losing 6 points from one ability score, disadvantage on attacks or saving throws, or having to succeed on a Constitution saving throw at the beginning of every round of combat or be stunned for one round. It can also take the form of a geas or very strong suggestion.

If used to place a curse on an area, the caster may affect 80 square ft. The nature of the grand curse is decided by the spellcaster upon conclusion of the ritual, which takes 1 hour to complete; any of the above effects may be placed upon the area, and creature that comes into contact with the area is subject to the curse. The player should be creative with the types of curses enacted, but should be in line with the above descriptions.

The curse can be removed with greater restoration or wish, but not with remove curse.

Greater Arcane Lock 4th level abjuration

Casting Time 1 action

Range Touch

Components V, S, M (gold dust worth at least 50 gp. which the spell consumes)

Duration Until dispelled

As arcane lock except for the following. A greater arcane lock is unaffected by the knock spell. Greater arcane lock can be cast using any spell slot of the 4th level or higher, affecting the difficulty a creature would have to successfully remove it with dispel magic.

Greater Geas 9th level enchantment

Casting Time 1 minute

Range 60 feet

Components V

Duration 1 year

You place a magical command on up to 6 creatures that you can see within range, forcing them to carry out some service or refrain from some action or course of activity as you decide. Each creature that can understand you it must succeed on a Wisdom saving throw or become charmed by you for the duration. While a creature is charmed by you, it pursues the suggested course of action to the best of its ability. A creature that can’t understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A creature who completes the assigned task is under no further compulsion from the spell.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it, although a creature subject to greater geas will not willingly allow itself to be released.

Group Haste 5th level transmutation

Casting Time: 1 action

Range: 30 ft.

Components: V, S, M (a shaving of licorice root)

Duration: Concentration, up to 1 minute

When you cast the spell haste using a spell slot of 5th level or higher, you can affect an additional 4 creatures for every 2 spell slots above 3rd.

Halt Undead 3rd level necromancy

Casting Time 1 action

Range 120 feet

Components V, S, M

Duration Concentration, up to 1 minute

Choose up to three undead creatures you can see within range. Each creature must succeed on a Wisdom saving throw or be paralyzed for the duration of the spell. The effect on a creature is broken if it is attacked or takes damage.

Mage’s Evasion 9th level conjuration

Casting Time: 10 minutes

Range: Self

Components: V, S, M (a diamond worth 1000 gp, which the spell consumes when triggered)

Duration: 1 week or until discharged

This spell transfers you and everything you carry (except for other creatures or objects that weigh more than 50 pounds) to a destination you designate at the time of casting. When casting mage’s evasion, you must specify the locale and detail up to six specific conditions that trigger this spell. When any of these conditions occurs, your body, mind, and soul are transported to the target destination. The location can be any place you very familiar with, as defined by the teleport spell, even on another plane.

When casting the spell, you cast teleport and possibly other spells that take effect when you arrive at your destination point. The initial casting of mage’s evasion drains 1d6 hit points from the spellcaster. These hit points are “stored” in the spell, and may be regained by the caster normally.

The stored hit points are immediately recovered by the caster upon the triggering of the evasion.

The teleport aspect of this spell takes you to your destination, so any condition that prevents teleporting also prevents mage’s evasion. Once reaching the destination point, the companion spells included in the evasion instantly and simultaneously take effect. The companion spells must be ones that have a range of self and be of a spell level no higher than one-third of your caster level. The total combined level of companion spells may not exceed your caster level. The conditions you specify to bring the spell into effect must be clear, although they can be general in nature.

The spell pulls together your mind, body, and soul if they have been separated. For example, if your soul is trapped in a magic jar when the evasion is triggered, your soul returns to your body (breaking the magic jar spell). If your body or soul has been bound by an effect that allowed for a saving throw, you are granted an additional saving throw to escape.

You may only use one mage’s evasion spell at a time; if a second is cast, the first spell (if still active) is dispelled.

Magic Tattoo

4th level enchantment

As you are casting this spell, you trace an image on a willing or unconscious creature’s skin. At the end of the casting, you cast a 1st-level spell. The magic of the 1st-level spell infuses the magical image on the creature’s skin. Thereafter, the creature with the tattoo can use the tattoo to cast the 1st-level spell once per week without material components. The spell attack bonus and save DC are the same as the yours when you cast the spell originally.

At higher levels. When you cast this spell using higher level spell slots, you can imbue the tattoo with higher level spells. If cast with a 6th level spell slot, you can imbue the tattoo with 1st or 2nd level spells, and if an 8th level spell slot is used, you can imbue the tattoo with up to 3rd level spells.

Major Image, Improved

6th level illusion

This spell functions as major image except that its effects are physical as well as visual.

At higher levels. When you cast this spell with a 9th level spell slot, the spell lasts until dispelled, without requiring your concentration.

Mirage Arcane

6th level illusion

When you cast this spell, you cause the area within range to take on the appearance of a region you have previously seen and know well (the quality of the illusion is proportional to your knowledge of the area being recreated; see table below). Creatures within illusion experience the recreated area as if it were real, possibly taking damage from illusory hazards or avoiding damage from real ones while under the illusion. While the illusion can have some movement, such as flowing water, it cannot be controlled actively once created.

At higher levels. If you cast this spell using a 9th level spell slot, the illusion persists without the need for concentration.

Familiarity Save DC modifier
Very familiar None
Seen casually –5
Viewed once –10

Nightmare

5th-level illusion

Casting Time 10 minutes

Range touch

Components V, S, M

Duration Concentration, up to 1 hour

At the end of casting the spell, you touch a sleeping creature. As long as contact and concentration are maintained, the creature has horrible visions in its sleep. If the visions last the full hour, the creature gets no benefit from its rest and its hit point maximum is reduced by 1d10. If this effect reduces a creature to 0 hit points, it dies. The reduction to the target’s maximum hit points lasts until removed by greater restoration or similar magic.

Permanent Illusion 6th level illusion

Casting Time: 1 action

Range: 30 ft.

Components: V, S

Duration: Permanent

When you use an action to cast this spell, you create a permanent illusion on the surface of a material. The illusion may “coat” up to 100 sq. ft. of area. The illusion is static and purely visual.

Prayer 3rd level enchantment

Casting Time: 1 action

Range: 30 ft.

Components: V, S

Duration: Concentration, up to 1 minute

Creatures of your choice within 30 ft. of a point you can see within range have disadvantage on saving throws while this spell is in effect.

Sound Burst 3rd level evocation

Casting Time 1 action

Range 60 ft

Components V, S

Duration instantaneous

A burst of sound explodes from a point within range. Each creature within10 feet of that point takes 1d8 thunder damage and creatures that can hear must succeed on a Constitution saving throw or be stunned until the end of their next turn.

Tempus Fugit 5th level illusion

Casting Time: 1 action

Range: 10 ft. radius

Components: V, S, M (a vial of sand)

Duration: 1 hour

When you cast this spell, any creature within the area feels and acts as if time has sped up for them. For every round that passes outside the range of the spell, the creatures inside experience 4 rounds. The creatures can take actions, heal, and so forth at four times the rate of the outside world.

They must also eat, rest, and so forth and four times the rate. A creature that enters the range of the spell while it is in progress experiences the time dilation as well.

At higher levels. If you cast this spell using a spell slot of 6th level or higher, you can increase the duration of the illusion. For each level above 5th, the duration triples so that using a 9th level spell slot, the duration is 81 hours.

Touch of Idiocy 3rd level enchantment

Casting Time 1 action

Range 60 ft

Components V, S

Duration Concentration, up to 1 minute

Make a melee spell attack against a creature you can reach. On a hit, the target’s Intelligence is dropped to 1 and the target cannot cast spells or use innate spellcasting abilities for the duration of the spell. The target may attempt a Wisdom saving throw at the end of each of its turns, ending the spell on a success.

Blood to Balm 2nd-level Transmutation

Casting Time: 1 minute Range: Self Components: : S, M ( A tin box worth 1gp, which the spell consumes, and a dagger worth at least 100gp.) Duration: 24 hours Classes: Wizard, Artificer

When you cast this spell you take 2d4+2 necrotic damage, filling a tin with your blood.

Over the course of a minute the blood congeals into a bright red balm that can either be eaten or fed as an action to heal 1d4+1 hit points or applied to the skin over one minute to heal 4d4+4 hit points.

The balm loses its healing ability 24 hours after the spell is cast, if the spell is cast on the balm before 24 hours have past (not requiring the material components to do so) the balms potency is reset for another 24 hours.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the potency lasts for a week. If you use a slot of 5th level or higher, the balm lasts until dispelled.

Platinum to Steel 3rd-level (ritual) Transmutation

Casting Time: 1 hour Range: Touch Components: S, M (A platinum piece per pound of item created, which the spell consumes) Duration: Instantaneous Classes: Wizard, Artificer

This spell transmutes a sum of platinum into a fine steel object, the object can be of any make you wish as long as it fits into a 10ft cube area.

The steel item can house somewhat complicated mechanisms, such as hinges/latches, gears, pistons, rails and rollers, bearings, or competent (DC 20) locks.

Silver to Gunpowder 4th-level (ritual) Transmutation

Casting Time: 1 minute Range: Touch Components: S, M (Two pound of silver per pound of gunpowder, which the spell consumes) Duration: Instantaneous Classes: Wizard, Artificer

This spell transmutes a sum of silver into an 2:1 sum of gunpowder.

After you make this transmutation, roll a d20, if the number rolled is less than the pounds of gunpowder transmuted the gunpowder explodes in a 10ft ball of fire, dealing 2d6 thunder damage per pound of gunpowder.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the roll made after the transmutation has a cumulative -2 modifier per level past 4th.

Universal Transmutation 5th-level Transmutation

Casting Time: 10 minutes Range: Touch Components: S, M (A scale made of gold worth 1000gp) Duration: Instantaneous Classes: Wizard, Artificer

This spell transmutes any non-magical item into another non-magical item at a cost ratio of 4:1.

The item can’t be larger than a 30ft cube, and the complexity of its construction is calculated into the cost of the item, so a bar of gold will cost less than a golden statue of the same weight.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher the the cost ratio becomes 3:1 at 6th level, 2:1 at 7th, and 1:1 at 9th.

Blood to Poison 6th-level Transmutation

Casting Time: 1 action Range: Touch Components: V, S, M (a quart of blood and syringe full of acid worth 500gp, which the spell consumes) Duration: Instantaneous Classes: Wizard, Artificer This spell is able to turn a quart of blood into a single dose of a potent injury poison.

A creature subjected to this poison must make a DC 19 Constitution saving throw, or take 12d6 poison damage on a failed save, or half as much damage on a successful one.

If the instead you make a melee spell attack against a creature that has doesn’t have all of its hit points within your reach, it takes 12d6+20 poison damage, using the spell like this removes it's material component.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the poisons damage increases by 3d6 for each slot level above 6th.

Quicksilver to Quintessence 8th-level Transmutation

Casting Time: 1 hour Range: Touch Components: S, M (a quart worth of quicksilver in a glass vial worth 500gp, which the spell consumes) Duration: Until dispelled Classes: Wizard, Artificer By touching a vile of quicksilver with your finger, you are able to transmute it into a single dose of a material like no other; Quintessence.

Neither air, fire, earth, nor water. Quintessence, also referred to as Aether is the fifth base element known to alchemy and is believed to be a physical essence of Outer Planes.

Eternal Preservation: When an object or creature is coated with Quintessence, it is suspended in a state of perfect preservation, immune to the passage of time and all forms of decay or corrosion.

A creature coated in Quintessence does not age, need to eat or breathe, and remains in suspended animation until the substance is removed.

An additional dose is required for every size of creature above medium.

Magical Enhancement: Mixing Quintessence with a potion increases the potency of the item. This in effect either doubles the duration of the potion, or doubles the strength of the effect. This consumes the Quintessence.

Aetheric Conduit: If Quintessence is coated on the inside of two or more identical containers (requiring a doses per container), it links the contents of them. The connections remains until the Quintessence is removed from the container or dispelled.

Aetheric Infusion: When applied to a weapon or ammunition as an action, the infused item deals an additional 2d6 force damage on a hit for the next minute, after which the Quintessence is rendered inert.

Weightlessness: An object, no greater than 5 cubic foot per dose, coated in Quintessence becomes weightless and can be moved with a gentle push or pull. This effect can be useful in maneuvering large or heavy objects and can make them easier to transport.

Spell Storing: A dose of Quintessence can store a spell of 5th level or lower, cast into it by a spellcaster. When a creature comes into contact with the Quintessence, the stored spell is released, affecting the creature as if the original caster had targeted them, after releasing the spell the Quintessence is rendered inert.

Vitality Restoration: As an action, a creature can consume a dose of Quintessence to regain 4d8+8 hit points and remove one level of exhaustion. The creature can benefit from this effect only once per long rest.

Aetheric Sight: When applied to a creature's eyes, Quintessence grants the ability to see into the Ethereal Plane, and only into the Ethereal Plane, for up to 1 hour. This effect can be ended early by washing the substance off the creature's eyes.

Arcane Automation

2nd-level (ritual) Transmutation

You animate an object within range to function independently, carrying out a task set by you related to the object's intended function. Choose an object that you can see within range, such as a hammer, sewing machine, or printing press. The target object must not be larger than a 5-foot cube, and it must not be directly controlled or powered by magic.

Upon casting the spell, the object springs to life and starts performing its intended function, as specified by you when you cast the spell.

The object will continue to perform this task for the duration of the spell or until it completes the task, whichever comes first. If the task requires input or materials, you must supply them.

This spell allows the animated object to perform tasks normally requiring one person to operate. The object cannot perform tasks that require intelligence, creativity, or the ability to make decisions.

The object can be stopped by any creature that uses an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the effect ends, and the object ceases to function.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the object being animated can perform tasks normally requiring an additional person per spell level above 2nd.

For example, a 4th-level spell could animate an object to perform tasks that normally require three people to operate.

Arcane Noise

3rd-level Abjuration

For the duration, mechanical and complex scientific phenomenon don't properly function within a 20-foot-radius sphere centered on a point you choose within range.

This includes basic mechanical objects such as catapults and crossbows, or more complicated phenomenon such as flintlock weapons and steam engines.

Items that are used inside the sphere have a high likelihood of breaking. Every time the object is used, or at the start of the round is running, roll a d20.

On a 2-10 the item breaks and must be repaired over 1d4 rounds; on a 1 the items takes 10d6 force damage and is rendered inoperable for 1d10 hours.

A caster should be able to tell whether or not this spell would work on an object/effect if they can observe it clearly before they cast this spell.

Traverse by Conduit

4th-level Transmutation

With this spell, you can instantaneously travel along a conductive conduit, such as a telegraph line or a lead pipe, to any location of your choice along the conduit.

The conduit must be continuous and uninterrupted, and you must be able to visualize or have a clear mental image of the destination.

Upon casting the spell, you and up to one willing creature of your choice within 5 feet, are instantly teleported to the desired location.

Each target must be no larger than Large size and must carry no more than 500 pounds of gear.

The spell fails and is wasted if any target is carrying more than the allowed weight or if the conduit is disconnected or broken along the intended path.

Once you arrive at your destination, you may exit the conduit at any point within 5 feet of the wire.

If the wire is not long enough to reach the desired location, or if the destination is blocked by a barrier or otherwise occupied, the spell fails and is wasted.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can teleport an additional willing creature for each slot level above 4th.

Automaton

5th-level Transmutation

You animate an automaton that will carry out any task given to it. Upon casting the spell, an automaton appears in an unoccupied space you can see within range.

The automaton has the statistics of a Quadrone (as found in the Monster Manual or other source).

The automaton is friendly to you and your companions and obeys any verbal commands that you issue to it (no action required by you).

If you don't issue any commands to the automaton, it defends itself from hostile creatures but otherwise takes no actions.

The automaton is capable of carrying out any tasks given to it within the limits of its form and ability.

It can perform tasks that require intelligence, creativity, and the ability to make decisions.

If the automaton is reduced to 0 hit points, it is destroyed, and the spell ends.

The automaton cannot be healed or repaired by normal means, but you can cast this spell (not requiring any components) on it again to restore all of its health.

Yensley's Arcane Cascade

6th-level Evocation

You unleash a powerful surge of arcane energy that manifests in a random manner, dealing damage in an unpredictable pattern.

When you cast this spell, roll separately to determine the damage type, area of effect, and damage dealt by the spell.

d6 Damage Type
1 Acid
2 Fire
3 Cold
4 Lightning
5 Thunder
6 Force
d6 Area of effect
1 30-foot cone
2 60-foot line (5 feet wide)
3 20-foot-radius sphere (within 60 feet)
4 Touch
5 10-foot-radius, 40-foot-high cylinder (within 60 feet)
6 15-foot cube (within 30 feet)

For damage, Roll a d20 to determine the number of dice, and then roll a d20 (rounding down, to a minimum of 4) to determine the type of die (e.g., the first 1d20 rolls a 12 and the second 1d20 rolls a 7, rounding down to 6 results in 12d6 damage).

Each creature in the area of effect must make a Dexterity saving throw. On a failed save, a creature takes the full damage rolled; on a successful save, the creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the number of damage dice rolled increases by one for each slot level above 6th.

The Ellis Field-Effect

8th-level Abjuration

You create a 10-foot-radius sphere of disruptive energy centered on you that negates the function of all technology within its range. The sphere moves with you, remaining centered on you for the duration of the spell.

Within the sphere, all nonmagical technology, including mechanical and electrical devices, ceases to function. This includes, but is not limited to, firearms, crossbows, clockwork mechanisms, steam engines, and electrical devices.

If a device has both magical and nonmagical components, only the nonmagical components are affected.

Items or effects that would normally be powered or controlled by technology, such as a bullet from a firearm, are inert and rendered harmless within the sphere, regardless of their origin.

The sphere does not suppress magical effects or items. Spells and magical items function normally within the sphere, provided they do not rely on technology to function.

Lend a Hand

2nd-level (ritual) Necromancy

Using the silvered dagger, you sever one of your own hands and instantly transform it into a Crawling Claw under your control. The Crawling Claw appears in an unoccupied space within 5 feet of you.

When you sever your hand, you take 2d6 necrotic damage and lose use of the severed hand.

As a bonus action on your turn, you can mentally command the Crawling Claw to move up to 20 feet and interact with an object. The Crawling Claw has a Strength score of 4 and can carry up to 20 pounds.

The Crawling Claw can cast spells for you. When you cast a spell, the Crawling Claw can deliver the spell as if it had cast the spell. The Crawling Claw must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it.

To reattach the hand, you must spend an action to touch the Crawling Claw to the stump of your severed limb while the spell is still active. The hand instantly reattaches, healing the damage taken from the initial severing, and the spell ends.

If the Crawling Claw is reduced to 0 hit points, it reverts back to its hand form, but does not automatically reattach to your arm. The hand can still be reattached while the spell is active, as described above.

If the spell ends while the hand is not reattached, the hand is destroyed, and you permanently lose the use of that hand. This loss can be remedied with a regenerate spell or similar magic.

Vile Concoction

3rd-level Necromancy

This spell creates a thick, toxic brew with the power to transform undead creatures. When you cast this spell, choose an undead creature with a CR of 1 or lower.

You can use an action to pour the brew on an undead creature, transforming it into the chosen undead type. The transformation doesn't grant the creature obedience to your commands unless it was already under your control.

You can cast “Animate Dead” on the transformed creature (multiple times if needed) to maintain control for another 24 hours, the undead creature counts as a number of skeletons or zombies equal to four times its CR.

Alternatively, you can use an action to make a ranged spell attack (range 30/60) and throw the brew at a creature. On a hit, the target takes 4d8 necrotic damage per CR of the chosen undead creature.

If this damage kills a humanoid or undead target, it reanimates as the chosen undead type at the end of the current round.

The brew becomes inert after 24 hours if not used as described above.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can choose an undead creature with an additional CR for each level above 3rd.

Revivification

4th-level Necromancy

As a reaction to a willing creature within range dying, you can choose to partly reanimate them, instead of being killed.

The creature, instead of being killed, gains 8d8 temporary hit points and changes its creature type to undead. Its hit point maximum is reduced to 0.

For the purposes of spells like Revivify, this spell treats the creature as freshly dead while it still has temporary hit points. If the creature loses all its temporary hit points, it dies immediately.

To restore the creature to life, a spell like Revivify or Resurrection must be cast on the creature while it still has temporary hit points, treating the creature as if it had only just died.

If the creature is revived in this way, its maximum hit points are restored to their normal value, and its creature type reverts to its original state.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, The amount of temporary hit points increases by 2d8 for every level above 4th.

Barred from Death

5th-level Abjuration

Upon casting this spell, a 30-foot-radius aura surrounds you. While inside this aura, all non-undead creatures, including yourself, are incapable of dying, even willingly.

Any non-undead creature that would be reduced to 0 hit points or outright killed within the aura is instead reduced to 1 hit point.

Celestials, fiends and undead have disadvantage on attack rolls and ability checks while within the aura.

The aura moves with you, and is centered on you for the spells duration.

Arcane Reanimation

6th-level Necromancy

Upon casting this spell, you target a humanoid corpse within range. A bolt of lightning strikes the corpse from above, animating it into a Flesh Golem under your command for the duration of the spell.

The Flesh Golem uses the statistics provided in the Monster Manual.

As a bonus action on your turn, you can mentally command the Flesh Golem to move and take an action, the Golem won't follow commands that are overtly suicidal.

If the Golem is not given a command, it will defend itself but otherwise takes no action.

When the spell ends, the Flesh Golem does not die but instead becomes berserk, as per its Berserk feature.

The Golem remains berserk until it is destroyed or calmed by a calm emotions spell or similar magic.

Turn Undead

8th-level necromancy

Upon casting this spell, the caster creature type changes to undead, gaining a variety of benefits for doing so:

Resistances: The caster gains resistance to necrotic damage, as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Immunities: The caster becomes immune to poison damage and cannot be poisoned, charmed, or frightened.

Darkvision: The caster gains darkvision out to a range of 120 feet.

Undead Fortitude: If damage reduces the caster to 0 hit points, they can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the caster drops to 1 hit point instead.

Turn Immunity: The caster is immune to effects that turn undead.

Undead Nature: The caster no longer requires air, food, drink, or sleep.

The transformation is permanent and can only be reversed by a resurrection spell or similar magic, at which point you regain your race's creature type.

Rumor

2nd-level Enchantment

By casting Rumor, you create a magical ear-worm in the mind of one creature within range who can understand at least one language you speak.

The target must make a Charisma saving throw against your spell save DC. On a failed save, the target is compelled to believe the rumor and feels an irresistible urge to spread it to others.

The target will use any available means, such as speaking, writing, or even non-verbal communication, to spread the rumor for the duration of the spell.

Each creature that hears or otherwise receives the rumor from an affected target must also make a Charisma saving throw against your spell save DC. On a failed save, the creature is similarly compelled to believe the rumor and spread it for the duration of the spell.

Creatures that succeed on their saving throw are immune to the magical compulsion of the rumor and cannot be affected by the same rumor again through magical means.

The spell does not force the affected creatures to believe the rumor as an absolute truth; they may still question the information if presented with solid evidence against it.

However, the magical compulsion ensures that they will continue to spread the rumor unless a spell like Dispel Magic, Remove Curse, or Greater Restoration is used to break the enchantment.

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

Inform

3rd-level Illusion

By casting Inform, you create three illusory informants who appear as creatures of your species, with their appearance adapting to the expectations of those they interact with. The informants are tasked with seeking out information about a specific question you have.

Over the course of an hour, these informants will engage in conversations, eavesdrop, or employ other methods of gathering information within a 1-mile radius of your location.

After an hour, the informants return to you and provide the information they have gathered.

The DM rolls a d100 in secret for each informant to determine the quality and relevance of the information obtained:

1-20 The informant returns with no useful information or only rumors and hearsay.
21-50 The informant provides some relevant information but it might be incomplete or partially incorrect.
51-80 The informant provides relevant information that is mostly accurate, with only minor inaccuracies or omissions.
81-95 The informant returns with accurate and relevant information, covering most of the aspects related to your question.
96-100 The informant provides highly accurate, detailed, and comprehensive information about your question.

The informants are intangible and cannot be harmed or interacted with physically. They are immune to damage and cannot be affected by spells or abilities.

Creatures can attempt an Intelligence (Investigation) check against your spell save DC to discern that the informants are illusory in nature.

If a creature succeeds on this check, it becomes aware of the illusion and may choose not to share any information with the informant.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you create one additional informant for each slot level above 3rd.

Benefit of the Doubt

4th-level (ritual) Enchantment

Upon casting Benefit of the Doubt, you and up to three other creatures of your choice within a 30-foot radius emanate an aura that deflects suspicion.

For the duration, other creatures that can see or otherwise perceive the affected creatures will assume no ill motive from them, as long as their actions are not overtly hostile or aggressive.

For example, creatures under the effect of this spell will not raise suspicion from guards even if they are in locations sectioned off from the public or performing actions that would typically be seen as suspicious.

This spell does not grant invisibility or any form of stealth; it merely shifts the perception of those observing the affected creatures to view their actions as benign.

Affected creatures can still be detected by magical means, such as Detect Magic or See Invisibility, but the spell's effect will persist unless dispelled by Dispel Magic or a similar effect.

Benefit of the Doubt does not prevent the affected creatures from being recognized if they are already known to be criminals or enemies, and it does not protect against creatures that rely on non-visual senses to detect intruders.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Insight Dogma

5th-level Enchantment

When casting Insight Dogma, you tell a creature within range a statement of fact. The target must be able to hear and understand you, and it must then make a Charisma saving throw against your spell save DC.

On a failed save, the creature believes the statement dogmatically, even if it goes against its nature or sensibilities.

Its behavior, attitudes, and actions will reflect this newfound belief for the duration of the spell.

If the target fails the saving throw by 5 or more, the duration of the spell becomes “until dispelled,”. The target will continue to hold the belief as an unshakable truth until a spell like Dispel Magic, Remove Curse, or Greater Restoration is used to break the enchantment.

The spell does not grant the target any new abilities or knowledge based on the statement, and the target may still react negatively to actions or situations that directly challenge the dogmatic belief, potentially leading to internal conflict or cognitive dissonance.

Dogma has no effect on creatures that are immune to being charmed or that have an Intelligence score of 3 or lower, and overtly suicidal dogma will result in the creature gaining advantage on the saving throw.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. Each target must be within range and must hear the same statement of fact.

Create Fetish

6th-level Enchantment

This spell creates an idol that radiates a divine aura.

The idol appears within 10 feet of you and is no larger than 3 feet in height.

Any lesser creature (a creature with a CR of 2) who looks upon the fetish must make a Charisma saving throw against your spell save DC or become enamored by the fetish.

Enamored creatures view the fetish as a divine entity, and they are compelled to worship and obey its priests.

You, as the caster, are automatically considered a high priest of the idol and can command the followers of the fetish within reason, depending on the power of the fetish.

You can also ordain others as priests of the fetish as an action, up to a maximum number of priests equal to the level of the spell.

The power of the fetish increases as more creatures worship it, affecting the devotion of the followers and the requests you can make of them within reason:

These benefits only apply to the priests of the fetish, and they are only active while the priests remain within 1 mile of the fetish. The fetish can be dispelled with Dispel Magic, Remove Curse, or similar spells, and it can be destroyed by taking damage equal to three times your character level.

If a creature successfully saves against the fetish, it becomes immune to its effects for 1d8 months.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the maximum CR of the creatures that can be enamored by the fetish increases by 1 for each slot level above 6th, and the saving throw DC increases by 1 for each slot level above 6th.

Bureaucracy

8th-level Conjuration

By casting Bureaucracy, you create a magically binding contract using any wording you desire. When crafting the contract, you must specify at least one negative consequence that will befall any participant who breaches the agreement.

This consequence will be enforced by an extraplanar creature. You may also establish the duration of the contract, if applicable.

The contract becomes active once every participant has either signed their name or applied their own blood to the paper.

Participants are not required to comprehend the contract's content, and attempts to alter or obscure the text temporarily will have no impact on the contract.

If the contract is destroyed, it re-materializes in the caster's hand.

During the spell's casting, you must touch an extraplanar creature at some point, which will then serve as the enforcer of the contract, whether willing or not.

Spells such as “Magic Circle” or “Conjure Elemental” can be used to summon and secure an extraplanar creature for this purpose. Compelled to execute the specified consequences upon any breach, the enforcer is otherwise uncontrolled and maintains its free will in all other aspects.

It is essential to consider that extraplanar creatures forced into the role of enforcer may react unfavorably. Depending on their temperament and the contract's nature, they could potentially seek retribution against the caster or participants once the contract is fulfilled or dispelled.

Bureaucracy is ineffective against creatures immune to charm and does not force adherence to the contract. Instead, it guarantees that the specified consequences are imposed if the terms are violated.

At Higher Levels: When you cast this spell using a 9th-level spell slot, the extraplanar creature enforcing the contract becomes automatically bound to fulfill its role, without seeking revenge against the caster or participants.

Entrench

2nd-level Transmutation

You gesture towards a point within range, and the earth reshapes itself to your command.

A trench forms that is 4 feet deep, 5 feet wide, and up to 10 feet long. The displaced earth forms a 1-foot high embankment along one side of the trench, as you choose.

The trench is formed in any shape you desire, as long as it is continuous and the dimensions do not exceed its maximum length.

The trench is rough and natural in appearance, and the spell is capable of displacing both dirt and stone.

However, the spell cannot displace metal, worked stone, or other materials more substantial than earth or rock.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the length of the trench doubles for each slot level above 2nd.

For example, a 3rd-level spell slot would create a trench up to 20 feet long, a 4th-level spell slot would create a trench up to 40 feet long, and so on.

Form Dugout

3rd-level Transmutation

With this spell, you create an 10 foot cube underground dugout, reshaping the earth and stone to form a small structure. The entrance to the dugout can either be a trapdoor or a framed entrance connected to a trench.

The dugout can be one of the following room types:

The dugout is furnished with simple wooden fixtures appropriate for the chosen room type(s), and the entrance is fitted with a wooden door or trapdoor.

The spell does not create any objects or materials beyond basic wooden furnishings.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the size and capacity of the dugout doubles for each slot level above 3rd.

Wizard's Gruel 4th-level (ritual) Conjuration

Casting Time: 1 action Range: Touch Components: V, S, M (an iron pot, worth 50 gp, which the spell consumes) Duration: 8 hours Classes: Wizard, Artificer Upon casting this spell, you imbue an iron pot with a magic capable of continuously produces a thick, off-tasting gruel.

The gruel is slimy but energy-dense, one serving provides enough calories to sustain a creature for a day.

An unlimited number of servings can be dished out from the pot, but each serving disappears if not consumed within an hour.

While this gruel can stave off hunger, it lacks the proteins, vitamins, and other nutrients necessary for long-term health.

Any creature that eats nothing but the gruel for more than a week begins to suffer the effects of malnutrition, manifesting as exhaustion.

After 1 week, the creature gains one level of exhaustion, and an additional level of exhaustion for every day eating the gruel thereafter.

These levels of exhaustion can't be removed by any non-magical means other than consuming a balanced diet for a number of days equal to the levels of exhaustion gained.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the duration before malnutrition sets in increases by one week for each slot level above 4th.

For example, a 7th-level spell slot would allow a creature to eat the gruel exclusively for a month before suffering from malnutrition.

Apparition of the Steward 5th-level Conjuration

Casting Time: 1 hour Range: Touch Components: V, S, M (a golden hammer worth at least 500 gp, which the spell consumes) Duration: 1 week Classes: Wizard, Cleric, Druid, Artificer By invoking this spell, you bind an unseen, amorphous and ethereal force to a camp, embankment, or trench within range.

This diligent apparition tirelessly maintains and improves the fortification, exhibiting a profound understanding of the fortification's needs.

Though it operates silently, its presence is felt through its diligent work.

Its primary duties are as follows:

Organization and Upkeep: Stores are meticulously maintained, and inventory is systematically logged. By inquiring of the apparition, any resource or tool in the fortification can be located. Repair and Improvement: Damaged walls, breaches, duckboards in trenches, or palisades in camps – all are mended or enhanced as needed. With the proper materials, the apparition can undertake more extensive improvements. Aid to the Wounded: Recognizing the injured, the apparition gently relocates them to the infirmary or a designated medical station at a speed of 10 feet per round. Warning of Intruders: The apparition is acutely aware of its domain and will send a mental alert to the caster if any hostile entities enter the fortification. Impeding Hostiles: Although it can't inflict harm or engage in combat, the apparition strives to hamper hostile entities. This involves locking doors, obstructing passageways, erecting barricades, and generating minor disruptions. The apparition is not without its constraints. It is tethered to its designated fortification, unable to stray beyond it, the fortification can be up to 1/2 a mile large.

Furthermore, the steward is amorphous and incompotial, it possesses no combat prowess. It's immune to all forms of damage.

At Higher Levels: Casting this spell with a slot of 6th level or higher extends its duration and maximum range of its domain doubles for each slot above 5th.

Wall of Wood 6th-level Evocation

Casting Time: 1 action Range: 1 mile Components: V, S, M (a small piece of wood) Duration: Concentration, up to 10 minutes Classes: Druid, Wizard A nonmagical palisade springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of sixty 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice).

If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object.

The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing earth. Thus, you can use this spell to bridge a chasm or create a ramp.

You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of wood that can be damaged and thus breached. Each panel has AC 13 and 10 hit points per inch of thickness.

Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall quickly rots and each inch of wall is reduced to 1 hit points when the spell ends.

Door to Anywhere 8th-level Conjuration

Casting Time: 1 action Range: 60 feet Components: V, S, M (a miniature silver door frame worth at least 500 gp and a small crystal vial filled with mist, which the spell consumes) Duration: Concentration, up to 24 hours Classes: Wizard, Sorcerer, Bard When you cast Door to Anywhere, two freestanding doors spring into existence.

The first door materializes within range, and the second door appears at any known location you choose on the same plane of existence. The two doors are mystically connected: stepping through one will instantly transport the traveler to the location of the other.

The doors, which are roughly 7 feet tall and 3.5 feet wide, possess a shimmering, semi-translucent quality, hinting at the arcane energies that empower them. The threshold is silent and smooth, allowing for quiet and swift transit between the two points.

Both doors will stand upright even in places where it seems they should not, such as on water or in mid-air, though it is wise for the caster to consider the stability and safety of the exit point when placing the second door.

The magic of the Door to Anywhere lasts as long as you maintain concentration, up to 24 hours. If the spell's duration expires or if concentration is broken, both doors vanish immediately.

If a creature or object is partway through a door when this happens, it is either pushed back to its original location or through to its intended destination, at the DM's discretion.

When choosing the location for the second door, the caster should be certain of the location's details. If the caster has only a vague knowledge or if the chosen point has changed significantly since the caster last saw it, there's a risk the door might open to an unexpected or hazardous location.

ALTER METAL 5th-level transmutation (ferromancy) Classes: Wizard Casting Time: 1 minute Range: 30 feet Components: V, S Duration: Instantaneous You point at a nonmagical metal object within range and dramatically change its properties. The object must be Huge or smaller, and can’t be worn or carried. You can manipulate it in any number of the following ways: You can stretch or compact it. You can halve its size, double its size, or anything in between. Its weight does not change, nor does the actual quantity of metal. You turn it into another metal of similar value. You can reshape it into another object of similar size. You can alter its strength, reducing its hit points to one-quarter or increasing them to four times the original. BLITZKRIEG 6th level enchantment Classes: Cleric, Warlock, Wizard Casting Time: 1 reaction which you take to rolling initiative. Range: 30 feet Components: V, M Duration: 1 round Until the end of your next turn you and up to 5 willing creatures gain a bonus to initiative equal to your spellcasting modifier. Additionally, each affected creature doubles its speed, gains a +2 bonus to its AC, and it gains an additional action that may be used to dash, use an object, make a single weapon attack, or cast a cantrip. Further, if a creature moves at least 10 feet toward a hostile creature before targeting it with a weapon attack, that attack deals an additional 2d10 lightning damage. After this spell ends, all affected creatures can’t use bonus actions and have their speed reduced by half until the end of their next turns. At Higher Levels. When you cast this spell using a 7th level or higher spell slot you may affect an additional creature for each slot level used above 6th. BREATHLESS 2nd-level transmutation (ritual) Classes: Cleric, Druid, Ranger, Wizard Casting Time: 1 action Range: 30 feet Components: V, S, M (a wet cloth) Duration: 10 minutes This spell grants up to 10 willing creatures you can see the ability to go up to 1 hour without breathing. Affected creatures may still breathe normally for the duration if they wish.

EXPOSE WEAKNESS* 4th-level transmutation Classes: Druid, Warlock, Wizard Casting Time: 1 bonus action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Select one creature you can see within range, and one damage type that isn’t bludgeoning, piercing, or slashing. The target must make a Charisma saving throw or lose any resistance to that damage type for the duration. Twice per round when the target takes damage of the chosen type, they take 2d6 additional damage of that type. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times per round the additional damage can trigger increases by 1 for each two slot levels above 4th. *Spell from Spells That Don’t Suck

FALSE FOES* 3rd-level enchantment Classes: Bard, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You cause a creature to be unable to tell friend from foe. The target must make an Intelligence saving throw, automatically succeeding if it is immune to the frightened condition. On a failure, it treats every other creature as its enemy and fights them with its typical tactics. It makes opportunity attacks if any creature provokes one. The target may reattempt the saving throw whenever it takes damage, ending the spell on a success.

FIRE CYCLONE* 3rd-level conjuration Classes: Druid, Sorcerer, Wizard Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of ashes from a forest fire) Duration: Concentration, up to 1 minute Targeting a point on the ground you can see, you cause a cyclone made of whipping flames to fill a 10-foot-radius, 30-foothigh cylinder. Creatures that are inside the spell when you cast it or enter it for the first time on a turn must make a Strength saving throw. On a failed saving throw, it takes 3d6 fire damage and is flung 15 feet upwards and lands 15 feet in a randomly determined horizontal direction. On a successful save, the creature takes half as much damage and is not flung. When a creature is not entirely inside the cyclone’s radius but within 30 feet of its center at the start of its turn, it still feels the intense draw of the raging cyclone, and must spend 2 feet (or 3 feet if it is flying) of movement for every 1 foot it moves away from the cyclone. For the duration of the spell, you can spend an action to move the cyclone up to 30 feet in any direction along the ground. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the height of the cyclone as well as the distance a creature is thrown upward increases by 5 feet for each level above 3rd.

GASEOUS HORROR 3rd-level Conjuration Classes: Wizard, Druid Casting Time: 1 action Range: 90 feet Components: S,V, M (a cup of urine and a cup of sea water which are consumed) Duration: Concentration, up to 10 minutes You call forth an invisible elemental spirit made of caustic air. It manifests in an unoccupied space that you can see within range. This spirit uses the Gaseous Horror stat block. The creature harmlessly dissolves when it drops to 0 hp or when the spell ends. The creature is friendly to you and your companions, it shares your initiative count, but takes its turn immediately after yours. You may use your bonus action to issue telepathic commands to it, if you don’t issue any commands it takes the dodge action and remains still. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level whenever the spell’s level appears in the stat block. Gaseous Horror Small elemental, unaligned Armor Class 8 + the level of the spell (natural armor) Hit Points 15 + 3 for each spell level above 3rd Speed 30 ft. flying (hover) STR 6(-2) DEX 16(+3) CON 14(+2) INT 12(+1) WIS 8(-1) CHA 8(-1) Damage Immunities Acid, Poison, Bludgeoning, Piercing, Slashing Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 30 ft., passive Perception 9 Languages Auran, understands the languages you speak Challenge — Proficiency Bonus — Invisibility. The Gaseous Horror is invisible. Gaseous Form. The Gaseous Horror can enter and occupy the space of another creature. It has advantage on Strength, Dexterity, and Constitution saving throws. And it can pass through small holes, narrow openings, and even cracks, though it treats liquids as though they were solid surfaces. Acidic Gas. A creature that starts its turn in the same space as the Gaseous Horror or moves into its space must make a Constitution saving throw against your spell save DC. A creature that fails takes 14(3d8) Acid damage and half as much on a successful save. A creature that breathes has disadvantage on this saving throw.

HELL FORGED CHAINS* 5th-level Conjuration Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self (10 feet) Components: S, V, M (a bracelet of rusted iron) Duration: Concentration, up to 1 minute Torturous animated chains burst forth from your skin and form a shroud around you. As part of casting this spell, you make a ranged spell attack with one end of your chain against a creature within 10 feet, dealing 4d8 slashing damage on a hit, and the target must make a Strength saving throw or become grappled. Until this grapple ends the creature is restrained and takes 1d8 piercing damage at the start of their turn. You may not have more than 2 creatures grappled this way. And when you take the attack action you may replace any of the attack with an attack by your chain. If you attack with your chain while grappling two creatures you must end one of the grapples. *Spell from Idebens’ Other Grimoires of Legendary Magic INCINERATE* 5th-level evocation Classes: Sorcerer, Wizard Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute You channel agonizing flames, wreathing a creature you can see within range. At the start of each of its turns, the target must make a Dexterity saving throw, suffering 10d6 fire damage on a failure. On a success, it takes half as much damage and the spell ends for that creature. While a target is on fire, it casts bright light for 30 feet and dim light for an additional 30 feet. As a bonus action, you can spread the flames from any targeted creature to another within 10 feet of it, making that creature an additional target. If damage from this spell reduces a target to 0 hit points, the target is turned to ash. *Spell from Spells That Don’t Suck

INFERNAL SHACKLES* 2nd-level conjuration Classes: Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (a link from a chain burned in a fire that killed at least one creature) Duration: Concentration, up to 1 minute Chains of burning black iron spring from the ground and attempt to bind a creature you can see within range. The target creature must make a Strength saving throw. On failure, it takes 3d6 fire damage and its movement speed is reduced to zero for the duration of the spell. On success, they take half as much damage and are not bound. At the end of each of their turns, the target repeats its saving throw. On a success, the chains broken and the spell ends for that target. On a failure, it remains bound and takes an additional 2d6 fire damage as it is seared by the chains. At Higher Levels. When you cast this spell with a 3rd level spell slot or higher, you can target an additional creature for each spell slot level above 2nd. *Spell from Kibbles’ Casting Compendium 2.0

INSTANT TRENCH 2nd-level transmutation Classes: Cleric, Druid, Paladin, Ranger, Wizard Casting Time: 1 action Range: Self (20 foot long, 10 foot wide line) Components: S, M (A steel trowel) Duration: Instantaneous You reshape the dirt, sand, clay, or loose soil in a 20 foot long five foot wide line to form a 20 foot long, 5 foot wide, 5 foot deep trench. The earth from that trench is deposited as a 20 foot long, 5 foot wide, 5 foot tall wall immediately next to the trench.

MELT* 6th-level transmutation Classes: Sorcerer, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You point at a creature or Large or smaller object that is not being worn or carried within range, and attempt to make it melt into a puddle of slag. If the target is a creature, it makes a Constitution saving throw. On a failure, it takes 10d10 fire damage. On a success, it takes half as much damage. If the target is an object, it takes 20d10 fire damage. If this reduces it to 0 hit points, it is melted into a puddle of slag. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th. *Spell from Kibbles’ Casting Compendium 2.0

PYROCLASTIC LANCE* 5th-level conjuration Classes: Sorcerer, Spellblade, Wizard Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You conjure a lance of blazing lava before hurling it at target within range. Make a ranged spell attack. On hit, the target takes 8d6 fire damage. Hit or miss, the lance then explodes in a 10 foot radius sphere of heavily obscuring pyroclastic ash around the target until the start of your next turn. Any creature that start their turn within the ash cloud must make a Constitution saving throw or take 4d6 fire damage and be blinded until the start of their next turn. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by 1d6 for each slot level above 5th. *Spell from Kibbles’ Casting Compendium 2.0 SUMMON FELL MACHINE 3rd-level conjuration Classes: Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (a statuette made of hellforged steel, worth at least 300gp) Duration: Concentration, up to 1 hour You conjure fiendish energy and cursed materials from the hells and sculpt it into a loathsome construct, appearing in an unoccupied space you can see within range. It uses the Fell Machine Spirit stat block, and you select either the Flesh, Iron, or Adamantine option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, certain values increase in its stat block.

Fell Machine Spirit Medium construct, unaligned Armor Class 11 + the level of the spell (natural armor, Flesh) or 13 + the level of the spell (natural armor, Iron & Adamantine) Hit Points 35 + 15 for each spell level above 3rd (Flesh) or 25 + 10 for each spell level above 3rd (Iron & Adamantine) Speed 30 ft. STR 18(+4) DEX 10(+0) CON 16(+3) INT 6(-2) WIS 10(+0) CHA 10(+0) Condition Immunities charmed, frightened Senses passive Perception 10 Languages understands the languages you speak Challenge — Proficiency Bonus equals your bonus Dissolving Rage (Flesh Only). When the fell machine starts its turn below half its maximum hit points, it goes berserk. It gains advantage on all its attacks, but loses 5 hit points at the end of its turn if it does not attack anything. Cursed Adamantine (Adamantine Only). Any critical hits against the fell machine become normal hits, and any creature it hits is cursed until the start of the fell machine’s next turn, taking 7 (2d6) additional damage from any critical hits. ACTIONS Multiattack. The fell machine makes a number of attacks equal to half this spell’s level (rounded down). Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage. Infernal Drill (Iron Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 4 + the spell’s level piercing damage, and the target is grappled (escape DC 10 + the spell’s level). The fell machine can’t use its Infernal Drill against another target while it has one grappled. The Infernal Drill deals 2d4 additional fire damage against targets grappled with it.

UNBRIDLED FURY* 2nd-level enchantment Classes: Bard, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You plant an unquenchable rage in the mind of one humanoid you can see within range. The target must make a Wisdom saving throw or become charmed by you, their eyes glowing with a fiery light. When you cast the spell, or as an action on subsequent turns, you may activate this rage. If their rage is activated, at the beginning of the target’s turn, they must move up to their speed towards the closest other creature and use their action to make 1 melee attack against them. If their rage is not activated or they cannot reach another creature, the target may take their turn as normal. Regardless, they may attempt a Wisdom saving throw at the end of their turn, ending the spell on a success. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the target makes 2 attacks if they possess an ability that would normally allow them to make more than one attack on their turn. *Spell from Spells That Don’t Suck

UNHOLY WAVE* 2nd-level necromancy Classes: Cleric, Paladin Casting Time: 1 action Range: Self (30 foot cone) Components: V, S Duration: Concentration, up to 1 minute. A wave of necrotic energy crashes out from your outstretch hand in a 30-footcone. Creatures in the area must make a Constitution saving throw, or be burned by unholy fire. On a failed saving throw, they take 4d6 necrotic damage, and wreathed in consuming unholy fire for the duration of the spell. Once per turn, if they are hit by an attack while wreathed the unholy fire their wounds are consumed by the flames, and they take an additional 1d6 necrotic damage. On a successful save, they take half as much damage and are not wreathed in radiant fire. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. *Spell from Kibbles’ Casting Compendium 2.0 VICIOUS VAPORS* 2nd-level transmutation Classes: Druid, Warlock, Wizard Casting Time: 1 action Range: Self (30 feet) Components: V, S Duration: Concentration, up to 1 minute You conjure a swirling poisonous miasma around yourself. For the duration of the spell, you are lightly obscured. When you cast the spell, and as a bonus action on each subsequent turn, you can cause the vapors to surge out and swirl around up to three creatures of your choice within range. Each creature must make a Constitution saving throw. On a failed save, it takes 1d12 poison damage and becomes poisoned until the start of your next turn. On a successful save, it takes half as much poison damage and is not poisoned. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. *Spell from Kibbles’ Casting Compendium 2.0

VORPAL WEAPON* 5th-level transmutation Classes: Inventor (from Kibbles’ Casting Compendium 2.0) Casting Time: 1 action Range: Touch Components: V, S, M (a weapon worth at least 1 cp) Duration: Concentration, up to 1 hour You touch a weapon and imbue it with power. Until the spell ends, the weapon becomes indescribably sharp, ignoring resistance to slashing damage, and gains the Siege property, dealing double damage to inanimate objects such as structures. If a weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell. Additionally, if a critical strike of this weapon would leave a creature with less than 50 hit points, the target creature is decapitated, killing it. *Spell from Kibbles’ Casting Compendium 2.0

BLANK ROUND 2nd-level illusion Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you make a ranged weapon attack using a firearm during the spell’s duration, the attack deals no damage to the target, but still shows the violent display of carnage that one might expect from a firearm. Additionally, if the target is a creature, it can add your spellcasting modifier to all Charisma skill checks made to appear wounded or killed from this attack. It loses this benefit when it moves or takes an action. Classes: Bard, Ranger, Wizard

Destiny's Bullet

5th-level transmutation

When you cast this spell, you must choose a creature with whom you have interacted in the past 24 hours, and whose name you know. You spend the casting time etching that creature’s name into the bullet and coating it in silver. When the spell is cast, the bullet gains the following properties:

ranged attack against any other target, the attack has disadvantage and you treat the target as having resistance to all damage dealt by that attack.

bullet as part of a ranged attack, it is treated as a nonmagical silvered bullet.

The spell ends when the bullet is used as part of an attack, when you cast this spell again, or if the bullet leaves your possession for more than 1 hour.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the target takes an additional 2d12 force damage on a hit for each slot level above 5th.

DUST CYCLONE* 2nd-level conjuration Casting Time: 1 action Range: 60 feet (5 foot radius) Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute Choose a target point on the ground that you can see within range. A small cyclone whips up at the target point with a radius of 5 feet and a height of 30 feet. Any creature that starts its turn within the radius of the dust cyclone or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage and is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust cyclone up to 30 feet in any direction. The first time you pass the dust cyclone’s radius through a creature, that creature must make the saving throw against the dust cyclone’s damage and is pushed out of its way on failure. You can continue to move the dust cyclone, but its strength is exhausted until the end of your turn and subsequent creatures are unaffected by it passing through them. If the dust cyclone moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn. Classes: Druid, Ranger, Sorcerer, Wizard *Spell from Kibbles’ Casting Compendium 2.0

FLASH ROUND 3rd-level illusion Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you make a ranged weapon attack using a firearm during the spell’s duration, the weapon’s ammunition explodes with an intensely bright flash and an extremely loud snap. All creatures within 15 feet of the target of this attack, whether the attack hits or misses, must succeed on a Dexterity saving throw or be blinded and deafened until the end of their next turn. If a creature cannot see this explosion, it cannot become blinded by it, and if a creature cannot hear this explosion, it cannot become deafened by it. Classes: Ranger, Sorcerer, Wizard HEATSTROKE 3rd level evocation Casting Time: 1 action Range: 60 feet Target: A 20-foot-radius sphere centered on a point within range Components: V S M (a piece of phosphorus) Duration: Concentration, Up to 1 minute You create a 20-foot-radius sphere of rippling, intensely hot air, centered on a point within range. The pocket of hot air lingers there for the duration. Each creature within the sphere at the start of its turn must make a Constitution saving throw. On a failed save, the creature takes 5d6 fire damage and rolls a d6 for one of the effects below. The creature can reroll their save at the start of each of their turns or negate the effects of heatstroke by dousing themselves in water. D6 EFFECTS: 1. Throbbing Headache: The creature’s concentration is broken, and they are unable to cast any spells that require concentration for the duration. Creature struggles to see clearly and have disadvantage on ranged attack rolls. 2. Convulsions: The creature is struck with intense muscle spasms, causing it to immediately fall prone. Movement for the creature is halved for the duration. Creature has disadvantage on melee attack rolls. 3. Shortness of Breath: The creature struggles to catch their breath. Movement for the creature is halved for the duration, and creature rolls with disadvantage on strength, dexterity, and constitution saving throws. 4. Mirage (Monster): The creature sees something horrifying from its past standing in the center of the sphere. The creature becomes frightened of it. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the mirage, the effect ends. 5. Mirage (Surprise Party): The creature sees everyone around them wearing fun party hats and holding birthday gifts. The creature regards all creatures it can see as allies. If an enemy deals damage to the creature, then that creature is no longer regarded as an ally. 6. Mirage (Oasis): The creature sees an oasis 100 feet away in a random direction and must use its turn to try and reach this oasis. Once the oasis is reached, the creature uses its action to drop to its knees, scoop up whatever is at its feet, and drink it (even if this is a mouthful of sand). Unlike the effects in 1-5, this effect lifts on its own following the completion of this action. Classes: Bard, Sorcerer, Wizard MAGNETIC ROUND 4th-level transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you make a ranged weapon attack using a firearm during the spell’s duration, the weapon’s ammunition becomes charged with intense magnetism. Make the attack roll as normal. On a hit, the target becomes marked and emanates a powerful magnetic field for until the spell ends. Any ranged attacks made against that target have advantage and ignore both half cover and three-quarters cover, as the field pulls and bends projectiles toward your mark. Ranged attacks made against any other target have disadvantage if the projectile would pass within 30 feet of the marked target. Classes: Cleric, Paladin, Ranger, Wizard MASSIVE ROUND 3rd-level transmutation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you make a ranged weapon attack using a firearm during the spell’s duration, the weapon’s ammunition grows as it travels through the air, reaching immense size when it finally reaches its target. Make the attack roll as normal. On a hit, the target takes an additional 6d6 bludgeoning damage. Any piercing damage the attack would have dealt normally is dealt as bludgeoning damage instead. This attack deals double damage to objects and structures. Additionally, a huge or smaller target must make a Strength saving throw. On a failed save, the target is pushed back 30 feet, or half as much on a success. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target takes an additional 1d6 bludgeoning damage on a hit for each slot level above 3rd. Classes: Ranger, Sorcerer, Wizard QUICK HANDS 2nd-level enchantment Casting Time: 1 reaction, which you take when you are targeted with a ranged weapon attack Range: Self Components: S, M (a loaded firearm, worth at least 1 sp) Duration: Instantaneous You use magic to grant you a lightningfast reaction time. Make a ranged weapon attack against the creature targeting you, using the firearm used in this spell’s casting. On a hit, you deal an additional 1d8 damage of your weapon’s type and that creature has disadvantage on their attack roll against you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target takes an additional 1d8 damage on a hit for each slot level above 2nd. Classes: Bard, Paladin, Ranger, Warlock, Wizard

TORNADO* 5th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute A whirling tornado erupts, filling a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Any creature that starts its turn within the tornado must make a Strength saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is pushed 10 feet away and 40 feet up. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the tornado up to 30 feet in any direction. Any ranged weapon attack against a target within 20 feet of the tornado has disadvantage, and any ranged attack that passes through it automatically misses. Classes: Druid, Sorcerer, Wizard *Spell from Kibbles’ Casting Compendium 2.0

TRICKSTER’S ROUND 4th-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you make a ranged weapon attack using a firearm during the spell’s duration, the weapon’s ammunition phases in and out of existence as it travels along its path. Make the attack roll as normal. On a hit, the target takes an additional 2d6 force damage and must make a Charisma saving throw. On a failed save, you and the target teleport to occupy each other’s spaces. If there is not enough space for either you or that target to occupy the new space, the teleportation fails and both you and the target take 4d6 force damage. Classes: Bard, Ranger, Warlock, Wizard WALL OF DUST * 3rd-level transmutation Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of dirt or sand) Duration: Concentration, up to 10 minutes You construct a wall of blowing dirt and grit at a point you can see within range. The wall can be up to 30 feet long, 10 feet high, and 10 feet thick. The wall blocks line of sight. When a creature enters the wall or starts its turn there, it must make a Strength saving throw. On a failure, moving within the wall requires 6 feet of movement for each foot traveled. On a success, movement within the wall only consumes 3 feet of movement for each foot. Regardless of the save, a creature is blinded and deafened while within the wall. The wall disappears when the spell ends. Classes: Wizard *Spell from Spells That Don’t Suck

Blizzard 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V S M (a few drops of water) Duration: Concentration, up to 1 minute Classes: Druid, Sorcerer Until the spell ends, a blustery storm of ice and snow whips up in a 20-foot-radius sphere centered on a point within range. The area is heavily obscured, and exposed flames in the area are doused.

The frigid winds blow strong within the sphere, making the area difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, it takes 2d10 cold damage and it's movement speed is reduced by 15 feet. On a successful save, it takes half as much damage and it's movement speed is only reduced by 5 feet. If a creature's movement speed is reduced to 0 from this spell, it becomes paralyzed for the duration of the spell as it is frozen in place. A creature's movement speed returns to normal when the spell ends. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d10 for each level above 4th.

Ansirah's Scrumptious Feast

3rd-level conjuration Casting Time: 10 minutes Range: 30 feet Components: S M (edible ingredients, including at least one rare ingredient worth 100gp, which the spell consumes) Duration: 24 hours Classes: Cleric, Druid, Ranger, Paladin

You bring forth a delectable feast, including scrumptious food and refreshing drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.

A creature that partakes of the feast is cured of all diseases and poison, has advantage on saving throws against being poisoned, and gains resistance to poison damage. It also gains one of the following benefits (each creature's choice):

These benefits last for 24 hours.

Rueska's Twilight Glimmer 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: S M (A pinch of silver dust worth at least 1sp, which the spell consumes) Duration: Concentration, up to 1 minute Classes: Druid, Ranger You toss a pinch of silver dust into the air and glimmering clouds of star light begin to dance around you out to a distance of 15 feet. You can choose whether the clouds produce dim light in the area or just enough to be seen themselves. While the spell is active you can use a bonus action on your turn to cause a creature of your choice that you can see within range to regain 1d8 hit points. Additionally, when a creature you can see within range is hit with an attack you can use your reaction to grant them 1d8 temporary hit points and a +2 bonus to their AC, potentially causing the attack to miss. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the hit points regained increases by 1d4 and the temporary hit points granted increases by 1d8 for every 2 slot levels above 4th.

Earthshatter 4th-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: S Duration: Instantaneous Classes: Druid, Sorcerer You slam the ground, causing it to erupt forth from the impact. Each creature in a 15-foot cone originating from you must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be knocked prone. On a successful save, a creature takes half as much damage and suffers no further effects. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the amount of points you can choose increases by 1 for every slot level above 3rd.

Electro Static 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: S Duration: Concentration, up to 1 minute Classes: Druid, Sorcerer, Wizard You fire a spark at a point in range, causing it to erupt into a lingering ball of lightning in a 10-foot-radius sphere. When a creature enters the area on its turn or starts its turn in the area, it must make a Constitution saving throw, taking 2d6 lightning damage on a failed save, or half as much on a successful one. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the lightning damage increases by 1d6 for every slot level above 2nd.

Sludge Bomb 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: S M (A handful of mud or a venom sac) Duration: Instantaneous Classes: Artificer, Druid, Sorcerer, Wizard You hurl a ball of sludge that explodes on impact. Choose a point you can see within range. Each creature within a 5-foot-radius sphere centered on the point must make a Constitution saving throw. On a failure, a creature takes 2d4 poison damage, 2d4 acid damage, and becomes poisoned for 1 minute. On a successful save, the creature takes half as much damage and suffers no further effects. A creature poisoned by this spell can repeat the saving throw at the end of each of their turns, ending the condition on a success. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the poison and acid damage each increase by 1d4 for every slot level above 2nd.

Starfall 3rd-level evocation Casting Time: 1 action Range: 120 feet Components: V S M (A tiny chunk of starmetal) Duration: Instantaneous Classes: Druid, Sorcerer, Warlock You raise your hand and a streaking light is shot into the air above you. The light breaks into five separate arcs and you choose five points within range. Each creature within a 10-foot-radius sphere centered on each point must make a Dexterity saving throw. A target takes 2d8 radiant damage on a failed save, or half as much on a successful one. If a target is within the radius of more than one point, it only takes damage from one of the points. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the amount of points you can choose increases by 1 for every slot level above 3rd.

Toxic Spines 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: S M (A handful of poison tipped quills or stingers) Duration: Concentration, up to 1 minute Classes: Artificer, Druid, Sorcerer You fire a barrage of toxic needles in a 15-foot square within range. Each creature within the area must make a Dexterity saving throw or take 4d6 poison damage, taking half as much damage on a successful save. For the spell's duration the area is considered difficult terrain and a creature takes 1d6 poison damage whenever they enter a space within the area or start their turn in it. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the initial poison damage increases by 1d6 for every slot level above 3rd.

Twin Spark 2nd-level evocation Casting Time: 1 action Range: 30 feet Components: V S Duration: Instantaneous Classes: Sorcerer, Wizard You create two sparks that glide towards their target and explode into electric bursts on impact. Make a ranged spell attack against a creature you can see in range for each spark. On a hit, the target takes 2d4 lightning damage. If both sparks hit the same creature, it is paralyzed until the start of your next turn. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the lightning damage increases by 1d4 for every slot level above 2nd.

Brittle

2nd-level transmutation

Classes: Artificer, Druid, Ranger, Wizard

You touch up to a 3-foot-cube of non-magical wood, a 1-foot-cube of non-magical stone, or a 1-inch-cube of non-magical common metal and it brittles. After this spell is cast, the material is easily breakable with a small amount of force.

Elysian Elixir

3rd-level transmutation

Classes: Cleric, Druid

You touch a horn of water or wine and turn it into a healing elixir until the spell ends. As an Action, a creature who is holding the elixir can drink it or feed it to a creature they can touch, ending the spell. The creature immediately regains hit points equal to 3d4 + your spellcasting ability modifier and, for 1 minute, continues to regain 1d4 hit points at the start of each of their turns if they have less than half of their maximum hit points and are not unconscious.

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

Refreshing Spring

2nd-level transmutation

Classes: Druid

You touch a bottle or waterskin and convert the liquid inside into a rejuvenating spring of refreshment. As a Bonus Action, a creature holding the spring can drink from it, or they can feed it to another creature they can touch as an Action. A creature that drinks from the spring regains hit points equal to 2 × your Proficiency Bonus and is provided with enough water to sustain the creature for one day. The spring can be drunk from 3 times, ending the spell after the third use. The spell ends early if you cast it again.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of healing the spring provides is increased by your Proficiency Bonus for every slot level above 2nd.

Static Shock

2nd-level evocation

Classes: Artificer, Ranger, Sorcerer, Wizard

You touch a creature and empower their built up voltaic energy. Make a melee spell attack against the creature that triggered your reaction. On a hit, the target takes 1d6 lightning damage + an additional 1d4 lightning damage for every 5 feet it moved on its turn (a maximum of 6d4) and has its movement speed reduced to 0 until the start of its next turn.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the lightning damage increases by 1d6 for every slot level above 2nd.

Font of Water

2nd level transmutation

After spending the casting time preparing the gemstone for the casting of the spell, you touch a container capable of storing water. Every day, at dawn, the container will refill with one gallon of water, or its maximum capacity, whichever is less. This fresh water replaces any that still remains within the vessel from a previous refilling. If the water vessel is moved more than 10 feet from where the spell is cast, the spell is broken and the container will no longer refill, even if placed back where it was.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the volume of water produced every day multiplies by ten for every 2 spell slots above 2nd.

Dweomer of the Golden Lattice

4th level transmutation

This spell fuses within your body all worn wondrous magical items and you still benefit from their passive functions. Fused items appear as golden tattoos of intricate design on your skin and cannot be removed as long as the spell persists. Legendary items and any item larger than Tiny size are unaffected by the spell. If this spell is cast every day for a week on the same items, it becomes permanent until dispelled or you die.

Fallow’s Theorem

3nd-level divination

You summon a crystal shard of arcane divination, which you can utilize to peer into possible futures. You may envision the consequences of a single action you could take in the next hour, witnessing up to 5 minutes’ worth of likely consequences before the shard crumbles.

If you witnessed any effects that would cause you to make a saving throw in your vision and you decide to go through with the action, you gain advantage on the roll. Additionally, you cannot be surprised by creatures whose actions you witnessed inside the shard.

Energy Feedback

4th-level necromancy

You force a creature to expend its mana, their arcane potential bursting out of them in a painful surge of energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 force damage. A creature hit by this attack must make a Charisma saving throw. On a failed save, a creature takes another 4d6 force damage.

A spellcaster that fails this saving throw loses a 3rd level spell slot, and is unable to cast spells of a school of your choice until the end of their next turn.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the first instance of damage increases by 1d6 for each slot level above 4th. In addition, spellcasters who fail the saving throw are drained of a spell slot one level below the spell slot that was used to cast this spell.

Candlewax 2nd-level evocation

Casting Time: 1 action Range: 60ft Components: VSM (Wax) Duration: 1 round Classes: Druid, Sorcerer, Warlock, Wizard You create a 20-foot radius circle of lit wax candles centered around a point within range. The candles shed bright light within the radius of the circle and dim light for an additional 10 feet. At the start of your next turn, the candles explode, and each creature up to 10 feet above the candles must make a Dexterity saving throw, taking 4d6 fire damage on a failure, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd

Elemental Poison 2nd-level transmutation (ritual)

Casting Time: 10 minutes Range: Self Components: VSM (A piece of obsidian worth 10gp) Duration: 1 hour Classes: Druid, Ranger, Wizard You tap into mystical energies, and utilize them to modify poison damage. Choose one of fire, cold, acid, or lightning. For 1 hour, any poison damage you deal via spells (including creatures summoned by you), weapon attacks (including applied poisons), or abilities is replaced with the chosen damage type. Any part of a spell, weapon attack, or ability which affects or is affected by the poison damage affects or is affected by the chosen damage type instead. Effects, such as the poisoned condition, may still be applied. You can end the spell early by using an action to dismiss it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level, the duration is 2 hours. When you cast this spell using a spell slot of 4th level, the duration is 4 hours. When you cast this spell using a spell slot of 5th level, the duration is 8 hours. When you cast this spell using a spell slot of 6th level, the duration is 24 hours. When you cast this spell using a spell slot of 7th level, the duration is 1 week. When you cast this spell using a spell slot of 8th level, the duration is 1 month. When you cast this spell using a spell slot of 9th level, the duration is 1 year.

Summon Basic Bees

2nd-level conjuration

You magically summon basic bee-related wildlife in an unoccupied space within range. Choose between a giant bee or a swarm of bees- this spell summons the chosen creature, the stats of which are provided below. The chosen creature disappears when it drops to 0 hit points or when the spell ends. The chosen creature is an ally to you and your companions. In combat, the chosen creature shares your initative count, but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, the chosen creature takes the dodge action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block.

Note: The stat blocks for the summoned monsters are on the next page.

Giant Bee

Medium beast

Armor Class 10 + the level of the spell (natural armor) Hit Points 15 + 5 for each spell level above 2nd Speed 10ft., fly 40ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 5 (-3) Senses passive Perception 10 Languages understands the languages you speak Challenge ─ Proficiency Bonus equals your bonus

Actions

Multiattack. The bee makes a number of attacks equal to half this spell's level (rounded down).

Sting. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 4 piercing damage + the spell's level poison damage, and the target must make a Constitution saving throw against your spell save DC. On a failure, the target is poisoned until the end of its next turn.

Swarm Of Bees

Medium swarm of tiny beasts

Armor Class 10 + the level of the spell (natural armor) Hit Points 20 + 5 for each spell level above 2nd Speed 10ft., fly 30ft. STR DEX CON INT WIS CHA 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) Damage Resistance Bludgeoning, Piercing, Slashing Senses passive Perception 10 Languages understands the languages you speak Challenge ─ Proficiency Bonus equals your bonus Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect.

Actions

Multiattack. The swarm makes a number of attacks equal to half this spell's level (rounded down).

Stings. Melee Weapon Attack: your spell attack modifier to hit to hit, reach 0 ft., one target in the swarm's space. Hit: 3d4 + the spell's level piercing damage.

Wicker Cage

2nd-level illusion

Casting Time: 1 action Range: 60 feet Components: VM (plant fibers) Duration: Concentration, up to 1 minute Classes: Bard, Druid, Ranger, Warlock, Wizard You create an illusory, see-through wicker cage around the head (or head-analog) of a creature, which produces several bees. At the start of each of its turns, the creature must roll a Wisdom saving throw and a Constitution saving throw. If it fails the Wisdom saving throw, it takes 1d8 piercing damage, or half as much on a success, and if it fails the Constitution saving throw, it takes 2d4 poison damage, or half as much on a success. Additionally, if the affected creature fails at least one of the saving throws, the next attack roll made against it before the start of its next turn has advantage. The spell ends if the creature succeeds on both of the saving throws on the same turn. The cage disappears when the spell ends.

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

Conjure Flaming Bees

3rd-level conjuration

6 swarms of flaming bees stream into a 30-foot radius sphere centered around a point within range. For each swarm this spell creates, you may choose a creature within the radius for it to target, up to a maximum of 2 swarms per creature. Each target must make a Constitution saving throw, taking 1d6 piercing damage, 1d6 poison damage, and 1d6 fire damage per swarm targeting that creature and be poisoned until the end of its next turn, or half as much damage on a successful save.

Any swarms which did not have a target disappear without performing any effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the quantity of swarms this spell creates increases by 1 for each slot level above 3rd, and increase the maximum swarms which may target a creature by 1 for every 2 slot levels above 3rd.

Handful of Bees

3rd-level conjuration

You hold open your palms, as bees magically stream out of them, fanning outward to attack those in front of you. When you cast this spell, and as an action on future turns, you spray bees, forcing all creatures within a 15-foot cone in front of you to make a Constitution saving throw, taking 3d4 piercing damage + 3d4 poison damage on a failed save, or half as much on a success. Additionally, whenever you use an action on subsequent turns to spray bees, the size of the cone increases by 5 feet for the duration of the spell, to a maximum of 60 feet. If you move or are moved, the accumulated range bonus is lost, reducing the size of the cone to 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the piercing and poison damage increase by 1d4 for each slot level above 3rd

Helpful Workers 3rd-level conjuration (ritual)

Casting Time: 10 minutes Range: 30 feet Components: VSM (An empty beehive) Duration: Concentration, up to 8 hours Classes: Artificer, Druid, Wizard You create an abnormally strong but exceptionally docile swarm of bees to assist you with labor, known as a Helpful Swarm, in an unoccupied space within range. A Helpful Swarm can understand the languages you speak, is friendly to you, and obeys your verbal commands, is able to perform all unskilled labor (equivalent to one untrained hireling), and inherits your tool proficiencies and your bonus for those tools, allowing it to perform any skilled labor associated with the tools which you have proficiency in (equivalent to one skilled hireling in the relevant tool(s)). A Helpful Swarm can carry up to 150 pounds, and can push, drag or lift a weight of up to 300 pounds, requires no sustenance or payment, and may move up to 500 feet away from you before disappearing. All Helpful Swarms disappear when the spell ends.

A Helpful Swarm cannot participate in combat, and will attempt to flee from any hostile creature, using its flying movement speed of 50 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, create an additional Helpful Swarm for each slot level above 3rd.

Armor of Wax 4th-level abjuration

Casting Time: 1 minute Range: Touch Components: VSM (A jasper worth 50gp coated in wax) Duration: 1 hour Classes: Cleric, Druid, Ranger, Paladin You touch a creature other than you. Magical protective wax floats around them, and as a result they gain 3d8 temporary hit points for the duration. While that creature has these hit points, the first attack roll against them per round has disadvantage. If you cast this spell on another creature while this spell is active, the first creature loses the temporary hit points they gained from this spell.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the target gains an additional 1d8 temporary hit points for each slot level above 4th.

Cube of Honey

4th-level conjuration

You create a 30-foot cube of translucent honey within range. The honey is solid enough that it does not melt, but liquid enough to swim through. The space within the cube is considered both underwater and difficult terrain- a creature may only move within the cube by swimming. Additionally, any ranged attack roll or spell with a range of at least 5 feet which passes through the cube or that is made against targets within the cube have their range halved, and ranged attack rolls that pass through the cube or are made against targets within the cube have disadvantage on their attack rolls.

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

Swimming and Difficult Terrain

According to SRD Page 85, “While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed.”

Wave of Propolis

4th-level evocation

Casting Time: 1 action Range: Self (30-foot radius) Components: VSM (Propolis or tree resin) Duration: Instantaneous Classes: Druid, Ranger You propel a wave of sticky propolis outward to slow and damage all creatures nearby. All creatures within a 30-foot radius of you must make a Dexterity saving throw. A creature takes 3d10 bludgeoning damage, is knocked prone, and has its speed halved for 1 minute on a failed save, or half as much damage and has its speed halved until the end of its next turn on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each spell level above 4th.

Wax that Walks

4th-level conjuration

Casting Time: 1 action Range: Self (20-foot radius) Components: VSM (Beeswax, an elaborate ivory carving of a leg worth at least 250 gp) Duration: Concentration, up to 1 minute Classes: Bard, Druid You create a defensive squadron of 8 wax copies of yourself which occupy various locations within a 20-foot radius circle of you for the duration. These copies do not have any offensive abilities, nor do they affect the mobility of any creature in the area. Whenever a creature within range takes damage (including you), you may sacrifice a wax copy (no action required) to protect that creature. The wax copy is destroyed, and the creature takes half damage from the triggering damage. A creature may only benefit from this effect once per round. The spell ends once all of the wax copies are destroyed. Any remaining wax copies disappear when the spell ends.

Hyperallergenic Sting

5th-level evocation

Casting Time: 1 action Range: 30 feet Components: VSM (pollen, a nut, and dog dander) Duration: Instantaneous Classes: Artificer, Cleric, Druid, Sorcerer, Wizard, Warlock You launch a stinger laced with all manner of allergenic compounds at up to three creatures within range. Each target must make a Constitution saving throw, on a failure taking 3d6 piercing damage + 3d10 poison damage. Also on a failure, the target loses immunity to the charmed, frightened, and poisoned conditions for 1 minute. If a creature who is normally immune to one of these conditions is affected by the condition which it is immune to when this effect ends, that condition automatically ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the poison damage increases by 1d10 for each spell level above 5th.

Mystical Candles

5th-level conjuration

You conjure three wax candles, one red, one blue, and one yellow, to empower you and your allies in spaces you can see within range. Allied creatures who start their turn within 10 feet of a candle and can see the candle gain a benefit based on the candle's color.

All candles are objects that have AC equal to 10 + the level of the spell, have 1 hit point, float 5 feet off the ground, and give off bright light in a 10-foot radius, and dim light for an additional 10 feet. On your turn, you may move one candle up to 30 feet as a bonus action, or you may spend an action to move all candles 30 feet as an action. If a candle is further than 60 feet away from you, or is reduced to 0 hit points, it disappears. If all candles disappear, the spell ends.

If at least one candle has disappeared, but the spell has not ended, you may spend 1 minute conjuring a replacement candle of a color which has disappeared, for no cost.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level where the spell’s level appears in the description.

Summon Queen's Guard 5th-level conjuration

Casting Time: 1 Action Range: 30 feet Components: VSM (Silver bars worth 50 gp and a gilded rapier coated in wax worth 250 gp) Duration: Concentration, up to 1 hour Classes: Druid From the Feywild, you pull a large armored bee into an unoccupied space within range - a Queen's Guard. When the spell ends, or when it drops to 0 hit points, it disappears.

The Queen's Guard is an ally to you and your companions. In combat, the Queen's Guard shares your initiative count, and takes its turn immediately after yours. The Queen's Guard understands and obeys all verbal commands you give it (no action required), and if not given a verbal command, it will move to protect you.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level where the spell’s level appears in the stat block.

Queen's Guard Medium fey

Armor Class 13 + the level of the spell (natural armor + shield) Hit Points 50 + 15 for each level above 5th Speed 30 ft., Fly 20 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 7 (-2) 11 (+0) 13 (+1) Condition Immunities charmed, frightened Senses darkvision 30ft., passive Perception 10 Languages understands the languages you speak Challenge ─ Proficiency Bonus equals your bonus Sentinel. The Queen's Guard may make a Stab attack as a reaction against a creature within 5 feet of it that attacked a target other than it, provided the target of the triggering attack does not have the Sentinel feat. Additionally, any target hit by an opportunity attack from the Queen's Guard has its speed reduced to 0 for the rest of the turn. A creature who takes the Disengage action before leaving the Queen's Guard's reach still provokes an opportunity attack.

Actions Multiattack. The Queen's Guard makes a number of attacks equal to half this spell's level (rounded down).

Stab. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Deals 1d8 + 4 + the spell's level piercing damage

Apis Ignis 6th-level conjuration

Casting Time: 1 action Range: 60 feet Components: VSM (a charred hornet) Duration: Concentration, up to 1 minute Classes: Bard, Druid, Sorcerer, Warlock, Wizard You conjure a very large quantity of bees to encase one foe within range, subsequently raising their body temperature to overheat the target. The target must make a Dexterity saving throw, on a failure the target is restrained for 1 minute. The target may repeat this saving throw at the end of each of its turns, ending the effect on a success. Additionally, while restrained by this spell, the target takes 6d8 fire damage at the start of each of its turns. The damage which the restrained creature takes increases by 2d8 at the start of each of your turns.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial fire damage increases by 1d8 for each spell level above 6th.

BeeBee Bow 6th-level conjuration

Casting Time: 1 action Range: 60 feet Components: VSM (Arrow, bee stinger) Duration: Instantaneous Classes: Druid, Sorcerer You create a bow made of bees, and shoot an arrow made of bees from it at one creature you can see within range. Make a ranged spell attack against your target. On a hit, the target takes 3d6+10 piercing damage and 3d10+10 poison damage, and must make a Constitution saving throw, becoming poisoned for 1 minute on a failure. Also on a hit, the bees swarm toward up to 3 other creatures of your choice within 20 feet of the target. Those creatures take 1d4 piercing damage and 1d4 poison damage. This effect is affected by a critical hit from the initial weapon attack.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the piercing damage of the “arrow” increases by 2d6 for each spell level above 6th.

Hyper Hive 8th-level conjuration

Casting Time: 1 action Range: 90 feet Components: VSM (an empty beehive) Duration: Concentration, up to 1 hour Classes: Bard, Druid, Wizard You create a hollow cylinder made of 6-inch thick wax up to 10 feet in radius and 30 feet in height in an area within range, henceforth referred to as the “Hive”. The Hive has 150 hit points, a AC of 20, a Damage Threshold of 5, immunity to all conditions, resistance to piercing damage, and vulnerability to fire damage. The area within the hive is considered lightly obscured to any creature outside of it. The Hive disappears when the spell ends or when the Hive is reduced to 0 hit points.

When you cast this spell, you can designate up to nine 5-foot-by-5-foot squares on the Hive as entrances. Additionally, you know what creatures are in the Hive.

Creatures within the Hive gain the following benefits:

They gain the benefits of three-quarters cover against any creature outside of the Hive. They can magically see and use abilities through the walls of the Hive as though it were unobstructed. They gain a fly (hover) speed of 30 feet. When you cast this spell, as an action on future rounds, and as a bonus action, you may grant up to 5 creatures within the Hive of your choice one of the following active bonuses of their choice which they are not currently affected by until the start of your next turn:

Each time they hit with a weapon attack roll, they may deal an extra 1d6 poison damage to the target. Once per turn, they may deal an extra 1d8 poison damage + 1d6 piercing damage to one creature they hit with a weapon attack roll. Any spell, item, or ability which the creature uses or is affected by which heals at least one hit point increases the amount of health restored by your spellcasting ability modifier. They can project a long arm made of propolis, allowing them to use the grapple action on a creature up to 30 feet away from. If they grapple a creature which is at least 10 feet away from them, that creature is pulled to within 5 feet of them. This is forced movement. The area within a 10-foot radius of them is considered difficult terrain for any creature which they choose, as a web of honey spreads out from them. A swarm of bees protects them. Whenever another creature makes an attack roll against them, the attacker takes 2d4 piercing damage. A creature may be affected by a maximum of 3 of these bonuses at a time.

At Higher Levels. When you cast this spell using a spell slot of 9th level, when you initially cast the spell, and when use your action on future turns, you may grant two bonuses instead of one.

Summon Beeyond-This-World

8th-level conjuration

You say “Beeyond-This-World” into the hand mirror, which expels higher-dimensional facsimilies of bees that congeal together into a crude mimicry of a humanoid in an unoccupied space you can see within range. The Beeyond-This-World is an ally to you and your companions. It disappears when it drops to 0 hit points or when the spell ends.

In combat, the Beeyond-This-World shares your initiative count, but it takes its turn immediately after yours. The Beeyond-This-World understands and obeys all verbal commands you give it (no action required), and if not given a verbal command, it will attempt to attack the nearest creature other than you with its Beefist attack.

At Higher Levels. When you cast this spell using a spell slot of 9th level, use the higher level wherever the spell's level appears in the stat block, and the size of the Beeyond-This-World becomes Large.

Beeyond-This-World

Medium aberration

Armor Class 11 + the level of the spell (natural armor) Hit Points 80 + 15 for each level above 8th Speed 15 ft., Fly 40 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 12 (+1) 14 (+2) 15 (+2) 6 (-2) Skills Athletics equals your spell attack modifier Resistances piercing, poison, psychic Condition Immunities Charmed, Frightened, Paralyzed Senses blindsight 30ft., passive Perception 12 Languages understands the languages you speak Challenge ─ Proficiency Bonus equals your bonus Multi-Dimensional. The Beeyond-This-World may grapple creatures up to two sizes larger than it, instead of only one size larger than it. Its attacks are also considered magical.

Actions Multiattack. The Beeyond-This-World makes one Beefist attack, one Enwrap attack, and one Omnidirectional Stings attack (if it can).

Beefist. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level piercing damage + 1d10 poison damage.

Enwrap. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 4 + the spell's level piercing damage, and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the Beeyond-This-World can't use its Enwrap on another target.

Omnidirectional Stings. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., One creature which this creature is grappling. Hit: 3d6 + 4 + the level of the spell piercing damage + 3d6 poison damage, and the target must roll a Constitution saving throw against your spell save DC, being poisoned on a failed save until the end of its next turn.

Siren's Song

3rd-level enchantment

When you cast this spell, you choose any number of creatures within range that can hear you as you begin playing an entrancingly beautiful song. Each target must succeed on a Wisdom saving throw or be charmed by you. The spell ends for an affected creature if it takes any damage, if it can't hear you anymore (as if under the effects of the Silence spell) or if you use your action to do anything other than continue playing the instrument.

Any creature of your choice that enters the range of the spell for the first time while it is active must also succeed on a Wisdom saving throw or be charmed by you.

While charmed in this way, a creature is incapacitated and must use its movement to lustfully approach you in a safe manner. While an affected creature is within 5 feet of you, it has a speed of 0.

Ashread

3rd-level divination

You sprinkle the ashes of a burnt book, scroll, vellum or other object that once contained writing or images onto a blank canvas. For the duration of the spell, the ashes magically shape themselves into a perfect copy of the text or images the burned object once contained.

If the burned object contained more than can be displayed by the canvas used by this spell, the ashes will mimic pages, turned with a gesture to reveal the next or previous page.

The ashes remain a powder and are vulnerable to the elements. Moisture or wind can disturb the spell, causing it to end prematurely.

If the burned writing was once magical, such as a spell scroll, ritual instructions or other form of arcane writing, roll an Arcana check of DC 10 + the burned spell's spell level. On a success, the ashes remember the magic, and can be used in the same way. On a failure, the magic is lost, and the writing mundane.

If cast at a higher level, you automatically succeed at the roll for any spell of equal or lower level.

When the spell ends, the canvas and ashes burn in a bright flash of heatless flame, leaving nothing behind.

Insect Cloud

2nd-level conjuration (entomancy)

You cause a swarm of flying insects to spread out in a 30-foot radius from you. They remain for the duration, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you.

As a bonus action, you can command the insects to assail one creature of your choice within range. Make a ranged spell attack. On a hit, the target takes 2d4 poison damage.

A wind of at least 10 miles per hour can disperse the swarm, ending the spell.

Spell Lists. Druid, Warlock, Wizard, Sorcerer

Conjure Horde

2nd-level conjuration (entomancy)

You summon forth a cluster of lesser fiendish spirits, appearing in an unoccupied space that you can see within range. Choose one of the following options: Spiders, Wasps, Beetles, or Centipedes. Your choice determines the statistics of your cluster, using the respective version of the Swarm of Insects statblock (as seen in the Basic Rules).

The swarm is friendly to you and your companions, and obeys your verbal commands (no action required by you). In combat, it shares your initiative count, but takes its turn immediately after yours. If you don’t issue any commands, it takes the Dodge action and uses its move to avoid danger.

The swarm disappears when it drops to 0 hit points, or when the spell ends.

Spell Lists. Druid, Warlock, Ranger

Venom Sting

3rd-level transmutation (entomancy)

You channel occult magic to transform one of your limbs into a giant barbed stinger, ready to deliver a vicious perforation. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 2d8 piercing damage, 2d8 acid damage and 2d8 poison damage.

If the attack roll exceeds the target’s AC by 3 or more, they become poisoned for a number of rounds equal to your spellcasting ability modifier. After you make the attack, your limb returns to normal.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the acid damage or the poison damage (your choice) increases by 1d8 for each slot level above 3rd.

Spell Lists. Druid, Ranger, Warlock

Vampiric Swarm

3rd-level transmutation (entomancy)

You burst into a swarm of blood-sucking insects, moving up to your walking speed in any direction without provoking opportunity attacks. You are able to pass through the space of other creatures while performing this movement, but cannot end it on an occupied space.

Any hostile creatures in your path must make a Dexterity saving throw, taking 3d6 necrotic damage on a failed save or half as much damage on a successful one. At the end of your movement, you revert back to your original form, regaining a number of hit points equal to 1d6 for each creature that took damage from this spell.

If the notion of describing blood-sucking creepy crawlers is not to your liking, the thematic depiction of Vampiric Swarm can be reflavoured towards other creatures which consume blood (such as bats), or converted to a more generic syphoning of life-force instead.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. When you cast it using a spell slot of 6th level or higher, the healing increases to 1d8 per enemy damaged by it.

Spell Lists. Druid, Warlock

Phenoptosis

4th-level transmutation (entomancy)

You program your body to suffer a predetermined strain, casting aside the hand of death until that point arrives.

For the duration of this spell, whenever you are reduced to 0 hit points but not killed outright, you drop to 1 hit point instead. When the spell ends, you gain one level of exhaustion for each time you dropped to 1 hit point while affected by it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, your exhaustion level at the end of the spell decreases by 1 per slot level above 4th.

Spell Lists. Druid

Rosalie’s Vibrant Chrysalis

4th-level transmutation (entomancy)

Casting Time: 1 minute Range: Touch Components: V, S, M (the target’s weight in silk, which the spell consumes) Duration: 1 hour

You envelop the target in a silken cocoon as part of the spell’s casting. After 1 minute, they burst out of their casing in a surge of magic, inhabiting a new and greater body.

For the duration, the target gains the benefits of 3 special traits, choosing from the options below:

When casting this spell, you may choose to increase the casting time to 1 hour. If you do so, the chosen traits last until the target’s next long rest.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the casting time can be increased to 24 hours. Any damage taken during that period instantly reduces the target to 0 hit points, giving them 1d6 exhaustion levels. If the spell is fully cast, the chosen traits last indefinitely. Once a creature has gained permanent traits through this spell, they cannot be targeted by it again.

Spell Lists. Druid, Ranger, Warlock, Wizard

Brood’s Quarry

5th-level transmutation (entomancy)

Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 hour

You focus on a creature you can see within range and mark it with the scent of prey, attracting clouds of varied insects towards it. Until the spell ends, the target takes an extra 2d6 poison damage from all damage sources other than you, and you always instinctively know where it is.

If the target drops to 0 hit points while under the effects of this spell, you regain a number of hit dice equal to your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can maintain your concentration on the spell for up to 8 hours. When you cast it using a spell slot of 9th level, you can maintain your concentration on the spell for up to 24 hours.

Spell Lists. Witch, Ranger, Druid, Warlock

Damage dealt by a creature under your control counts as a separate source for the purposes of this spell.

Umber Calling

5th-level conjuration (entomancy)

Casting Time: 1 minute Range: 60 feet Components: V, S, M (the corpse of a humanoid) Duration: Concentration, up to 1 hour

Uttering a dark incantation, you summon a horrid enforcer to your side. It bursts out from the ground in an unoccupied space that you can see within range, using the Umber Hulk statblock from the Monster Manual.

It then proceeds to consume the offering laid out as part of the spell’s casting, becoming neutral towards you and your companions. The hulk is under the DM’s control and acts according to its nature on each of its turns, which might result in attacking the party if you or your allies do something to invoke its ire.

While this spell lasts, the hulk gains the ability to understand any languages spoken by you. On each of your turns, you can try to issue a verbal command to the hulk (no action required by you). It obeys the command if the likely outcome is in accordance with its desires. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if your creature type is monstrosity, or if you register as monstrosity to effects which detect the presence of the monstrosity creature type.

If your check fails, the hulk becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the hulk carries out your command— such as “attack my enemies,” “explore the room ahead,“ or “bear this message to the queen”—until it completes the activity, at which point it returns to you to report having done so.

Once this spell ends, the hulk burrows back into the earth below. If your concentration ends before the spell reaches its full duration, the hulk becomes able to act in whatever manner it chooses.

Spell Lists. Druid, Warlock, Wizard, Sorcerer

Adaptation

2nd-level transmutation

Classes: Sorcerer, Wizard Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour Replaces: Alter Self You touch a creature, modifying it for a specific environment. The target chooses one of the following options for the duration. It can end one option as an action to gain the benefits of a different one. The spell ends if you cast it again before its duration ends.

The creature grows gills and webbing between its digits. It can breathe underwater and gains a swimming speed equal to its walking speed.

The creature grows a membrane between its limbs. It can use its reaction to subtract up to 100 feet from a fall when calculating falling damage, and can move up to 2 feet horizontally for every 1 foot it descends.

The creature grows a prehensile tail. The tail has a 5 foot reach and can lift a number of pounds equal to five times the creature's Strength score. It can grasp, lift, drop, hold, push, or pull an object or a creature, open or close a door or a container, grapple someone, or make an unarmed strike.

The creature's appearance changes. For the duration, it can use an action to change its height, weight, facial features, voice, hair length and coloration, and distinguishing characteristics. It cannot change its size or number of limbs.

The creature grows a natural weapon. Unarmed strikes with the weapon deal 1d6 bludgeoning, piercing, or slashing damage as appropriate. The natural weapon is magic and has a +1 bonus to its attack and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the creature can select an additional option for every two slot levels above 2nd. When you cast this spell using a spell slot of 4th level or higher, the natural weapon's bonus increases to +2. When you use a spell slot of 6th level or higher, the natural weapon's bonus increases to +3.

Alter Weather

6th-level transmutation

Classes: Cleric, Druid, Wizard Casting Time: 1 action Range: Self (1-mile radius) Components: V, S, M (a silver dish and a glass tube filled with quicksilver) Duration: 1 hour Replaces: Control Weather You seize the air currents above you, taking control of the local weather. You must be aboveground, with sight of the sky, to cast or maintain this spell.

When you cast the spell, can choose to shift the precipitation, temperature, and wind each by one level on the charts below. It takes 30 minutes for the conditions to change, after which you can change them again. The charts suggest weather effects effects, and your DM may determine any additional effects resulting from the change in weather. Your DM may rule that fire or cold resistance, hot or cold weather gear, or other measures partly or completely protect a creature against the effects. After the spell ends, the weather returns to its original state, changing at the same rate. If you cast the spell again, it ends.

Precipitation Higher stages include all the effects of lower stages.

Stage Condition Effects 1 Clear — 2 Light clouds — 3 Overcast or ground fog The area lacks sunlight, for effects or traits dependent on it. 4 Rain, hail, or snow Objects and creatures are lightly obscured more than 60 feet away. 5 Torrential rain, driving hail, or blizzard Objects and creatures are heavily obscured more than 30 feet away, and all terrain is difficult terrain.

Temperature Stage 1 includes the effects of stage 2, and stage 7 includes the effects of stage 6.

Stage Condition Effects 1 Unbearable heat All creatures must make a DC 10 Constitution saving throw every hour or suffer one level of exhaustion. 2 Hot All creatures suffer disadvantage on all Constitution saves except against weather effects. 3 Warm — 4 Pleasant — 5 Cool — 6 Cold All creatures suffer disadvantage on Dexterity checks. 7 Bitter Cold All creatures must make a DC 10 Constitution saving throw every hour or suffer one level of exhaustion. Wind Higher stages include all the effects of lower stages.

Stage Condition Effects 1 Calm — 2 Moderate wind — 3 Strong wind Ranged attacks are made at disadvantage. 4 Wind storm All creatures have resistance to damage from ranged attacks. 5 Hurricane Ranged attacks are impossible, and all movement against the wind costs twice as much. At Higher Levels. When you cast this spell using a spell slot of 7th level, the duration goes up to 8 hours, and the area increases to a 5-mile radius. When you cast this spell using a spell slot of 8th level, the duration goes up to 24 hours, and the area increases to a 10-mile radius. When you cast this spell using a spell slot of 9th level, the duration goes up to 1 week, and the area increases to a 25-mile radius.

Animal Ally

2nd-level enchantment

Classes: Druid, Ranger Casting Time: 1 action Range: 30 feet Components: V, S, M (a biscuit baked out of meat and grain) Duration: Concentration, 1 hour Replaces: Beast Bond & Beast Sense You establish a telepathic bond with a friendly beast within range. You can use your action to use its senses instead of your own for one round. While you are within 120 feet of one another, you and the beast can communicate telepathically and the beast can add your proficiency bonus to its ability checks. Additionally, its attacks deal 1d6 bonus damage, and it has advantage on attack rolls against any creature you have attacked since the start of your last turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell's duration increases to 8 hours. When you cast this spell using a spell slot of 6th level or higher, the spell's duration increases to 24 hours.

Animal Transformation

4th-level transmutation

Classes: Bard, Druid, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (a lump of clay) Duration: Concentration, 1 hour Replaces: Polymorph You gesture at a creature you can see within range, magically molding them into a new form. The spell has no effect on a creature with 0 hit points. An unwilling creature can make a Charisma saving throw to resist the effect. If they fail, they can repeat the save at the end of each of their turns, ending the spell on a success.

The transformation lasts for the duration, or until the target drops to 0 hit points. The new form can be any beast whose challenge rating is 4 or lower, and equal to or less than the target's CR or character level. The target's game statistics are replaced by the statistics of the chosen beast. It retains its alignment, personality, allegiances, and broad plan of action.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. Its items meld into the new form, and the creature can't activate, use, wield, or otherwise benefit from any of it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the new form's maximum CR increases by 1 for each slot level above 4th.

Arcane Shelter

3rd-level abjuration (ritual)

Classes: Bard, Wizard Casting Time: 10 minutes Range: Self (10-foot dome) Components: V, S, M (a flake of tortoise shell) Duration: 8 hours Replaces: Tiny Hut You construct a 10-foot radius dome of arcane energy, centered on yourself. The dome is stationary and disappears if you exit its area. If you cast it in a location without enough space to accommodate it, the spell fails.

Ten Medium creatures can fit inside the dome; a Large creature takes as much space as four Medium creatures. You can designate up to ten creatures when you cast the spell who can freely pass in and out of the dome, taking 25 feet of movement to move through the dome. Other creatures cannot pass through.

The dome is translucent, with only vague shapes visible through it. Projectiles that touch the dome are slowed to a stop, and spells and other magical effects can't pass through the dome or be cast through it.

Arcane Wall

5th-level evocation

Classes: Wizard Casting Time: 1 action Range: 120 feet Components: V, S, M (a pinch of powdered gemstone) Duration: Concentration, up to 10 minutes Replaces: Wall of Force An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. Each panel has an AC of 10 + the spell's level (15), and has 20 hit points per level of spell (100). The wall can't be dispelled by dispel magic, and is immune to psychic and nonmagical bludgeoning, piercing, and slashing damage. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Assemble

4th-level transmutation

Classes: Wizard Casting Time: 10 minutes Range: 120 feet Components: V, S Duration: Instantaneous Replaces: Fabricate

You magically assemble unfinished material (that is not being worn or carried) that you can see within range into products. With enough unfinished material, you can assemble up to eight nonmagical objects. A large object (contained within a 10-foot cube, or eight connected 5-foot cubes) counts as eight, a medium or small object as one, and a tiny object as one-eighth. The object cannot be securely attached to a surface or a larger object, and if you are working with metal or stone, the assembled object can be no larger than Medium. Unfinished materials can be raw (freshly felled trees or mined ores) or partly-worked (wooden boards or metal ingots), but cannot be finished goods (a constructed building or suit of armor). Examples include:

You cannot affect creatures or magic items, and you must have proficiency with the appropriate set of artisan's tools to create items of commensurate craftsmanship. For this type of artisanal crafting, the spell completes the equivalent of eight hours' work, which can be part of a longer-term project.

Aura of Concealment

2nd-level abjuration

Classes: Druid, Ranger Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a pinch of ash and a cotton bud) Duration: Concentration, up to 1 hour Replaces: Pass Without Trace Concealing magic radiates from you, making you and your allies more difficult to detect. Until the spell ends, whenever you or a creature you choose within 30 feet of you must make a Dexterity (Stealth) check, the creature can treat a d20 roll of 9 or lower as a 10. A chosen creature leaves no trace of its passage and cannot be tracked except by magical means.

Aura of Truth

2nd-level enchantment

Classes: Bard, Cleric, Paladin Casting Time: 1 action Range: Self (15-foot radius) Components: V, S Duration: Concentration, up to 10 minutes Replaces: Zone of Truth You radiate an aura of veracity, compelling honesty from all in your presence. The first time a creature comes within 15 feet of you, they must make a Charisma saving throw. On a failure, they cannot intentionally lie while within this aura, for the duration. You know if a creature succeeds or fails on this save, and a creature can intentionally fail. Affected creatures are aware of the spell's effects, and can be evasive as long as they don't speak lies.

As an action, you can concentrate the aura's power. You may ask two yes-or-no questions, directed at individual affected creatures, and they must answer, and answer truthfully. The spell ends afterward for all creatures.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the aura's radius increases by 5 feet for each slot level above 2nd. Additionally, the number of compelled questions you can ask when you end the spell increases by 1 for each slot level above 2nd.

Beast Perception

2nd-level divination

Classes: Druid, Ranger Casting Time: 1 action Range: Self Components: S, M (a body part taken from a beast which has the sense you wish to acquire) Duration: Concentration, up to 1 hour Replaces: Beast Sense (in part) When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action, gaining the benefits of a different one.

Darkvision. You gain 30 ft. of darkvision. Echolocation. You gain 10 ft of blindsight, but must continuously make high-pitched sounds and cannot speak normally. Your squeaking can be heard from up to 60 feet away. Keen Hearing. You have advantage on Wisdom (Perception) checks that rely on hearing. Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight. Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell. Tremorsense. You gain 30 ft. of tremorsense. Websense. While in contact with a web, you know the exact location of any other creature in contact with the same web.

Bewilder

4th-level enchantment

Classes: Bard, Druid, Sorcerer, Wizard Casting Time: 1 action Range: 90 feet Components: V, S (a sprig of wormwood) Duration: Concentration, up to 1 minute Replaces: Confusion You distort and confuse your enemies' senses, driving them to inexplicable action. Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can't take reactions. At the start of each of its turns, it spends half its movement to travel in a random horizontal direction. It then must roll a d4 to determine its actions, with any conditions lasting until the start of its next turn.

d4 Behavior 1 The creature is stunned. 2 The creature treats every other creature as its enemy and fights them with its typical tactics. 3 The creature becomes frightened of every other creature it can see, then takes its turn as normal. 4 The creature drops any weapons or items it is holding and takes no actions. At the end of each of its turns, an affected target can repeat its saving throw, ending the effect on itself on a success. A creature can also repeat its saving throw anytime it takes damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Blizzard

6th-level evocation

Classes: Wizard Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of silver dust) Duration: Concentration, up to 10 minutes Replaces: Freezing Sphere You create a terrible ice storm, occupying a 30-foot radius sphere centered on a point you can see within range. Any creature entering the area or starting its turn there must make a Constitution saving throw. On a failure, it takes 5d8 cold damage and has its speed reduced by half until the end of its next turn. A creature whose speed is already reduced by this spell is additionally restrained until the end of its next turn. Water in the area instantly freezes.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Brilliance

3rd-level evocation

Classes: Cleric, Druid, Paladin, Ranger, Sorcerer Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour Replaces: Daylight A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. It is not sunlight.

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

If any of this spell's area overlaps with an area of darkness created by a spell of its own level or lower, or an equivalent magical effect, the spell or effect that created the darkness is dispelled.

Burst of Flame

2nd-level conjuration

Classes: Bard, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Replaces: Pyrotechnics You summon up a fiery explosion, creating light, heat, or smoke. You may conjure the explosion at any point within 60 feet, but it will have added effect if you conjure it atop an existing nonmagical flame (extinguishing up to a 5' cube of flame). Choose one of the following effects.

Light: You create a shower of sparks, blinding onlookers. Every creature in a 10-foot radius must make a Constitution saving throw or be blinded until the end of your next turn. If you target an existing flame, the radius is 20 feet. Heat: You conjure a blast of intense heat, causing every creature in a 10-foot radius to make a Constitution saving throw. On a failure they take 3d6 fire damage, or half as much on a successful save. If you target an existing flame, the damage increases to 4d6. Smoke: You create a 15-foot-radius cloud of thick, oily smoke. It spreads around corners, and its area is heavily obscured. If you target an existing flame, the radius is 30 feet. The cloud lasts for 1 minute or until dispersed by a strong breeze.

Call for Aid

6th-level conjuration

Classes: Cleric Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: Instantaneous Replaces: Planar Ally You seek assistance from a mighty extraplanar being - a god, archdevil, or other legendary and powerful creature. They send one of their loyal servants to aid you, which appears in an unoccupied space within range.

When the creature appears, it is friendly but under no obligation to help you. It speaks at least one language you speak. It typically demands payment for its aid, in a form appropriate to the creature (e.g. tithes for a celestial or sacrifices for a fiend). When payment has monetary value, it usually is 5gp per minute, 100gp per 10 minutes, 500 gp per hour, or 5,000 gp per day. It may be discounted or increased as much as 50% depending on whether the extraplanar being endorses the task, or on the danger of the task. The cost also usually increases with repeat summonings from the same extraplanar being, and may be free the first time if the being favors you.

Services can be anything appropriate to the creature summoned. Creatures will rarely agree to tasks that are suicidal, impossible, abhorrent, or especially lengthy. After the creature completes the task, or you are unable to satisfy its payment, it returns to its home plane.

Captivate

2nd-level enchantment

Classes: Bard, Warlock Casting Time: 1 action Range: Self (60-foot radius) Components: V, S Duration: 1 minute Replaces: Enthrall You enact a performance laced with subtle magic, your gestures and voice causing others to focus on you to the exclusion of all else. Creatures of your choice within range must make a Wisdom saving throw or be charmed by you. If you or your companions are fighting a creature, it has advantage on the save. While charmed by you in this way, a creature has disadvantage on Dexterity (Initiative) rolls as well as Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer see or hear you. Additionally, if a creature rolls initiative while affected by this spell, its speed is reduced by 10 feet and it cannot take reactions until after its first turn ends. The spell ends if you are incapacitated or you can no longer speak. Creatures do not realize that you used magic to influence them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 minute and the radius increases by 10 feet for each slot level above 2nd.

Caustic Quarrel

2nd-level conjuration

Classes: Sorcerer, Wizard Casting Time: 1 action Range: 90 feet Components: V, S, M (a bit of fool's gold, sulfur, and water) Duration: Instantaneous Replaces: Acid Arrow You conjure an arrow of acid and send it streaking towards a target within range. Make a ranged spell attack. On a hit, the target takes 6d4 acid damage and is coated in acid. An acid-coated target can use their action to wipe the acid off. If not, then at the end of their next turn, they take 4d4 additional acid damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both instances of damage increase by 1d4 for each slot level above 2nd.

Cold Snap

2nd-level evocation

Classes: Sorcerer, Wizard Casting Time: 1 action Range: 90 feet Components: S Duration: Instantaneous Replaces: Snilloc's Snowball Swarm With a snap of your fingers a swirling burst of freezing wind erupts at a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and becomes stuck in the ice, reducing their movement speed by 10 feet until the start of your next turn. On a success, the target takes half as much damage and is not stuck in ice.

The ground in the area is covered with slick ice and snow, making it difficult terrain until the start of your next turn.

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

Command Objects

5th-level transmutation

Classes: Bard, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Animate Objects You magically animate nearby objects, bending them to your will. Choose up to six nonmagical objects within range that are not being worn or carried. All objects must be the same size, and you can animate six Tiny, four Small, three Medium, two Large, or one Huge object(s). Each object animates until spell ends or until reduced to 0 hit points; when an object drops to 0 hit points, any remaining damage carries over to its original object form.

Command Objects Statistics Size HP AC Str Dex Damage Speed Tiny 5 19 12 28 1d4 + 1 damage fly 30 (hover) Small 10 18 16 24 1d6 + 3 damage fly 30 Medium 20 17 20 20 1d10 + 5 damage 30 Large 30 16 24 16 2d10 + 7 damage 25 Huge 60 15 28 12 5d12 + 9 damage 20 An animated object has 30 feet of blindsight and statistics as shown in the table above. The DM might rule an object has immunities, resistances, and vulnerabilities to specific damage types based on its form. If an object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0.

In combat, an object shares your initiative count, but take its turn immediately after yours.

As a bonus action, you can issue one command to any number of objects within the spell's range, otherwise, the only action an object takes on its turn is the Dodge action. An object may also be commanded to attempt an action available to all creatures, such as grapple or shove, if its form permits it to do so.

If commanded to attack, an object makes one melee attack against the target you specify within 5 feet of it. Its attack bonus is equal to your spellcasting modifier. An object usually deals bludgeoning damage, but the DM might rule it inflicts slashing or piercing based on its form.

Command Beast

3rd-level enchantment

Classes: Druid, Sorcerer Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Dominate Beast You attempt to take control of a beast you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. A beast with CR 4 or higher automatically succeeds on this saving throw. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you can issue telepathic commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

As an action, you can take full control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, any reactions the creature takes require you to use your reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, there is no CR limit to the target creature.

Conjure Beast Pack

3rd-level conjuration

Classes: Druid, Ranger Casting Time: 1 minute Range: Self Components: V, S, M (a handful of grain or corn) Duration: Concentration, up to 1 hour Replaces: Conjure Animals You pull together wisps of magical energy and sculpt them into beasts. Choose a Small or Tiny beast of CR 1/4 or lower, and eight creatures of that type appear immediately in unoccupied spaces around you. If you choose a beast with a flying speed, you summon six creatures instead. Each beast is considered fey, and disappears if it drops to 0 hit points or the spell ends.

The summoned beasts are friendly to you and your companions. They act on the same initiative, immediately after your turn ends. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they move as a group and take the Dodge action.

If you command them to attack, you can direct any number of beasts to attack any number of targets. All creatures attacking a given target make a single attack roll, using your spell modifier to hit. If three or more beasts attack together, they have advantage on the roll. If the attack hits, they deal bludgeoning or piercing damage equal to 1d4 per creature. If six or more beasts attack together, you can add your spellcasting ability modifier to the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you summon two more beasts per level above 3rd.

Sample Beasts Note that a conjured beast pack does not use the normal attack within their stat blocks, and so does not apply any additional effects. Below are all the eligible beasts in the SRD 5.1.

Frog, Sea Horse, Baboon, Badger, Bat, Cat, Crab, Eagle, Giant Fire Beetle, Hawk, Jackal, Lizard, Octopus, Owl, Quipper, Rat, Raven, Scorpion, Spider, Weasel, Blood Hawk, Flying Snake, Giant Rat, Poisonous Snake, Stirge, Badger, Giant Centipede.

Conjure Herald

2nd-level conjuration (ritual)

Classes: Bard, Druid, Wizard Casting Time: 1 minute Range: 30 feet Components: V, S, M (a small silver horn worth at least 10gp, which is consumed) Duration: Special Replaces: Magic Mouth & Skywrite You create a floating spirit, which conveys a message of your choice. The herald appears to be a Medium or Small creature of ghostly form, with you determining its appearance otherwise. The herald knows a fixed message of up to 25 words. When you cast this spell, choose one of the following effects:

Ward: The herald is cast at a particular location, or on a statue or other object with a mouth, and is fixed to that point. It is invisible and motionless until a specific condition is met within 30 feet of its location. When the condition is met, it appears and recites its message . If cast on an object, it moves the object's mouth rather than appearing directly. You determine whether it does so once, or disappears again and repeats the message every time the condition is met. When cast in this way, it lasts until dispelled. Announcement: The herald floats through the air up to 100 feet up and 30 feet per round, repeating its message every round. It traverses an area up to a 5-mile radius around its location, conveying its message to every creature it sees. When cast in this way, it lasts for 1 hour.

Conjure Minor Fiends

3rd-level conjuration

Classes: Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (100gp worth of incense mixed with humanoid blood, which is consumed in the casting) Duration: Concentration, up to 1 hour Replaces: Summon Lesser Demons You recite a dark incantation, summoning a group of minor fiends to do your bidding. You may choose the plane you call them from. The spell conjures two demons which use the Minor Fiend stat block below. Alternatively, your DM may choose any number of fiends whose combined challenge ratings are 2 or lower. In combat, the fiends share your initiative count, but take their turn immediately after yours.

The fiends are friendly to you and your companions and hostile to all other creatures. If you lose concentration on the spell, they do not disappear. Instead, they become hostile toward you and your companions. They can't be dismissed, and will last for 1 hour after their summoning. A fiend disappears when reduced to 0 hit points.

At Higher Levels. When you cast this spell using a spell slot above 3rd level, the combined challenge rating of the summoned fiends increases by 1 for each slot level above 3rd.

Corrosive Burst

4th-level conjuration

Classes: Sorcerer, Wizard Casting Time: 1 action Range: 150 feet Components: V, S, M (a handful of saltpeter and some copper shavings) Duration: 1 minute Replaces: Vitriolic Sphere You hurl a ball of dripping acid outward, exploding in a 20-foot radius sphere at a point you can see within range. Every creature in the area must make a Dexterity saving throw, taking 8d4 acid damage on a failure or half as much on a success. A creature that fails the save takes an additional 4d4 acid damage at the end of every turn, unless it or another creature within 5 feet spends an action to clear the acid off.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

Minor Fiend Medium fiend (demon)

Armor Class 14 Hit Points 32 (5d8+10) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 8 (-1) 14 (+2) 8 (-1) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Abyssal or Infernal, understands one language you can speak Proficiency 2 Challenge 1 Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Actions Multiattack. The fiend can make two attacks, only one of which can be Abyssal Bile.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.

Abyssal Bile. The fiend sprays abyssal bile at one creature within 10 feet of it. The target must make a Charisma saving throw. On a failure, they roll 1d4 and are afflicted by a condition according to the result.

1: The target is frightened of the fiend. 2: The target is poisoned. 3: The target is restrained. 4: The target erupts into black flames, taking 1d6 fire damage at the start of each of their turns. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success. Once a creature has saved against this ability, it is immune for 24 hours.

Corpse Puppets

5th-level necromancy

Classes: Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour Replaces: Danse Macabre Jagged, dark threads of magic jump from your fingertips, connecting to five Tiny, Small or Medium corpses of CR 1/4 or higher that you can see within range. Each corpse immediately transforms into an undead creature of the same size, which takes your choice of form (Skeleton or Zombie) using the Corpse Puppet stat block below.

The creatures are allies to you and your companions. In combat, the creatures share your initiative count, but they take their turns immediately after yours. As a bonus action, you can issue one command to any number of puppets within the spell's range. If you don't issue a command, they take the Dodge action and use their move to avoid danger.

The creatures are under your control until the spell ends, after which they become inanimate once more.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

Curse of Weakness

2nd-level necromancy

Classes: Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Ray of Enfeeblement Ghastly energy flickers within a 10-foot-radius sphere centered on a point you choose within range. When a creature starts its turn in the area or moves into the area during its turn, it must make a Constitution saving throw. On a failure, a creature is cursed with weakness until the end of its turn: it has disadvantage on Strength checks and Strength saving throws, it deals half damage with weapon attacks that use strength, and its speed is reduced by 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for each slot level above 2nd.

Corpse Puppet Medium undead

Skeleton Armor Class 13 Hit Points 15 (2d8+6) Speed 35 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 6 (-2) 8 (-1) 5 (-3) Zombie Armor Class 8 Hit Points 25 (4d8+7) Speed 20 ft. STR DEX CON INT WIS CHA 14 (+2) 6 (-2) 16 (+3) 6 (-2) 8 (-1) 5 (-3) Damage Vulnerabilities (Skeleton) bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it spoke in life but can't speak Proficiency 2 Challenge 1/2 Festering Fortitude (Zombie Only). If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC equal to the damage taken, unless the damage is radiant or from a critical hit. On a success, the puppet drops to 1 hit point instead.

Seizing Swarm (Zombie Only). The puppet has advantage on its grapple check against a creature if at least one other allied Zombie Puppet is within 5 feet of the creature and the ally isn't incapacitated.

Actions Multiattack (Skeleton Only). The puppet makes two Skeletal Slash attacks.

Skeletal Slash (Skeleton Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage.

Body Bash (Zombie Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d4 + 2 bludgeoning damage.

Detect Hazards

2nd-level divination

Classes: Cleric, Druid, Ranger Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes Replaces: Find Traps You sense the presence of any trap within range. A trap, for the purpose of this spell, includes any object, terrain, or magic that would inflict a sudden or unexpected effect you consider harmful or undesirable. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, a hidden pit trap, or a natural sinkhole, but not a creature lying in ambush.

The spell reveals the general presence and vague direction of a trap within its 120-foot range, but not its specific location. If you come within 15 feet of the trap, you detect its presence exactly, and any ability checks you or your companions make to examine it are made with advantage.

The spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Disrupting Smite

5th-level evocation

Classes: Paladin Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute Replaces: Banishing Smite The next time you hit a creature with a melee weapon attack before this spell ends, you tear a hole to another plane and tangle them in the interplanar aether. The attack deals an extra 5d10 force damage, and the target must make a Charisma saving throw. On a failure, they become incapacitated and gain resistance to all damage as they are partly phased out of the plane. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.

Divine Temple

6th-level conjuration

Classes: Cleric Casting Time: 1 hour Range: 120 feet Components: V, S, M (a holy symbol worth at least 5 gp) Duration: 24 hours Replaces: Temple of the Gods You create a holy sanctuary at an empty point on the ground you can see within range. The temple occupies a cube up to 60 feet on each side.

The temple has at least one door and is enclosed by wood and stone floors, walls, and a roof. You determine all other aspects of its appearance (as long as it conforms to the deity represented by the holy symbol used in the casting) such as altars, idols, illumination, rooms, scent, temperature, and windows.

Divination spells of 6th level and below can't target creatures within the temple or create sensors inside of it.

When you cast the spell, choose one or more of the following creature types for the temple to oppose: aberrations, celestials, elementals, fey, fiends, or undead. If such a creature attempts to enter the temple, it must make a Charisma saving throw. On a failure, it can't enter the temple for 24 hours. On a success, whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the casting time increases by 1 hour and the temple's size increases by 60 feet on each side for each spell level above 6th. The temple counters divination spells of a level less than or equal to the slot level used.

Drink Life

5th-level necromancy

Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Enervation You empower yourself with deathly energies, gaining the ability to harvest life from your foes. When you cast the spell, you extend a black tendril out to one creature you can see within range. The target must make a Constitution saving throw. On a failure, they take 6d8 necrotic damage and have their movement speed reduced by half until the start of your next turn. On a success, they suffer half as much damage and no other effects. You regain hit points equal to half the damage dealt. You can repeat this as an action for the spell's duration.

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

Dust Cyclone

2nd-level conjuration

Classes: Druid, Ranger, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet (5-foot radius) Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute Replaces: Dust Devil Choose a target point on the ground that you can see within range. A small cyclone whips up at the target point with a radius of 5 feet and a height of 30 feet.

Any creature that starts its turn within the radius of the dust cyclone or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage and is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage and isn't pushed.

As a bonus action, you can move the dust cyclone up to 30 feet in any direction. The first time you pass the dust cyclone's radius through a creature, that creature must make the saving throw against the dust cyclone’s damage and is pushed out of its way on failure. You can continue to move the dust cyclone, but its strength is exhausted until the end of your turn and subsequent creatures are unaffected by it passing through them.

If the dust cyclone moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn.

Earth Leash

2nd-level transmutation

Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 300 feet Components: V, S, M (a tiny orange flag) Duration: 1 minute Replaces: Earthbind You point at one creature you can see within range, and send a lashing tentacle of earth to haul them to the ground. The target must succeed on a Strength saving throw, or immediately fall prone. Its flying speed (if any) is reduced to 0 feet for the spell’s duration, and a flying creature falls even if it has hover. An airborne creature takes normal falling damage up to a maximum of 4d6 points of bludgeoning damage. A creature that makes the saving throw suffers no effects.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by 1 for each slot level above 2nd, and the maximum damage increases by 1d6 for each level above 2nd.

Earthen Hand

2nd-level transmutation

Classes: Sorcerer, Wizard Casting Time: 1 action Range: Self (30 feet) Components: V, S, M (a tiny porcelain hand) Duration: Concentration up to 1 minute Replaces: Maximilian's Earthen Grasp

You sculpt loose soil and rock into a massive hand, creating a Medium hand that occupies a 5-foot space within range. It can immediately reach for a Large or smaller creature within 5 feet, forcing the target to make a Strength saving throw or become restrained and suffer 2d6 bludgeoning damage.

As long as the hand is within 30 feet of you, you can give it mental commands. As an action, you can cause the hand to crush a restrained target. The target makes a Strength saving throw, taking 2d6 bludgeoning damage on a failure, or half as much on a success. Alternately as an action, you can dissolve and reform it anywhere within the spell's range and attempt to grab a creature within 5 feet. You can order the hand to let go of a creature at any time with no action.

To break out, a restrained target can use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, it is free and no longer restrained.

Enkindle

2nd-level transmutation

Classes: Bard, Druid Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (an unlit candle) Duration: Concentration, up to 1 minute Replaces: Heat Metal You choose a Medium or smaller object not being worn within range, and cause it to rapidly heat to unbearable temperatures. If the object is metal or otherwise not flammable, it glows white-hot; if it is flammable, it is engulfed in flame but not destroyed. If a creature is holding the object, they make a Constitution saving throw at the start of each of their turns, taking 2d4 fire damage on a failure and suffering disadvantage on any ability checks or attack rolls using the item. If they succeed on the saving throw, they take half as much damage and suffer no other effects.

If you maintain concentration for the full 1-minute duration, a non-magical item is melted, reduced to ash, or otherwise destroyed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d4 for each slot level above 2nd.

Expose Weakness

4th-level transmutation

Classes: Druid, Warlock, Wizard Casting Time: 1 bonus action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Elemental Bane Select one creature you can see within range, and one damage type that isn't bludgeoning, piercing, or slashing. The target must make a Charisma saving throw or lose any resistance to that damage type for the duration. Twice per round when the target takes damage of the chosen type, they take 2d6 additional damage of that type.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of times per round the additional damage can trigger increases by 1 for each two slot levels above 4th.

Expulsion

4th-level abjuration

Classes: Cleric, Paladin, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (an item the target abhors) Duration: Concentration, up to 1 minute Replaces: Banishment You brandish a repellent item at a creature you can see within range and attempt to expel them from this plane. The target must make a Charisma saving throw. On a failure, they are partly wrenched off their current plane. For the duration, they become incapacitated and gain resistance to all damage.

The target makes another Charisma save at the end of each of their turns, ending the spell on a success. Creatures on their home plane continue making saves for the duration. Extraplanar creatures failing their second Charisma save disappear from their current plane entirely. Extraplanar creatures failing the third Charisma save are banished back to their home plane and stop attempting saving throws. If you maintain concentration for the full duration, this banishment becomes permanent.

A target that returns reappears in the space it left or in the nearest unoccupied space if that space is occupied.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

False Death

3rd-level necromancy

Classes: Bard, Cleric, Druid, Wizard Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of graveyard dirt) Duration: 8 hours Replaces: Feign Death You touch a willing creature, charging it with necrotic magic and allowing it to mimic death. The target gains 10 temporary hit points for the duration.

As an action, or as a reaction to being hit with an attack or taking damage, the target can appear dead to all outward inspection and to spells used to determine the target's status. If the target breathes, its respiration is undetectable.

While in this false state, the target drops prone, can see and hear normally, and has resistance to all damage except psychic damage. The false state ends if the target moves or takes an action, bonus action or reaction.

The spell ends once the target has left the false state. Additionally, you can use an action to touch the target and dismiss the spell.

If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

False Foes

3rd-level enchantment

Classes: Bard, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Enemies Abound You cause a creature to be unable to tell friend from foe. The target must make an Intelligence saving throw, automatically succeeding if it is immune to the frightened condition. On a failure, it treats every other creature as its enemy and fights them with its typical tactics.

It makes opportunity attacks if any creature provokes one. The target may reattempt the saving throw whenever it takes damage, ending the spell on a success.

Fiery Blade

2nd-level evocation

Classes: Druid Casting Time: 1 bonus action Range: Self Components: V, S, M (one flake of dried chili pepper) Duration: Concentration, up to 1 minute Replaces: Flame Blade You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. It counts as a simple melee weapon with which you are proficient, and provides bright light in a 20-foot radius and dim light for an additional 20 feet.

It deals 2d6 fire damage on a hit and has the finesse, light, and thrown properties (range 20/60). If you hit a flammable creature or object, it ignites, taking 1d6 fire damage at the start of each of its turns until a creature uses its action to douse the flames on itself or another creature.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the blade to reappear in your hand.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the blade's damage increases by 1d6 and the ignite damage by 1d6 for every two slot levels above 2nd.

Fiery Quiver

3rd-level Transmutation

Classes: Druid, Ranger, Sorcerer, Wizard Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes Replaces: Flame Arrows You enchant a quiver of ammunition with a fiery boon. When a creature is damaged by ammunition drawn from the quiver, they take an extra 2d6 fire damage. Only one piece of ammunition can be affected at a time, and the spell ends after 6 pieces of ammunition have been used. The spell also ends if you cast it again while unused ammunition remains.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by one for each slot level above 3rd.

Fireblast

3rd-level evocation

Classes: Sorcerer, Wizard Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of peat and quicklime) Duration: Instantaneous Replaces: Fireball A marble-sized ball of flame appears in your hand before darting out and exploding at a point you choose within range. Every creature within 20 feet of the point must make a Dexterity saving throw, taking 7d6 fire damage on a failure of half as much on a success.

The blast spreads around corners and ignites flammable objects that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Flickering Strikes

5th-level conjuration

Classes: Ranger, Wizard Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a melee weapon you are proficient with worth at least 1 sp) Duration: Instantaneous Replaces: Steel Wind Strike You flourish a weapon you are proficient with used in the casting and then vanish, instantly teleporting to and striking up to 5 targets within range. Make a melee weapon attack against each target. On a hit, a target takes the weapon damage from the attack + 6d6 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Force Weapon

2nd-level transmutation

Classes: Paladin, Wizard Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour Replaces: Magic Weapon You touch a weapon, imbuing it with magic until the spell ends. A nonmagical weapon becomes magical, and the weapon gains a +1 bonus to attack rolls and deals an extra 1d4 force damage.

A creature wielding an amplified weapon can use a bonus action to make it start or stop glowing. The wielder chooses the color and amount of bright light from a 5-foot radius to a 30-foot radius, with dim light for an additional equal distance.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2 and the force damage increases to 1d6. When you use a spell slot of 6th level or higher, the bonus increases to +3 and the force damage increases to 1d8.

Form of Fire

6th-level transmutation

Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Replaces: Investiture of Flame You become elemental fire, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you gain the following benefits:

You are immune to fire damage. You can move through the space of other creatures and ignore difficult terrain. The first time on your turn you enter the space of another creature, it takes 1d6 fire damage. If a creature within 5 feet hits you with a melee attack, it takes 1d6 fire damage. You can use your action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. During your turn, if you roll fire damage, you can maximize one die of the fire damage dealt.

Form of Ice

6th-level transmutation

Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Replaces: Investiture of Ice You freeze over, taking on a form of elemental ice. Until the spell ends, you gain the following benefits:

You are immune to cold damage. You can move across difficult terrain created by ice or snow without spending extra movement. The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. You can use your action to create a 30-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. During your turn, if you roll cold damage, you gain temporary hit points equal to one die rolled (your choice).

Form of Stone

6th-level transmutation

Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Replaces: Investiture of Stone You become made of stone. Until the spell ends, you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn. You can use your action to call spikes of stone to raise from the ground. All creatures of your choice within 15 feet of you must make a Dexterity saving throw. A creature takes 4d8 piercing damage on a failed save, or half as much on a successful one. Their space becomes difficult terrain either way.

Form of Water

6th-level transmutation

Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes You become a surge of elemental water. Until the spell ends, you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked prone. You can use your action to unleash a blast of water 15 feet long and 5 feet wide extending from you in a direction your choice. Each creature in the line must make a Strength saving throw. A creature takes 5d6 bludgeoning damage and is knocked prone on a failed save, or half as much and isn't knocked prone on a successful one.

Form of Wind

6th-level transmutation

Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes Replaces: Investiture of Wind You become a gust of elemental wind. Until the spell ends, you gain the following benefits:

You have a flying speed of 60 feet. You can move through and occupy the space of other creatures, and you ignore difficult terrain. You are invisible. You can use your action to unleash a powerful blast of wind in a 30 foot cone. Each creature in the cone must make a Strength saving throw. A creature takes 4d8 bludgeoning damage is knocked 15 feet away from you on a failed save, or takes half as much damage and isn't knocked backward on a successful one.

Fortune

2nd-level abjuration

Classes: Bard, Sorcerer, Wizard Casting Time: 1 reaction, which you take when a creature you can see within 60 feet fails with an attack roll, an ability check, or a saving throw Range: 60 feet Components: V Duration: Instantaneous Replaces: Silvery Barbs (in part) You magically reshape causality for the triggering creature, positively influencing its efforts. The triggering creature must reroll the d20 and use the higher roll.

Great Wave

8th-level conjuration

Classes: Druid Casting Time: At least 1 action (see below) Range: Sight Components: V, S Duration: Concentration, up to 6 rounds Replaces: Tsunami You create a giant, overwhelming wave at a point you choose within range, summoning a 50 foot long, 50 foot high, 10 foot thick wall of water. You can increase the casting time when casting the spell up to a maximum of 6 rounds; each round increases the wall's size by 50 feet in length and height, and 10 feet in thickness (up to a maximum of 300 feet long, 300 feet high, and 50 feet thick).

The wall lasts for the duration.When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet along the ground in a direction of your choice. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.

Hailstorm

4th-level conjuration

Classes: Druid, Sorcerer, Wizard Casting Time: 1 action Range: 300 feet Components: V, S, M (a piece of onion and a droplet of water) Duration: 1 round Replaces: Ice Storm Balls of ice slam to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range for the duration. The balls of ice turn the storm's area of effect into difficult terrain. Creatures starting their turn in the cylinder must make a Dexterity saving throw. They take 5d4 bludgeoning damage and 5d4 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning and cold damage each increase by 1d4 for each slot level above 4th. Additionally, the radius and height increase by 5 feet for each slot level above 4th.

Hallucination

2nd-level illusion

Classes: Bard, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (a small glass bottle) Duration: Concentration, up to 1 minute Replaces: Phantasmal Force You afflict a creature you can see within range with an illusory phantasm. The target immediately perceives an object, creature, or other phenomenon which you specify. The phantasm lasts for the duration, must be smaller than a 10-foot cube, and is imperceptible except to the target. It seems real, including sound, smell, and any other properties as needed. The spell has no effect on undead or constructs. It can't cause damage or inflict conditions. The target behaves as if the phantasm is real, and can inspect the phantasm as an action, making an Intelligence (Investigation) check against your spell save DC. If it is close enough to touch the phantasm, it has advantage on this check. On a success, the spell ends.

As a bonus action while you are within range, you can adjust the phantasm (for instance, moving a creature up to 30 feet, opening a door, or shattering a window.)

Holy Fire

5th-level evocation

Classes: Cleric Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of ash from burnt incense) Duration: Instantaneous Replaces: Flame Strike A column of holy fire roars down from the heavens to smite your foes, striking all creatures within a 40-foot high, 10-foot radius cylinder. When you cast this spell, choose if it deals radiant damage, fire damage, or both. All creatures within the cylinder must make a Dexterity saving throw. A creature takes 8d8 damage of the chosen type (4d8 of each type if both were selected) on a failed save, or half as much on a success.

Targets gain no benefit from cover for this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d8 (or 1d8 of each type) for each two slot levels above 5th.

Imbue Element

3rd-level transmutation

Classes: Druid, Ranger, Paladin Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour Replaces: Elemental Weapon You touch a melee weapon and enhance it with elemental power. Choose one of the following damage types: acid, cold, fire, or lightning. For the duration, the weapon deals 1d6 bonus damage per hit, and the weapon's base damage is of the chosen type. In addition, once per round after a creature takes damage from the weapon, they suffer an effect based on the damage type chosen:

Acid: The target takes 2d4 acid damage at the end of their next turn. Cold: The target's movement speed is reduced by half. Fire: The target takes 1d6 additional fire damage. Lightning: The target can't take reactions until the end of their next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bonus damage increases by 1d6 for each two slot levels above 3rd.

Impaling Spires

6th-level transmutation

Classes: Druid Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Replaces: Bones of the Earth You haul up to six mighty spikes of rock out of the ground, erupting at locations you can see within range. Each spike occupies a 5-foot space, is up to 30 feet tall, is AC 11 and has 30 hit points. If a spike is created under a creature, it must make a Dexterity saving throw. On a failure, it takes 5d10 piercing damage and is impaled if it is Large or smaller, becoming restrained at the top of the spike. Huge creatures can be restrained if targeted with two or more spikes, and Gargantuan creatures with six or more. On a success, targets suffer half as much damage and no other effects. A creature can only be damaged by the spell once.

An impaled target can use its action to attempt an Athletics or Acrobatics check to free themselves, rolling against your spell save DC. On a success, they are no longer restrained and fall. Targets are also freed if their spike is destroyed.

If a creature is slammed into a ceiling or other obstacle when it gets impaled, it takes an additional 2d10 bludgeoning damage, and attempts to free itself are made at disadvantage.

The spikes crumble back into the earth after 1 hour.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional spikes for each slot level above 6th.

Incinerate

5th-level evocation

Classes: Sorcerer, Wizard Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Immolation You channel agonizing flames, wreathing a creature you can see within range. At the start of each of its turns, the target must make a Dexterity saving throw, suffering 10d6 fire damage on a failure. On a success, it takes half as much damage and the spell ends for that creature. While a target is on fire, it casts bright light for 30 feet and dim light for an additional 30 feet.

As a bonus action, you can spread the flames from any targeted creature to another within 10 feet of it, making that creature an additional target. If damage from this spell reduces a target to 0 hit points, the target is turned to ash.

Inflict Disease

5th-level necromancy

Classes: Cleric, Druid Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Replaces: Contagion Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is afflicted with one of the diseases listed below (your choice). The spell has no effect on constructs, undead, or creatures immune to disease. The disease is magical, and can only be cured by the heal spell or equivalent magic.

At the end of each of the target’s turns, they must make another Constitution saving throw. If they succeed on the saving throw, they suffer no effects from the disease until the end of their next turn. When the target has succeeded on three of these saving throws, they are no longer diseased. When they have failed on three of these saving throws, the disease sets in, and lasts for 7 days unless treated by an appropriate means. Once the target has either three successes or three failures on these saving throws, they stop making saves for this spell.

Muscle Weakness. The creature's arms become unbearably weak. They have disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Their attacks using Strength deal half damage. Trembling Spasms. The creature is overcome with terrible tremors. They have disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Their attacks using Dexterity do half damage. Skinslough. The creature's skin becomes paper-thin and causes agonizing pain when it tears. They have disadvantage on Constitution checks and Constitution saving throws, except those caused by this spell. In addition, when the creature takes damage, its movement speed is reduced to 10 feet until the end of its next turn. Mindrot. The creature becomes disoriented and confused. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and cannot tell friend from foe in combat. Fire-eyes Fever. The creature's eyes turn milky white and are searingly painful. They have disadvantage on Wisdom checks and Wisdom saving throws, and are blinded. Flesh Rot. The creature’s flesh decays. They have disadvantage on Charisma checks and Charisma saving throws, and take 5 additional points of damage when they suffer bludgeoning, piercing, or slashing damage.

Injunction

5th-level enchantment

Classes: Bard, Cleric, Druid, Paladin, Wizard Casting Time: 1 minute Range: 60 feet Components: V Duration: 30 days Replaces: Geas You magically bind a creature that can understand you within range to either complete or abstain from some action or activity. It must succeed on a Wisdom saving throw or become charmed by you for the duration. Once per turn while charmed in this way, the target's current and maximum hit points are reduced by 5d10 if its behavior contradicts your instructions. This reduction lasts until the spell ends.

You can issue any command you choose, though the spell ends if you issue a suicidal command. The creature's death does not end the spell.

As an action, you can end the spell early. Remove curse cast at the spell's level also ends the spell. Greater restoration ends the reduction of the target's hit point maximum, but it does not end the spell.

At Higher Levels. The spell reduces maximum hit points by an additional 1d10 for each slot level above 5th. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Irradiate

4th-level evocation

Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes Replaces: Sickening Radiance You create an eerie, pulsating blue light within a 30-foot-radius sphere centered on a point you choose within range. The bright light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. Constructs automatically succeed on saving throws against this spell.

On a failure, the creature's maximum hit points are reduced by 7d4, its speed lowers by 5 feet, and it receives a -2 penalty to attack rolls, ability checks, saving throws, and spell and ability DCs. A creature suffers cumulative effects with each failed saving throw. If a creature fails its saving throw five times, it dies.

Additionally on a failure, the creature emits light in a 5-foot radius and cannot benefit from being invisible. Each failed save increases the radius by 5 feet.

All effects caused by this spell (except death) remain until a creature takes a short rest.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the duration increases to Concentration, up to 1 hour. When you cast this spell using a spell slot of 7th or higher, the duration increases to Concentration, up to 8 hours. If concentration is maintained for 8 hours, the effect within the sphere becomes permanent until Dispel Magic of an equal or higher level is cast upon it.

Lashing Vine

2nd-level conjuration

Classes: Druid, Ranger Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: 1 minute Replaces: Grasping Vine You cause a magical vine to burst forth from the ground, wall, or ceiling in an unoccupied space of your choice that you can see within range. The vine has an AC and hit points equal to your spell save DC, and the spell ends if you cast it again while a vine remains. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can direct the vine to pull a large or smaller creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range and distance the vine can pull a creature increases by 10 feet for each slot level above 2nd. If you cast this spell using a spell slot of 4th level or higher, the vine can attempt to pull huge or smaller creatures.

Life Drain

3rd-level necromancy

Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Replaces: Vampiric Touch You send tendrils of necrotic energy out, sucking the life essence from your foes. Select up to three creatures within range that aren't constructs or undead. Make a ranged spell attack against each of them, dealing 3d6 necrotic damage on a hit. You regain hit points equal to half the damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each two slot levels above 5th.

Lightning Beam

3rd-level evocation

Classes: Sorcerer, Wizard Casting Time: 1 action Range: Self (100-foot line) Components: V, S, M (a piece of quartz and a bit of fine dust) Duration: Instantaneous Replaces: Lightning Bolt A brilliant, blue-white beam of lightning flashes forth from your fingertips, forming a line 100 foot long and 5 foot wide in a direction you choose. You can cause the beam to bounce once off of a solid, nonconductive object that you can see (such as a stone wall) in a new direction of your choice if it has not reached its maximum length. Each creature struck by the beam must make a Dexterity saving throw. A creature takes 4d12 lightning damage on a failed save, or half as much damage on a successful one, and cannot be damaged by the beam more than once.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Lunar Beam

2nd-level evocation

Classes: Druid Casting Time: 1 action Range: 120 feet Components: V, S, M (a small pearl or quartz disc) Duration: Concentration, up to 1 minute Replaces: Moonbeam You call down a beam of shimmering moonlight at a point within range. The beam takes the shape of a 5-foot-radius, 40-foot-high cylinder of dim light.

When a creature starts its turn in the beam or moves into the beam during its turn, it is seared by the pale light. It must make a Constitution saving throw, taking 2d10 radiant damage on a failure, or half as much on a success. Shapeshifters and other creatures susceptible to silver have disadvantage on this saving throw, take an additional 1d10 damage on a failure, and cannot change their form while within the beam.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction within the spell's range.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Martial Transformation

6th-level transmutation

Classes: Wizard Casting Time: 1 action Range: Self Components: V, S, M (a few hairs from a bull) Duration: 10 minutes Replaces: Tenser's Transformation You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells or concentrate them, and you gain the following benefits:

Misdirection

5th-level illusion

Classes: Bard, Wizard Casting Time: 1 action or 1 reaction, which you take when you are hit by an attack Range: Self Components: S Duration: Concentration, up to 10 minutes Replaces: Mislead As an action, or as a reaction when you are hit by an attack, you become invisible and hidden and create an illusory double of yourself in your space. The double can move at your speed, can gesture or speak as you choose, and mimics any action you take (your attacks or spells appear to originate from the double). The double has the same armor class as you.

Any time a creature would damage the double, or perceives the double making an attack or casting a spell, they may make an Intelligence (Investigation) check against your spell save DC. If the check succeeds, they realize the double is an illusion and you are no longer invisible to that creature.

As an action, you can use the double's senses instead of your own until you use your action to return to your normal senses. While you do so, you are blinded and deafened to your own surroundings.

Misfortune

2nd-level abjuration

Classes: Bard, Sorcerer, Wizard Casting Time: 1 reaction, which you take when a creature you can see within 60 feet succeeds with an attack roll, an ability check, or a saving throw Range: 60 feet Components: V Duration: Instantaneous Replaces: Silvery Barbs (in part) You magically reshape causality for the triggering creature, negatively influencing its efforts. The triggering creature must reroll the d20 and use the lower roll.

Nature's Fury

5th-level evocation

Classes: Druid, Ranger Casting Time: 1 action Range: Self (60-foot radius) Components: V, S Duration: Concentration, up to 1 minute Replaces: Wrath of Nature You summon the power of the natural world to assault your foes. For the duration of the spell, all terrain within 60 feet of you is difficult terrain except for creatures you specify. When you cast the spell and as a bonus action on subsequent turns, you can create one of the following effects, targeted anywhere you can see within 60 feet of you.

Trees: A tree erupts from the ground and reaches out to rake your enemies with its branches. Each creature of your choice within 10 feet must succeed on a Dexterity saving throw or take 6d6 slashing damage. Roots: Roots erupt from the ground, seizing creatures within a 10-foot radius. Each creature must make a Strength saving throw or become restrained. Any creature within 5 feet of a restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on a success. Rocks: You conjure a boulder and hurl it at a creature. Make a ranged spell attack. On a hit, the target takes 6d10 bludgeoning damage and is knocked prone if they are Large or smaller. Wind: You summon a mighty gust. The gust takes the shape of a line 60 feet long and 20 feet wide, originating at a location you can see and traveling in a direction of your choice. All Large or smaller creatures within the area must make a Strength saving throw, or be swept 25 feet in the direction of the gust and knocked prone.

Necromantic Infusion

3rd-level necromancy

Classes: Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, M (a handful of bone chips) Duration: Instantaneous Replaces: Negative Energy Flood (in part) You open a conduit to a plane of death, infusing one creature you can see within range with a jolt of negative energy. A living target must make a Constitution saving throw, suffering 5d8 necrotic damage on a failure or half as much on a success. An undead target receives 5d8 temporary hit points. While it has these temporary hit points, all its attacks have advantage.

Necromantic Storm

5th-level necromancy

Classes: Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, M (a piece of tattered black silk) Duration: Instantaneous Replaces: Negative Energy Flood (in part) You tear a rift to a plane of death, summoning forth a flood of negative energy. Choose a point within 60 feet to open the rift. All non-undead creatures within 10 feet must make a Constitution saving throw, taking 6d8 necrotic damage on a failure or half as much on a success. If a creature is killed by this spell, the blast spreads, affecting a 10-foot radius around that creature as well. A creature cannot be damaged twice by the spell, and the spell ends after damaging 10 creatures.

If a humanoid dies from this spell, they rise as a zombie at the start of your next turn and attack the closest living creature. You can assert control over the zombies by casting animate dead as if you were reasserting control over zombies created with that spell. Statistics for a zombie are in the Monster Manual. At the DM's discretion, other creature types may rise as different undead.

At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, the maximum number of creatures damaged increases by 2 for each slot level above 5th.

Necrotic Sphere

6th-level necromancy

Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 150 feet Components: V, S, M (a lead nail) Duration: 1 round Replaces: Circle of Death You send a pulse of necromantic power radiating outward in a 60-foot radius from a point you can see within range. The pulse rips the life force out of up to eight creatures, starting from the center of the area and moving outward (prioritizing targets with fewer hit points). Each affected creature must make a Constitution saving throw, suffering 8d8 necrotic damage on a failure or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the number of creatures affected increases by four for each slot level above 6th.

Oakenhide

2nd-level transmutation

Classes: Druid, Ranger Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Replaces: Barkskin You magically encase your body in a hard shell of bark. You gain 6 temporary hit points at the start each of your turns, and while you have these temporary hit points, you can calculate your armor class as 15 + your Dexterity modifier (maximum 2).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, your AC increases by 1 for each two slot levels above 2nd. The temporary hit points increase by 3 for each slot level above 2nd.

Petrify

6th-level transmutation

Classes: Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of chalk, water, and dirt) Duration: Concentration, up to 3 rounds Replaces: Flesh to Stone You attempt to petrify a creature that you can see within range. If the target's body is made of flesh, the creature must make a Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified; otherwise, a creature that fails the save begins to turn to stone and is restrained.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends; if it fails its save, it is petrified.

The petrification lasts until the creature is freed by the greater restoration spell or other magic.

If the creature is physically broken while petrified, it suffers from similar damage if it reverts to its original state.

Phantasm

2nd-level illusion

Classes: Bard, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (a small piece of lambs' wool) Duration: Concentration, up to 1 minute Replaces: Phantasmal Force You plant a debilitating phantasm into the mind of a creature you can see within range. The target must make a Wisdom saving throw or they believe the phantasm to be real and capable of hindering and harming the target. When you cast the spell, select one of the following options:

Blinded: Your phantasm blocks the target's sight, blinding it. Restrained: Your phantasm entangles the target, restraining it. Terrified: Your phantasm takes the form of the target's greatest fears, making it frightened. Assailed: Your phantasm is real enough to cause harm. The target takes 2d10 psychic damage at the start of each of its turns. The target can reattempt its saving throw at the end of each of its turns, ending the spell on a success.

Phantasmal Horror

4th-level illusion

Classes: Wizard Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Phantasmal Killer You select a creature you can see within range and create an illusion of its worst nightmares, which only it can see. At the start of each of the target's turns, they must make a Wisdom saving throw. On a failed save, they take 4d10 psychic damage and are frightened. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Power Word Nap

3rd-level enchantment

Classes: Bard, Sorcerer, Wizard Casting Time: 1 action Range: 30 feet Components: V Duration: Special Replaces: Catnap You command up to three willing prone creatures of your choice that you can see within range to sleep. The spell ends for a target if they wake up, such as through damage or being shaken awake as an action. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest. The spell's duration is one-fifth the time normally required for a short rest (e.g. 12 minutes for a one-hour rest).

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Psychic Skewer

2nd-level divination

You pierce the mind of one creature you can see within range. The target must make an Intelligence saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you psychically pin the target and link yourself to its mind. For the duration, you can use a bonus action to mentally twist the skewer, causing the creature to subtract 1d4 from the next saving throw it makes before the end of your next turn.

Additionally, you have perfect knowledge of the target's location as long as you are on the same plane of existence. The target can't be hidden from you and it gains no benefit from the invisible condition against you. If you maintain concentration for the full duration, this knowledge lasts for 1 hour after the spell ends.

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

Psychokinesis

5th-level transmutation

Classes: Sorcerer, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes Replaces: Telekinesis You attempt to mentally manipulate a creature or object you can see within range. When you cast the spell, you can cause one of the following effects.

Creature. You attempt to move a Huge or smaller creature, including yourself. The creature must make a Strength saving throw. A creature can willingly fail this save. On a failed save, you move the creature up to 30 feet in any direction within the spell's range. You may restrain the creature until the end of your next turn. Object. You attempt to move an object that weighs up to 1,000 pounds and can exert fine control on it. If the object isn't being worn or carried, you move it up to 30 feet in any direction within the spell's range. If the object is worn or carried by a creature, the creature must make a Strength saving throw. On a failed save, you pull the object away from that creature and can move it up to 30 feet in any direction within the spell's range. A creature or object moved into mid-air will hover.

On each of your turns after you cast this spell, you can use an action to attempt to continue the effect or choose a new target. You can only affect one object or creature at a time.

Reanimation

3rd-level necromancy

Classes: Cleric, Wizard Casting Time: 1 minute Range: 10 feet Components: V, S Duration: 24 hours Replaces: Animate Dead You channel necromantic energy to raise a corpse as an undead servant. Choose a pile of bones or corpse within range, which belonged in life to a humanoid of CR 2 or less. The target is raised as a skeleton or zombie, respectively, applying the Skeleton or Zombie template to its former stat block.

On each of your turns, you can use a bonus action to mentally command any or all minions you have created through this spell within 60 feet. You select an action for each creature and where it will move. If you issue no command, the creature moves to attack any creatures hostile to it, or takes the Dodge action if it cannot detect any.

The creature is under your control for 24 hours, after which it becomes hostile to you and all living things. You can control a number of minions up to your proficiency bonus through this spell, but their combined CR cannot exceed 3, and you must wait 24 hours after creating one before you can create another. If you cast the spell while you have any controlled reanimated servants, you may renew the duration of their control rather than creating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target's maximum CR increases by 1 for each slot level above 3rd. When you cast this spell using a spell slot of a 4th level or higher, you can also reanimate beast corpses. If you use a slot of 5th level or higher, you can reanimate giant or monstrosity corpses.

Reanimation, Greater

6th-level necromancy

Classes: Cleric, Wizard Casting Time: 1 minute Range: 30 feet Components: V, S Duration: 24 hours You summon a mighty surge of necromantic power to revive the dead as undead servants. Choose a number of bone piles or corpses within range up to your proficiency bonus, which belonged in life to a creature of CR 6 or less. Targets are raised as a skeleton or zombie, respectively, applying the Skeleton or Zombie template to their former stat blocks.

On each of your turns, you can use a bonus action to mentally command any or all minions you created through this spell within 60 feet. You select an action for each creature and where it will move. If you issue no command, the creature moves to attack any creatures hostile to it, or takes the Dodge action if it cannot detect any.

The targets are under your control for 24 hours, after which they become hostile to you and all living things. You can control a number of minions up to your proficiency bonus through this spell, but their combined CR cannot exceed 10. You can cast this spell without any targets to renew the duration of control on all your current minions, as well as any created through reanimation.

At Higher Levels. When you cast this spell using a spell slot of 7th level, its duration increases to 1 week. If you cast this spell using a spell slot of 8th level or higher, its duration is permanent.

Skeleton Template When reanimated as a skeleton, a creature receives the following modifications:

Its type becomes Undead. Its Strength becomes 10 if it was lower. Its Dexterity becomes 14 if it was lower. Its Constitution becomes 15, Its Intelligence becomes 6, its Wisdom becomes 8, and its Charisma becomes 5. It gains vulnerability to bludgeoning damage, immunity to poison damage, and immunity to the exhaustion and poisoned conditions. It has 60-foot darkvision. Its hit points become 13 if they were lower than 13. It retains its weapon and armor proficiencies, and any damage resistances or immunities. It loses all languages, but can understand its creator's speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your DM's discretion.

Zombie Template When reanimated as a zombie, a creature receives the following modifications:

Its type becomes Undead. Its Strength becomes 13 if it was lower. Its Dexterity becomes 6 if it was higher. Its Constitution becomes 16, Its Intelligence becomes 3, its Wisdom becomes 6, and its Charisma becomes 5. It gains immunity to poison damage, and immunity to the poisoned condition. It has 60-foot darkvision. Its hit points become 22 if they were lower than 22. It gains the trait: Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. It retains its weapon and armor proficiencies, and any damage resistances or immunities. It loses all languages, but can understand its creator's speech. It retains any natural weapon attacks. Other features are generally lost, but may be retained at your DM's discretion.

Note that if applied to commoners or other minimal-threat humanoids, these will produce ordinary skeletons and zombies.

Sacred Circle

5th-level abjuration

Classes: Cleric, Paladin Casting Time: 1 action Range: 60 feet Components: V, S, M (a piece of turquoise mounted in silver) Duration: Concentration, up to 10 minutes Replaces: Dispel Evil and Good You create a 60-foot radius, 120-foot-tall cylinder of resonating planar energy centered on a point on the ground that you can see within range. Until the spell ends, aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against three creatures of your choice within the cylinder.

As an action, you may remove any charm, fear, or possession effects caused by creatures of those types from a creature of your choice within the cylinder.

Additionally, you can choose whether to allow or block teleportation, interplanar travel, or creatures being summoned within the cylinder.

Seal Away

8th-level abjuration

Classes: Warlock, Wizard Casting Time: 1 minute Range: 30 feet Components: V, S, M (a sculpted or painted likeness of the target, and black emeralds worth at least 200gp per Hit Die of the target) Duration: Permanent Replaces: Imprisonment You prepare a magical prison, trapping a creature you can see within range for eternity. The target must make a Wisdom saving throw or be imprisoned. On a success, it is immune to this spell for 1 year. While imprisoned in this way, the target does not age, does not need to eat, breathe, or drink, and cannot be found by any divination magic. You select the form of the prison when you cast the spell. Common options would be a sealed demiplane, miniaturized within a gemstone, or trapped in a cavity deep below the ground.

When you cast the spell, you must specify the condition by which the target can be freed. The condition can be as elaborate or as specific as you desire, but it must be reasonable and possible (your DM must approve the condition). The condition can involve a creature's name, identity, or characteristics, but not game concepts such as level, class, or hit points. Dispel magic cannot free the target. If the condition comes to pass, the target is instantly freed.

Shape Winds

5th-level transmutation

Classes: Druid, Sorcerer, Wizard Casting Time: 1 action Range: 100 feet Components: V, S Duration: Concentration, up to 1 hour Replaces: Control Winds

You seize control of the air in a cube up to 300 feet on a side you can see within range, bending it to your will. Choose one of the following effects. The effect persists until the spell ends, or until you use your action to pause it or change it to a different effect. You can resume a paused effect as an action.

Gale. A steady wind blows in a horizontal direction of your choice. Creatures moving against the wind must spend 3 feet of movement for each foot, and ranged attacks made against the wind are impossible. Creatures moving with the wind cover an additional foot for each foot of movement spent. When a creature or projectile moves within the area, you can use your reaction to change the wind's direction. As a bonus action, you can create a gust, forcing all creatures within the area to make a Strength saving throw or be pushed 30 feet in the wind's direction.

Turbulence. You whip the wind into a chaotic vortex. Ranged attacks passing through the the wind are made at disadvantage. Creatures that fly into the wind's area, start their turn flying there, or start flying there have their fly speed reduced by half, and must succeed on a Strength saving throw or be knocked prone.

Thermal Column. You direct the wind to blow upwards. All creatures suffering fall damage within the wind can reduce that damage by 5 x your spellcasting modifier. When a creature within the wind makes a vertical jump, their jump height is tripled.

Shatter Mind

8th-level transmutation

Classes: Bard, Druid, Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Replaces: Feeblemind You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. They can only take the most instinctive actions, such as fighting with unarmed strikes or natural weapons, or running away in a straight line. They can't cast spells, activate magic items, understand language, use weapons or tools, or communicate in any way. They can understand when another creature means them harm.

After 1 day has passed, a creature can reattempt its saving throw, ending the spell on a success. Every time they fail the saving throw, they add one additional day onto the time interval before they can reattempt their save.

The spell can also be ended by greater restoration, heal, or wish.

Siphon Life

3rd-level necromancy

Classes: Cleric, Wizard Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Replaces: Life Transference You gesture at two creatures within range, redirecting the life force from one to heal another within range. One creature of your choice within 30 feet of you that you can see must make a Constitution saving throw. On a failure, the target takes 4d8 damage, which can't be reduced in any way, and another creature of your choice that you can see within 30 feet of your target regains an equivalent number of hit points. A creature can willingly fail this save.

The spell has no effect on constructs or the undead.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Sky Omen

6th-level illusion

Classes: Bard, Druid, Wizard Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 hour Replaces: Skywrite You create a gigantic stationary symbol in a part of the sky you can see. You control the appearance of this omen, which displays animations up to 10 minutes in length. The image is visible for a radius of 1 mile. It is obviously unnatural and cannot be mistaken for a real object.

The first time a creature sees the omen, it must make a Wisdom saving throw. A creature can choose to fail its saving throw if it interprets the omen positively. On a failure, it suffers one of the following effects (or another appropriate effect upon its confidence or morale, as determined by the DM). At the end of every day, a creature can repeat its saving throw against this spell.

Terror: A creature failing the save is frightened of the omen. Awe: A creature failing the save is charmed and will not willingly move anywhere it cannot see the omen. Courage: A creature has advantage on saving throws against fear and charm effects while they can see the omen. At Higher Levels. If you cast this spell using a 7th-level spell slot, the radius is 6 miles and the duration is concentration, up to 8 hours. If you use an 8th-level spell slot, the radius is 12 miles and the duration is concentration, up to 24 hours. If you use a 9th-level spell slot, the radius is 18 miles, the spell no longer requires concentration, and it lasts until dispelled.

Sonic Rift

3rd-level conjuration

Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous Replaces: Thunder Step You create and step through a brief dimensional rift, teleporting to a space you can see within range. You may bring your possessions and any objects you can carry. You may also bring one willing creature your size or smaller, who must be standing 5 feet from where you cast the spell and appears within 5 feet of your destination. If there is not enough space at the destination, they are left behind.

After you teleport, the rift closes and emits a sonic shockwave. Select either your starting or ending location. All creatures within 10 feet of that space except you and any creature you brought with you must make a Constitution saving throw, suffering 4d8 thunder damage on a failure or half as much on a success. The shockwave is audible from 300 feet away.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Spectral Champion

3rd-level necromancy

Classes: Cleric, Paladin, Warlock, Wizard Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute Replaces: Spirit Shroud You summon a large, ghostly entity which envelops you, aiding your attacks and making its own, striking down your foes. The entity is incorporeal and invulnerable. Choose a damage type when you cast this spell: cold, necrotic, or radiant. All damage dealt by this spell is of that type.

For the duration of the spell, your weapons are wreathed in ethereal light, dealing 1d4 extra damage on every hit; any creature that takes this damage can't regain hit points until the start of your next turn. In addition, when you cast this spell and as a bonus action on subsequent turns, you can command the entity to make a melee spell attack against one target within 10 feet, dealing 2d8 damage on a hit. A creature hit by this attack must make a Wisdom saving throw or have its speed reduced to 0.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the the damage dealt by the host increases by 1d8 for each level above 3rd.

Spreadshot

3rd-level conjuration

Classes: Ranger Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a nonmagical thrown weapon or nonmagical piece of ammunition) Duration: Instantaneous Replaces: Conjure Barrage You touch the material component used in the spell's casting, multiplying the projectiles when thrown or shot. Make a single ranged attack roll with the weapon. Each creature within range takes 4d8 damage on a hit, or half as much damage on a miss. The damage type is the same as that of the weapon or ammunition used as a component.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Stone Pact

3rd-level transmutation

Classes: Cleric, Druid Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour Replaces: Meld Into Stone You lay your hand on an outcropping of rock or a stone wall and speak to the stone, coaxing it to grant a mighty boon. Choose one of the following options:

You and up to 7 other Large or smaller creatures you choose are able to meld with the stone. Until the end of your next round, each willing creature can touch a 5' area of the stone and be absorbed into it. While absorbed, a creature cannot see or hear anything, but has tremorsense within 30 feet. A creature may exit the stone voluntarily as an action, or be ejected if the stone is destroyed or the spell ends. The stone joins with you, covering your body in a rocky exterior. You gain 10 temporary hit points, and have resistance to nonmagical damage as long as you have these temporary hit points. Your feet blend into the stone. You gain tremorsense within 30 feet, and as long as you are standing on the ground, you are immune to the prone condition or to being moved against your will.

Stormcloud

4th-level evocation

Classes: Sorcerer, Wizard Casting Time: 1 action Range: 150 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Storm Sphere

A 20-foot-radius sphere charged with crackling lightning and rumbling shockwaves appears centered on a point you choose within range. The sphere remains for the spell's duration; at the beginning of each of your turns, you can move the sphere up to 10 feet in a direction of your choice. The sphere spreads around corners, and its area is lightly obscured and difficult terrain. Creatures inside the sphere are deafened, and creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

Until the spell ends, you can use a bonus action on each of your turns to direct a lightning strike from the sphere's center at one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 2d12 lightning damage.

After this lightning strike, each creature in the sphere must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failure, or half as much damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 and the lightning damage increases by 1d12 for each two slot levels above 4th.

Stream of Flame

2nd-level evocation

Classes: Sorcerer, Wizard Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a drop of oil) Duration: Instantaneous Replaces Aganazzar's Scorcher A gout of flame projects from your hand in a direction you choose. Each creature in a 30 feet long and 5 feet wide line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

The flames ignite any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the range of the line increases by 5 feet for each slot level above 2nd.

Summon Animal Spirit

2nd-level conjuration

Classes: Druid, Ranger Casting Time: 1 action Range: 60 feet Components: V, S, M (a set of fine animal statuettes, worth at least 200gp altogether) Duration: Concentration, up to 1 hour Replaces: Summon Beast You gather energy from the nature around you and sculpt it into a powerful spirit animal, appearing in an unoccupied space you can see within range. It uses the Animal Spirit stat block, and you select either the Earth, Sea, or Sky option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, certain values increase in its stat block.

Summon Grave Spirit

3rd-level necromancy

Classes: Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M Duration: Concentration, up to 1 hour Replaces: Summon Undead You summon an undead creature, which manifests in an unoccupied space that you can see within range. It uses the Grave Spirit stat block, and you select the Ethereal, Ghoulish, or Bone option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, and it takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue a command, it takes the Dodge action and moves only to avoid hazards.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, certain values increase in its stat block.

Animal Spirit Medium Beast

Armor Class 12 + the level of the spell (natural armor) Hit Points 15 (Sky) or 25 (Earth & Sea) + 5 for each spell level above 2nd Speed (Earth) 30 ft., climb 30 ft. Speed (Sea) 10 ft., swim 30 ft. Speed (Sky) 15 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 4 (-3) 14 (+2) 8 (-1) Senses darkvision 60 ft., passive Perception 12 Languages understands the languages you speak Proficiency equals your bonus Flyby (Sky Only). The animal doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Pack Tactics (Earth Only). The animal has advantage on attacks against enemies within 5 feet of an ally who isn't incapacitated.

Blood in the Water (Sea Only). The animal has advantage on attacks against enemies below their maximum hit points.

Water Breathing (Sea Only). The animal can breathe underwater.

Actions Multiattack. The animal makes a number of attacks equal to half this spell's level (rounded down).

Maul (Earth and Sea Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage.

Talons (Sky Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 1 + the spell's level slashing damage.

Grave Spirit Medium Undead

Armor Class 10 + the level of the spell (natural armor) Hit Points 15 (Ethereal) or 25 (Ghoulish & Bone) + 10 for each spell level above 3rd Speed (Ghoulish & Bone) 30 ft. Speed (Ethereal) 20 ft. fly STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 11 Languages understands the languages you speak Proficiency equals your bonus Ghostly Movement (Ethereal Only). The spirit can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it appears in the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Terrifying Grasp (Ethereal Only). Once on its turn when it hits an enemy with a melee attack, the spirit can force the target to make a Wisdom saving throw against your spell save DC or become frightened until the end of its next turn.

Revive From Bones (Bone Only). When reduced to 0 hp by anything other than a critical hit or bludgeoning, force, or radiant damage, the spirit leaves its bones behind rather than disappearing. As a bonus action, you can revive it at 1 hit point.

Actions Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).

Deathly Chill (Ethereal Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 2 + the spell's level necrotic damage.

Bone Arrow (Bone Only). Ranged Weapon Attack: your spell attack modifier to hit, range 80/320, one target. Hit: 1d6 + 2 + the spell's level piercing damage.

Vile Claws (Ghoulish Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level slashing damage. The target must make a Constitution saving throw against your spell save DC or become poisoned until the end of its next turn. If the target is already poisoned, they are paralyzed instead.

Golem Spirit Medium Construct

Armor Class 11 + the level of the spell (natural armor, Flesh) or 13 + the level of the spell (natural armor, Iron & Stone) Hit Points 50 + 15 for each spell level above 4th (Flesh) or 35 + 10 for each spell level above 4th (Iron & Stone) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (0) 16 (+3) 6 (-2) 10 (0) 10 (0) Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Damage Immunities (Flesh Only) Lightning Damage Immunities (Iron Only) Fire Senses passive Perception 10 Languages understands the languages you speak Proficiency equals your bonus Dissolving Rage (Flesh Only). When the golem starts its turn below half its maximum hit points, it goes berserk. It gains advantage on all its attacks, but loses 5 hit points at the end of its turn if it does not attack anything.

Slowing Smash (Stone Only). Once per turn when the golem hits a creature with an attack, it can force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target's speed is halved and it can no longer take reactions until the end of its next turn.

Actions Multiattack. The golem makes a number of attacks equal to half this spell's level (rounded down). Only one can be a Poisonous Gas attack, if available.

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level bludgeoning damage.

Poisonous Gas (Iron Only). All other creatures within 5 feet must make a Constitution saving throw against your spell save DC. On a failure, they take 1d12 + the spell's level poison damage and are poisoned until the end of their next turn.

Summon Golem

4th-level conjuration

Classes: Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (a stone or iron statuette worth at least 400gp) Duration: Concentration, up to 1 hour You conjure raw materials and sculpt them into a construct, appearing in an unoccupied space you can see within range. It uses the Golem Spirit stat block, and you select either the Flesh, Stone, or Iron option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, it shares your initiative count, and takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue any command, it takes the Dodge action and moves only to avoid hazards.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, certain values increase in its stat block.

Symbol of Resilience

3rd-level abjuration

Classes: Cleric Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute Replaces: Beacon of Hope You create a tiny symbol above you, which radiates hope in a 30-foot radius until the spell ends. The symbol can take whatever form you choose, such as that of your deity. As a bonus action on your turn, you can move the symbol up to 30 feet.

Each nonhostile, living creature in the symbol's radius (including you) has advantage on Wisdom saving throws, adds your spellcasting ability modifier to its death saving throws (treating rolls equal to or above 20 as a natural 20), and regains the maximum number of hit points possible from any healing.

The first time a nonhostile, living creature starts its turn in the symbol's radius, it can use a bonus action to spend two Hit Dice to regain hit points as if it had taken a short rest. If the creature had fewer hit points than half its hit point maximum, it also gains an equivalent number of temporary hit points until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of Hit Dice a creature can spend increases by 1 for each slot level above 3rd.

Synaptic Spear

4th-level enchantment

Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round Replaces: Raulothim's Psychic Lance You send a spear of psychic energy outward at a creature within range. The target must make an Intelligence saving throw. On a failure, they take 5d8 psychic damage and forget your existence until the end of your next turn, becoming unable to perceive or think about you. On a success, they take half as much damage and suffer no other effects. All creatures along a 5-foot wide straight line between you and the target must also make an Intelligence saving throw, suffering the same damage as the primary target on a failure or half damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Touch of Filth

2nd-level transmutation

Classes: Druid, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: Self Components: V, S, M (a piece of rotting food) Duration: Concentration, up to 1 minute Replaces: Ray of Sickness (in part) You envelop your hand in a vile miasma. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d6 poison damage and is poisoned. At the end of each of their turns, they can make a Constitution saving throw, ending the poison on a success. Until the spell ends, you can make this attack again on each of your turns as an action.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Unbridled Fury

2nd-level enchantment

Classes: Bard, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute Replaces: Crown of Madness You plant an unquenchable rage in the mind of one humanoid you can see within range. The target must make a Wisdom saving throw or become charmed by you, their eyes glowing with a fiery light. When you cast the spell, or as an action on subsequent turns, you may activate this rage.

If their rage is activated, at the beginning of the target's turn, they must move up to their speed towards the closest other creature and use their action to make 1 melee attack against them. If their rage is not activated or they cannot reach another creature, the target may take their turn as normal. Regardless, they may attempt a Wisdom saving throw at the end of their turn, ending the spell on a success.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the target makes 2 attacks if they possess an ability that would normally allow them to make more than one attack on their turn.

Unearth Legend

5th-level divination (ritual)

Classes: Bard, Cleric, Wizard Casting Time: 10 minutes Range: Self Components: V, S, M (rare gems worth at least 250 gp, which the spell consumes, and a jeweled notebook worth at least 200 gp) Duration: 1 week Replaces: Legend Lore You contact an otherwordly entity, offering it the gems used in the spell's casting in exchange for the history of a person, place, or object. The entity tells you everything it knows about the subject (typically well-known lore or widely-told stories).

After it is contacted, the entity researches the subject for up to 1 week. Its discoveries appear as writing in the jeweled notebook. It might learn obscure myths, forgotten legends, or even lost secrets. The more information you possess when you cast the spell, the faster and more detailed the results will be. The entity may not understand the information it finds, and so might impart unsolved riddles, confusing poems, or other puzzling communications. Once the entity has conveyed everything it can discover, the spell ends.

Unerring Sentry

4th-level conjuration

Classes: Wizard Casting Time: 1 minute Range: 30 feet Components: V, S, M (a dog collar) Duration: 8 hours Replaces: Faithful Hound You conjure an arcane sentry in an unoccupied space that you can see within range. It can take any form you wish, but is obviously magical in nature, and is always Small or Medium. It lasts for the duration, until you dismiss it, until you move 100 feet from it, or until you cast the spell again.

When you cast the spell, designate any number of creatures you can see as the sentry's allies. The sentry is invisible to everyone except its allies, and if any other creature of CR 1/4 or higher comes within 60 feet of it, it calls out an alarm. It can see invisible creatures, see into the Ethereal Plane, and cannot be deceived by illusions.

As an action on your turn, you may direct the sentry to attack a target you can see within 100 feet of its original location. It can move up to 30 feet, and then makes a melee attack with your spell attack modifier. On a hit, it deals 4d8 force damage. If you are incapacitated, unconscious, or otherwise unable to direct the sentry, then at the end of your turn it attacks the nearest creature of CR 1/4 or higher that is not its ally.

Wall of Dust

3rd-level transmutation

Classes: Wizard Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of dirt or sand) Duration: Concentration, up to 10 minutes Replaces: Wall of Sand You construct a wall of blowing dirt and grit at a point you can see within range. The wall can be up to 30 feet long, 10 feet high, and 10 feet thick. The wall blocks line of sight. When a creature enters the wall or starts its turn there, it must make a Strength saving throw. On a failure, moving within the wall requires 6 feet of movement for each foot traveled. On a success, movement within the wall only consumes 3 feet of movement for each foot. Regardless of the save, a creature is blinded and deafened while within the wall.

The wall disappears when the spell ends.

Water Wall

3rd-level conjuration

Classes: Druid, Sorcerer, Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (a drop of water) Duration: Concentration, up to 10 minutes Replaces: Wall of Water You summon a wall of swirling water at a point you can see on the ground within range. The wall can be up to 30 feet long, 10 feet high, and 5 feet thick, or a ring up to 15 feet in diameter, 20 feet high, and 5 feet thick. Moving within the wall costs 3 feet of movement for each foot. The wall's water disappears when the spell ends.

Creatures entering the wall must make a Strength saving throw, suffering 2d6 bludgeoning damage on a failure or half as much on a success. Ranged attacks passing through the wall have disadvantage and deal half damage. Fire effects passing through are instantly extinguished. Cold effects passing through apply to any creature within 5 feet of the point they touch the wall. Lightning effects apply half their damage to any creature in contact with the wall when they pass through.

Wayfinding

5th-level divination

Classes: Bard, Cleric, Druid Casting Time: 1 minute Range: Self Components: V, S, M (two divinatory tools to indicate direction or display an image, such as a pendulum and a mirror, worth 100 gp) Duration: 24 hours Replaces: Find the Path You name a specific location on the same plane of existence, receiving supernatural knowledge regarding the way between you and the destination. If the destination moves to another plane, the spell fails.

When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Dowsing. The pendulum tugs in a direction with increasing urgency as you near your destination, informing you of its distance and direction. Ascertainment. Whenever you are presented with a choice of paths along the way to the destination, the pendulum points towards the shortest and most direct route (ignoring safety). Forecast. The mirror displays images of the next 30 miles on the path to the destination, granting a general awareness of natural hazards or obstacles, such as decaying bridges or cliffs.

Whirling Daggers

2nd-level conjuration

Classes: Bard, Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S, M (a shard of metal) Duration: Concentration, up to 10 minutes Replaces: Cloud of Daggers You fill a 5-foot-diameter sphere with whirling daggers in a space of your choice within range for the duration. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

As an action, you can cause the daggers to point and shoot at a creature within 30 feet of the sphere. Make a ranged spell attack. On a hit, targets take 4d4 piercing damage, or half as much damage on a miss. Hit or miss, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Bridge

2nd level conjuration

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes.

You create a shimmering bridge of energy 5 feet wide and 30 feet long, which arcs 5 feet above the ground at its highest point.

At Higher Levels. When you cast this spell using a 3rd level spell slot or higher the bridge you can create is an additional 5 feet wide, 10 feet long and arcing 5 feet higher for every extra spell slot expended. Additionally the duration of the spell increases by 10 minutes per spell slot used.

Flash Bang

3rd level evocation

Casting Time: Bonus action Range: 60ft Components: V, S, M Duration: Instantaneous

You trigger a blast of magical force, accompanied by a thunderclap and flash of bright white light, that affects any creature within a 30 foot radius of a point you choose within range. The blast does 2d10 force damage, or half as much on a successful Strength saving throw, and causes victims to be stunned for 1 turn (no effect on save).

At Higher Levels. The damage increases by 1d10 for each spell slot level expended above 3rd.

Lavinia’s Stunning Escape

5th level evocation

Casting Time: 1 minute (activated with a reaction) Range: Self Components: V, S, M (a pair of cymbals) Duration: 24 hours

You weave a protective aura around yourself (or a willing target you touch) that you are able to trigger using a reaction the moment you take damage from an attack. When triggered a stunning blast of magical force affects anyone within 30ft, doing 2d10 damage (half on a successful Strength saving throw) and causing them to be stunned for 1 turn (no effect on save). In addition you may turn invisible as per the conditions of the spell invisibility (requires concentration, ends if you attack a creature) and teleport up to 60ft to an unoccupied space that you can see. The spell must be triggered within 24 hours of casting, or be lost. Only one protective aura can be active per person at one time, and it can be triggered only once.

Meredin’s Mighty Applause

4th level illusion

Casting Time: 1 action Range: 120ft Components: V, S, M (a flower in bloom) Duration: Concentration, up to 1 minute

Any humanoid within 30ft radius of the targeted creature of this spell must succeed on a Charisma saving throw or be overwhelmed by a need to clap this target, dropping whatever is in their hands to do so. This enthusiastic applause takes up the entirety of their turn. They may repeat the saving throw at the end of their turn. The spell ends for an affected creature if it takes any damage.

At Higher Levels. For every spell slot expended beyond 4th level, the radius effect of the spell increases by 10 feet.

Ability Theft

6th-level necromancy

Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute

You can rob a creature of an inherent ability and give that ability to an ally. Make a melee spell attack against a creature within reach. On a hit, choose one ability score. For the duration, the target has disadvantage on checks and saving throws with the chosen ability score. In addition, the target deals only half damage with weapon attacks (whether they involved the chosen ability score or not), and has disadvantage on attack rolls.

When you cast this spell, choose another willing creature within 30 feet. For the duration, that creature gains advantage on all ability checks and saving throws with the ability score you chose. In addition, that creature gains 25 temporary hit points.

At the end of each of the first target’s turns, it can make a saving throw against the spell. If you chose Strength, Dexterity, or Constitution, it makes a Wisdom saving throw. If you chose Intelligence, Wisdom, or Charisma, it makes a Constitution saving throw. On a successful save, the spell ends.

Abolish Shadows

3rd-level abjuration

Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a round black stone) Duration: Instantaneous

A burst of energy radiates from you in a 30-foot radius, dispelling shadowy foes and magical darkness alike. Creatures of your choice within 30 feet must make a Constitution saving throw or take 4d8 radiant damage. Creatures with vulnerability to radiant damage have disadvantage on this saving throw.

If the spell’s area overlaps with an area of darkness created by another spell, make an ability check using your spellcasting ability. The DC equals 10 + the other spell level. On a successful check, the other spell ends. Multiple magical darkness spells may be abolished in this way.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for each slot level above 3rd, and if the spell’s area overlaps with one or more areas of darkness created by spells of 2nd level or lower, those spells end immediately.

Acid Breath

3rd-level evocation

Casting Time: 1 action Components: V, S, M (a handful of ants) Range: 30-foot cone Duration: Instantaneous

You exhale a 30-foot cone of acid. Each creature within the cone must make a Dexterity saving throw. A target takes 8d6 acid damage on a failed save, or half as much damage on a successful one.

At Higher Levels: You can cast this spell using a 4th level or higher spell slot. The acid damage increases by 1d6 for each slot level above 3rd.

Acid Fog

6th-level conjuration

Casting Time: 1 action Components: V, S, M (powdered troll blood) Range: 120 feet Duration: Concentration, up to 1 minute

You fill a 20-foot cube with dense vapors that dissolve flesh and bone. Each creature within the cube must make a Constitution saving throw. A target takes 6d6 acid damage on a failed save, or half as much damage on a successful one.

In addition, everything within the fog is heavily obscured. Because the vapors are semisolid, the area of the fog is also difficult terrain.

Acid Storm

6th-level conjuration

Casting Time: 1 action Range: 150 feet Components: V, S, M (a flask of acid) Duration: Instantaneous

A cloud of swirling acid rain engulfs the area in a 20- foot radius by 20-foot high cylinder. Each creature within the cylinder must make a Dexterity saving throw. A target takes 10d8 acid damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of acid damage increases by 1d8 for each slot level above 6th.

Acidic Armor

6th-level abjuration

Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute

You conjure a layer of translucent green energy resembling plate armor, which emits noxious fumes and corrodes attacking enemies. Choose an ally you can see within range. That ally gains resistance against acid damage, and until the spell ends, any creature that touches that ally or hits it with a melee attack while within 5 feet of it takes 1d10 acid damage.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the acid damage increases by 1d10 for each slot level above 5th.

Aegis of Assault

3rd-level conjuration

Casting Time: 1 reaction, which you take when a creature within range hits one of your allies with a melee attack Range: 30 feet Components: V,M(aweapon) Duration: 1 round

With a flash of light, you bring instant vengeance to the attacking enemy. As part of the reaction used to cast this spell, you choose to do either one or both of the following: □ Teleport to an unoccupied space, as long as that space is not farther away than you are now from the creature that made the triggering attack. □ Make one melee weapon attack against the attacker if it is within reach. You can use your spellcasting ability instead of Strength for the attack and damage rolls of this attack if you choose. If that attack hits, it deals an extra 1d4 radiant damage. If you are unable to do either one, the spell ends. Otherwise, after the triggering attack is resolved, the creature who made that attack has disadvantage on attack rolls against creatures besides you until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the radiant damage increases by 1d4 for each slot level above 3rd.

Aegis of Ensnarement

3rd-level enchantment

Casting Time: 1 reaction, which you take when a creature within range hits one of your allies with a melee attack Range: 30 feet Components: V,M(aweapon) Duration: 1 round

Your magic ensnares the enemy, compelling it to attack you instead of your ally. The creature that made the triggering attack must roll a Charisma saving throw before that attack is resolved. If it fails, you teleport it to an unoccupied space within 5 feet of you. It then makes the triggering attack against you instead, comparing the same attack roll to your Armor Class to determine whether it hits or misses you. Whether the saving throw succeeds or fails, after the triggering attack is resolved, the attacking creature takes 1d4 psychic damage and has disadvantage on attack rolls against creatures besides you until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the psychic damage increases by 1d4 for each slot level above 3rd. Aegis ofShielding 3rd-level abjuration Casting Time: 1 reaction, which you take when a creature within range of you hits one of your allies with a melee attack Range: 30 feet Components: V, M (a weapon) Duration: Instantaneous You protect your ally with a gleaming barrier of invisible force. Until the end of the turn, the target of the triggering attack gains resistance to bludgeoning, piercing, and slashing damage, as well as a +5 bonus to AC, including against the triggering attack. After the triggering attack is resolved (whether it hits or misses), the creature that made the attack takes 1d4 force damage and has disadvantage on attack rolls against creatures besides you until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases to 60 feet, and the force damage increases by 1d4 for each slot level above 3rd.

Alicorn Lance

2nd-level evocation

A transparent alicorn (unicorn horn) forms about 2 inches from your brow. Starting the turn you cast this spell, for the duration you can use a bonus action during each of your turns to launch the horn at a creature you can see within range. The target must make a Dexterity saving throw, taking 3d6 radiant damage on a failed save. It is also outlined in silver faerie fire on a failed save, causing any attacks against it to be made with advantage until the start of your next turn. On a successful save the target takes half as much radiant damage, but suffers no other effects. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of radiant damage increases by 1d6 for each slot level above 2nd. AlignWeapon 2nd-level transmutation (ritual) Casting Time: 1 action Components: V, S, M (one weapon or fifty projectiles) Range: Touch Duration: Concentration, up to 1 minute You infuse a weapon you touch with the energies of one of the Outer Planes, energies which correspond strongly to certain ethical or moral alignments and inflict extra damage against certain types of creatures. When you cast this spell, choose one of these four planes: Elysium (Good): Aberrations, chromatic dragons, elementals, fiends, or undead. □ Hades (Evil): Beasts, celestials, metallic dragons, humanoids, or plants. □ Limbo (Chaos): Constructs, angels, dragons, devils, or giants. □ Mechanus (Law): Aberrations, demons, fey, monstrosities, oozes, or undead. Until the spell ends, the weapon inflicts an additional 2d6 force damage against the types of creatures listed for the chosen plane. Your may have an alignment that limits your choice of planar energies when you cast this spell. If you are evil-aligned, you cannot choose Elysium; if you are good-aligned, you cannot choose Hades, if you are lawful in alignment, you cannot choose Limbo; if your alignment is chaotic, you cannot choose Mechanus. Allegro 3rd-level transmutation Casting Time: 1 action Range: 10 feet Components: V, S, M (a tail feather from a bird of prey) Duration: Concentration, up to 10 minutes This spell grants astonishing speed to you and your companions. Choose up to six creatures that you can see within range. For the duration, you and each creature chosen can take the Dash action as a bonus action.

Anger ofthe Noonday Sun 6th-level evocation Casting Time: 1 action Range: Self(20-foot radius) Components: V, S Duration: Instantaneous. A blast of brilliant energy bursts outward in a 20- foot radius around you and each creature caught in the blast must make a Constitution saving throw. On a failed save, the creature takes 8d8 radiant damage and is blinded for one minute. On a successful save, the amount of damage is halved and the creature is not blinded. Undead creatures have disadvantage on this saving throw. A creature blinded by this spell can try another saving throw at the end of each of its turns. If the save is successful, the blinded condition ends. This spell cancels any magical darkness it touches if the darkness was created by a spell of equal level or lower. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of radiant damage increases by 1d8 for each slot level above 6th.

Animal Spy 2nd-level divination Casting Time: 1 action Components: V, S Range: Touch Duration: Concentration, up to 1 hour You can borrow some of the senses of a beast you touch. During each of your turns, you can use a bonus action to see what the beast sees and hear what it hears until the start of your next turn, gaining the benefits of any special senses that beast may possess. During this time, you are deaf and blind with regard to your own senses. This spell can only affect beasts with an Intelligence score of 3 or less. You don’t gain any control over the beast or communication with it other than seeing and hearing through its senses. If you cast this spell on a beast that is tied to another intelligent creature by a class feature or spell (such as a wizard’s familiar or a ranger’s animal companion), then that intelligent creature can make a Wisdom saving throw when you cast this spell. On a successful save, the spell fails. Whether you succeed or fail, the intelligent creature tied to the beast gains no special awareness of this spell of its effects.

Anyspell

4th-level transmutation

This spell grants you the ability to cast any one spell of your choice from the wizard spell list, provided it is a 1st, 2nd, 3rd, or 4th level spell. As part of the action used to cast this spell, you must read the spell you intend to cast directly from a scroll or a wizard’s spellbook, or the spell fails (reading from a spell scroll in this way does not use the spell scroll).

Once you cast anyspell, the spell you chose and read can be cast any time until the end of your next turn, using the required casting time and components. (Therefore, spells that take longer than 1 round to cast are usually not suitable choices this spell.) To cast the chosen spell, you must still expend a spell slot of the appropriate level.

Aura of Terror

6th-level necromancy Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute An aura of fear emanates from you in a 30-foot radius and moves with you for the spell’s duration. Each creature that enters the aura for the first time, or starts its turn there, must succeed on a Wisdom saving throw or become frightened for the duration. A frightened creature can try another saving throw if it ends its turn where it can no longer see you. On a successful save, the creature is no longer frightened.

Awaken, Mass 8th-level transmutation CastingTime:8hours Range: Touch Components: V, S, M (a canary diamond worth at least 5,000 gp, which the spell consumes) Duration: instantaneous This spell works the same way as the awaken spell, except that you may awaken a number of targets equal to your spellcasting ability modifier. Azuth’s Alteration Mantle 6th-level abjuration Casting Time: 1 action Components: V, S Range: Touch Duration: Instantaneous You create a shimmering magical aura around any creature you touch. While casting this spell you name two other spells. The warded creature is immune to all effects of the two spells you name, and whenever it is targeted by one of those spells, it must make a choice between the two following effects: □ Healing: The warded creature can convert the incoming spell into healing energy. It heals 1d6 hit points per level of the spell targeting it. □ Return Casting: The caster of the spell targeting the warded creature becomes the target of that spell instead. For any effects not determined when the spell was initially cast, the warded creature is considered the caster of the spell.

Backbiter 2nd-level enchantment

Casting Time: 1 action Range: 30 feet Components: V, S, M (a round black stone) Duration: Instantaneous

You place a dark curse on an enemy that causes its own weapons to work against it. Choose a creature you can see within range. The creature must roll a Wisdom saving throw. It takes 3d8 psychic damage on a failed save, or half as much on a successful one. In addition, if the creature failed the saving throw, it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The first time the creature makes a weapon attack and misses before the end of its next turn, it inflicts the same damage on itself that it would have inflicted on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the psychic damage increases by 1d8 for each slot level above 2nd.

Balancing Lorecall 2nd-level transmutation

Casting Time: 1 bonus action Range: Self Components: V, S, M (a thin wooden dowel at least 3-inches in length) Duration: Concentration, up to 10 minutes

Until the spell ends, you gain the ability to move up, down, and across any horizontal, sloping, or vertical surface capable of bearing at least half your weight. You leave your hands free while doing so, even when moving across surfaces where balancing is practically impossible. For the duration, you also gain a climbing speed equal to your walking speed, proficiency in the Acrobatics skill, and advantage on all Dexterity checks relating to balance. Ball Lightning 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a handful of copper and iron pellets) Duration: Concentration, up to 1 minute A 5-foot diameter ball of lightning appears at a point you choose within range and lasts for the spell’s duration. Any creature in the ball’s area when the spell is cast takes 5d8 lightning damage, or half as much on a successful Dexterity saving throw. As a bonus action on each of your turns, you can move the ball of lightning up to 30 feet vertically or horizontally. The ball stops moving for the round and deals 5d8 lightning damage if it touches a creature during its movement. A creature takes half the lightning damage on a successful Dexterity saving throw. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of lightning damage increases by 1d8 for each slot level above 5th. Battle Hymn 4th-level enchantment Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute This spell creates an inspiring tune that bolsters the will of all allies within range. For the duration, it grants each ally advantage on all Wisdom throws and immunity to the frightened condition while it is within 30-foot of you. BindingWinds 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You cause howling winds to surround a creature within range. The creature must make a successful Dexterity saving throw, or suffer the spell’s effects. If the creature fails the saving throw, its speed drops to 0 for the duration of the spell. A flying creature affected by this spell is held in mid-air. A bound creature can attempt a new Dexterity saving throw at the end of each of its turns. On a successful save, the spell ends. In addition, the howling winds that surround the creature block all sound from passing through the barrier. Until the spell ends, the creature is deafened, and it must make a Constitution saving throw at the beginning of each of its turns. If it fails, it cannot cast spells with verbal or somatic components until the start of its next turn. Furthermore, ranged attacks made by the affected creature are made at disadvantage. BiteoftheKing 8th-level necromancy Casting Time: 1 action Range: 5 feet Components: V Duration: Concentration, up to 1 minute You appear to devour an enemy creature, banishing it to a claustrophobic demiplane that resembles the belly of some horrid beast. Choose a Medium or smaller creature within range and make a melee spell attack against it. If you succeed, the target vanishes to the demiplane, where it remains for the duration or until it fights its way free. At the start of each of its turns, the confined target must make a Constitution saving throw. It takes 3d6 acid damage and 3d6 bludgeoning damage on a failed save, or half as much on a successful save. The target can use its action to attack the fleshy walls confining it. The Armor Class of the walls equals 10 plus your spellcasting ability modifier. The walls automatically succeed on all Strength and Constitution saving throws or checks, but automatically fail all other saving throws or checks. The walls are immune to all conditions. They have resistance to acid damage and vulnerability to poison damage. If the walls take a total of 60 or more damage, the target escapes, and the spell ends. When the spell ends, a rift slashes open in the nearest unoccupied space to you, and the creature emerges from it into that space. BiteoftheWerebeast 5th-level transmutation CastingTime:1action Range: Self Components: V, S, M (the fang of a wild predator) Duration: Concentration, up to 1 minute You change yourself into a bestial shape which resembles the hybrid form of a lycanthrope of your choice. You retain this form until the spell ends, gaining the following traits: □ You have advantage on all Wisdom (Perception) checks. □ You have resistance to all nonmagical bludgeoning, piercing, or slashing damage from weapons that aren’t silvered. □ You have advantage on all Strength checks and Strength saving throws. □ Your carrying capacity is doubled. □ You grow fangs, which act as a natural weapon with which you are proficient. You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using your fangs, which inflict 2d8 piercing damage. Your fangs are considered magical, granting you a +1 bonus to the attack and damage rolls you make using them. □ Your Armor Class cannot be lower than 15, no matter what kind of armor you are wearing. □ Whenever you take the attack action on your turn, you can attack with your fangs as a bonus action. While in this form, at the start of each of your turns, you must make a Wisdom saving throw against your own spellcasting DC. If you fail, you cannot cast spells until the beginning of your next turn.

Blackfire 8th-level necromancy Casting Time: 1 action Components: V, S, M (a pinch of dust from an immolated vampire) Range: 120 feet Duration: Concentration, up to 1 minute You exhale black flame toward a creature of your choice within range. Make a ranged spell attack. If you hit, your target is engulfed in numbing black flame and becomes poisoned. The target must make a successful Constitution saving throw at the end of each turn for the duration, or gain 1 level of exhaustion on each failure. If the target makes three successful Constitution saves, the fire goes out and the target is no longer poisoned. On the target’s turn, anyone adjacent to it must make a successful Dexterity saving throw or be engulfed in blackfire. Anyone killed by blackfire is disintegrated (as if by the disintegrate spell). A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. Blade of Pain and Fear 3rd-level evocation Casting Time: 1 action Components: V, S Range: Self Duration: Concentration, up to 1 minute A three-foot tear in reality, filled with gnashing teeth and writhing tongues, extends from your hand like the blade of a sword. As part of the action of casting this spell, and as an action on each of your turns for the duration, you can make a melee spell attack. If you hit, the target takes damage equal to 2d8 + your spellcasting ability modifier, and it must make a Wisdom saving throw. If it fails, it becomes frightened of the blade and the one wielding it until the spell ends. The blade is not a real weapon, and you cannot drop it. It extends from your hand until the spell ends.. Blade Storm 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, M (a weapon that inflicts slashing or piercing damage) Duration: 1 round Once you cast this spell, your speed is reduced to 0 until the start of your next turn. However, as part of the action of casting this spell, you can make one melee weapon attack with a piercing or slashing weapon you already have in hand against every creature within the reach of that weapon. If you have a piercing or slashing weapon in each hand, you can attack with either weapon, and at the end of the turn, each creature you attacked takes slashing damage equal to your spellcasting ability modifier, whether you hit or missed. In addition, if you have a weapon in each hand, until the start of your next turn, when a creature provokes an opportunity attack from you, you can use a special reaction granted by this spell instead of making a normal opportunity attack. You use this special reaction to attack the provoking creature twice, using each of your two weapons to make one attack. Blastbones 2nd-level necromancy Casting Time: 1 action Components: V, S, M (bones) Range: 120 feet Duration: Special This spell must be cast on an exposed skeleton. It cannot be cast on the bones of a living creature (assuming they are still attached to the creature) but may be cast on an undead skeleton. The targeted set of bones explodes, dealing 2d4 + 2 piercing damage to creatures within a 10-foot radius of it. When you cast this spell, you can choose whether to detonate the bones immediately or delay the blast for up to one hour. If you choose to delay the blast, then you can set certain conditions (“Whenever that door is opened”) or a command word that will cause the bones to explode. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of piercing damage is increased by 1d4 + 1 for each slot level above 2nd. If you cast it using a spell slot of 4th level or higher, the maximum length of the optional delay increases to 4 hours. If the spell slot is 6th level or higher, it increases to 8 hours. If the slot is 8th level or higher, it increases to 24 hours.

Blinding Spittle

2nd-level transmutation Casting Time: 1 action Components: V, S Range: 30 feet Duration: Instantaneous

You spit a bubble of black, tarry goo at your opponent. Make a ranged spell attack. If you hit, the target is blinded until it or a companion uses an action to clean its eyes.

Blistering Radiance

4th-level evocation Casting Time: 1 action Range: 300 feet (50-foot radius) Components: V, S, M (some tinder and a small lens) Duration: Concentration, up to 1 minute You create a tiny ball of light that streaks out from your hand to a point you choose within range. It bursts into a 50-foot radius sphere, a blistering hot corona that hovers in place for the duration. A creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, the creature takes 2d6 fire damage from the searing heat. In addition, if the creature saw the initial blast, it is blinded until the end of its next turn. On a successful save, a creature only takes half the fire damage, and isn't blinded. For the duration, any creature that starts its turn within the corona must make a Constitution saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of fire damage increases by 1d6 for each slot level above 4th. Blood Bond 2nd-level enchantment (ritual) Casting Time: 1 action Components: V, S, M (a length of red silk ribbon) Range: Touch Duration: Concentration, up to 10 minutes You choose two willing creatures within an Intelligence of 6 or higher and link their life forces. Any damage taken by either creature targeted by this spell is split between the linked creatures. If a spell that allows a saving throw for half damage strikes both creatures, they make only one saving throw (they may choose which creature will make the save) and then split any damage inflicted between them per this spell's normal effect. Blood Frenzy 2nd-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Special You touch a creature that has the Rage class feature (such as a barbarian). The next time it uses this feature to Rage, that use does not count against any limit that feature imposes on how often it can be used. Blood Mantle 4th-level transmutation Casting Time: 1 action Components: V, S, M (a ruby or garnet worth 25 gp) Range: Self Duration: Concentration, up to 1 minute You are surrounded by a swirling mass of blood red droplets. These drops move to intercept any attack by magically joining together and hardening into a barrier. For the duration, you gain a +4 bonus to AC and gain advantage on any saving throw versus fire or cold damage. However, you have disadvantage on any saving throw versus lightning damage. You can use an action to throw the droplets up to 10 feet from you and reform them into a stationary bulwark made of an iron-like red metal. The bulwark is 10 feet tall, 10 feet wide, and 1-inch thick. Once you have thrown the droplets, they will remain in the form of the solid bulwark until the spell ends.

Bloodstar 4th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a ruby worth at least 50 gp) Duration: Concentration, up to 1 minute You create a pulsating ruby-red orb that shoots from your hand to a point you choose within range. The orb hovers at its destination, shedding dim light in a 20-foot radius. You choose any number of creatures within 10 feet of the orb. When a creature you chose takes damage while within 10 feet of the orb, it must make a Constitution saving throw. If it fails, it suffers disadvantage on all Constitution checks and saving throws until the spell ends. As a bonus action on each of your turns, you can move the bloodstar up to 30 feet and choose new targets. When you do so, creatures who have previously failed their Constitution saving throw against the orb's effects can make another Constitution saving throw if they are not within 10 feet of the orb's new location, ending the effects on themselves with a success. The orb itself is made only of light, and cannot take damage or be attacked.

Body Blades 2nd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes When you cast this spell, sharp metallic blades sprout from your body and all your gear. You are proficient with the blades as light melee weapons that inflict 1d6 + your Strength modifier piercing damage. You can choose to attack with the blades using an attack action, and may even attack with one using each hand (following all normal rules for wielding a light weapon in each hand). In addition, for the duration, you can deal damage when successfully grappling a creature. Whenever you have a creature grappled at the end of your turn, that creature takes piercing damage equal to 1d6 + your Strength modifier. Finally, you have advantage on all ability checks or saving throws made to escape a grapple, and whenever a creature tries to grapple you, it takes piercing damage equal to 1d6 + your Strength modifier, whether they succeed or fail in their grapple attempt. Body Clock 4th-level transmutation Casting Time: 1 action Components: V, S, M (a kernel of corn, and a drop of water) Range: Touch Duration: 24 hours The target gains the following benefits for 24 hours or until the next time it finishes a long rest (whichever comes first), at which point the spell ends: □ The need for rest is reduced. The target gains the benefits of a long rest after 1 hour. □ The target can hold its breath 10 times longer than normal. □ The target can set an internal alarm clock to go off after a set amount of time, up to the duration. Once the time has elapsed, the target can hear a faint ringing. BoltofGlory 6th-level evocation Casting Time: 1 action Components: V, S, M (your holy symbol) Range: 60 feet Duration: Instantaneous You stretch out your hand and a bolt of blinding energy leaps at your target. Make a ranged spell attack at a target you can see within range. Undead, fiends, and creatures with sunlight sensitivity take 10d8 radiant damage on a hit; aberrations, beasts, constructs, elementals, monstrosities, oozes, lycanthropes, and chromatic dragons take half as much. Other creatures are not affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of radiant damage increases by 1d8 for each slot level above 6th. Bombardment 8th-level conjuration Casting Time: 1 action Range: 300 feet Components: V, S, M (a quartz crystal embedded in rock) Duration: Instantaneous You bombard a 60-foot tall by 30-foot radius cylindrical area within range with falling boulders. Any creature caught in the spell’s area takes 12d6 bludgeoning damage and is buried under 5 feet of rubble. A successful Dexterity saving throw halves the damage and avoids burial. Any creature buried under the rubble is restrained but can use an action on its turn to make a DC 20 Strength check to free itself. A buried creature that fails the Strength check to free itself is restrained and trapped until help arrives. At least one person digging through the rubble can free a trapped creature in 1 minute.

Brain Spider 8th-level divination (ritual) Casting Time: 1 action Components: V, S, M (a spider) Range: 300 feet Duration: Concentration, up to 10 minutes You can eavesdrop on the thoughts of up to eight other creatures at once. The targets must each make an Intelligence saving throw. For the creatures that fail their saving throws, you can choose to perceive your choice of one of the following for 1 minute, making a new choice at the end of each minute: □ The surface thoughts of all creatures who failed their saving throw, in any order. □ Information from all eight creature's minds on one subject of your choice. □ Insight from one of the target creatures into its reasoning (if any), its emotional state, and information on either one subject of your choice of your choice or on something that looms large in its mind (such as something it worries over, loves, or hates). For the duration, as an action on your turn, you can implant a suggestion in the mind of one of the creatures with whom you are connected, as per the suggestion spell. If a creature resists your suggestion, it is immune to any further attempts, but it is not freed from the brain spider. Brand ofFire 8th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous Your solemn curse causes fire to leap at your enemies to brand them. Choose up to three creatures within range that you can see. Each creature must make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much on success.If a creature that failed its saving throw is hit by an attack roll before the end of your next turn, it takes 20 additional fire damage. At Higher Levels. If you use a 9th-level spell slot to cast this spell, the fire damage increases to 10d6, the range increases to 150 feet, and you choose up to 5 creatures. Breath oftheElements 4th-level transmutation (ritual) CastingTime:1action Components: V, S Range: Touch Duration:24hours Choose air, earth, fire, or water. For the duration of the spell, you can breathe that element normally, as if it were whatever element you normally breathe (air for most surface creatures, water for most creatures of the sea). BrilliantAura 8th-level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute When you cast this spell, the weapons of all creatures of your choice within range glow with radiant energy for the duration. An affected weapon sheds dim light in a 10-foot radius, deals radiant damage instead of its normal damage type, and ignores non-living material, causing attacks with the affected weapon against creatures wearing armor or using shields to be made with advantage. In addition, undead creatures are considered vulnerable to the damage caused by a weapon affected by this spell. Constructs, however, gain resistance to the damage of these weapons.

BurningBlood 4th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of blood and a pinch of saltpeter) Duration: Concentration, up to 1 minute You infect the blood of a creature within range witha toxic mixture of corrosive fluids. The target must make a Constitution saving throw. On failure, it takes 1d8 acid damage and 1d8 fire damage. Until the spell ends, the target cannot take reactions, and it can only take move actions on its turn. On a successful save, the target does not take any damage or suffer any ill effects that turn. However, for the spell's duration, the target must make a new Constitution saving throw at the start of each of its turns, or it takes the damage and suffers the spell's effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of acid and fire damage increases by 1d8 for each slot level above 4th. Caging Glaive 5th-level conjuration Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round An otherworldly polearm made of smoldering green iron appears in your two free hands. Both your hands must be empty when you cast this spell. The weapon is similar in size and shape to a glaive, and it lasts until the end of your next turn. You can use your action to make a melee spell attack with this unearthly polearm. Your reach for this spell attack is 10 feet. On a hit, the target takes 5d8 necrotic damage, its speed is reduced by half, and you pull it 5 feet closer to you. In addition, all melee attacks against the target are made with advantage until it starts its turn further than 5 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for every two slot levels above 5th. CalmWinds 4th-level evocation Casting Time: 1 action Range: Self (20-foot radius) Components: V, S Duration: Concentration, up to 10 minutes When you cast this spell, it stills the air around you, creating an area of calm within a 20-foot radius sphere centered on you. A creature inside the spell’s area is immune to the effects of high winds from either natural effects or spells. In addition, air-based elemental creatures treat the area as difficult terrain for the duration, and feel an instinctive urge to avoid entering it. The spell’s protective area moves with the caster, who can only move at half speed while concentrating on the spell. Celebration 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You perform a magical drinking song that causes listeners to become highly intoxicated. Up to six creatures of your choice that can hear you within range must make a Wisdom saving throw. A creature that fails this saving throw is charmed by you and poisoned until the end of your next turn, as if it were heavily intoxicated due to drinking. Until the spell ends, you can continue the performance on each of your turns as a bonus action. The targets you chose must make the Wisdom saving throw again if they are still within range, suffering the same effects on a failure. Creatures that have previously succeeded on a saving throw against this spell have advantage on saving throws against it for 1 minute.

Chain Madness

6th-level illusion

You inflict one creature with crippling madness. If the target fails an Intelligence saving throw, roll twice on the Long-Term Madness table (see “Madness” in chapter 8 of the Dungeon Master’s Guide). The effects of the madness are immediate and last for 24 hours. If you rolled the same results twice, the madness lasts 48 hours.

The target may infect up to six different people with madness. The first six people it touches within 24 hours of becoming mad must make an Intelligence saving throw or be inflicted with the same madness as the original target. This madness lasts 24 hours, even if the original target rolled the same result twice.

A creature infected with madness from this spell's original target can spread it as well, forcing each of the first three people it touches during the 24-hour duration of its madness to make an Intelligence saving throw with advantage, contracting the same madness for 12 hours on a failure. Creatures who contract this madness from the touch of a creature besides the spell's original target, cannot pass it on to others.

Champion’s Strength

5th-level transmutation Casting Time: 1 action Components: V, S, M (a gold chain of five links worth 1,000 gp)

Range: 30 feet Duration: Concentration, up to 1 minute Choose five willing humanoid creatures within range, and designate one as the champion. The other four people may sacrifice some of their strength and combat prowess to the champion. The choice of whether to do so must be made immediately when the spell is cast. If at least one creature chooses to make the sacrifice, for the duration, it gains disadvantage on attack rolls, Strength checks, and Strength saving throws, but the champion gains advantage on those same rolls. If more than one creature chooses to make the sacrifice, each of the other sacrificing creatures also gains disadvantage on attack rolls, Strength checks, and Strength saving throws, for the duration but the champion inflicts an extra 1d12+5 force damage on melee attacks and attacks with thrown weapons for each creature that made the sacrifice beyond the first. All penalties and bonuses granted by this spell last until it ends, regardless of whether any or all of the targets remain within range or change their minds.

Chilling Frost

5th-level evocation

Casting Time: 1 action Range: 90 feet Components: V Duration: Concentration, up to 1 minute

You choose to envelop a target within range with a swirling frost. The target takes 7d6 cold damage, and is covered by a chilling frost for the duration. The target must make a Dexterity saving throw. On a success, it only takes half the cold damage, and the spell ends.

However, if the target fails the saving throw, it must continue to make Dexterity saving throws at the beginning of each of its turns or take 3d6 cold damage. On a successful save, the spell ends. A target reduced to 0 hit points by this spell becomes a frozen statue.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of initial and ongoing cold damage increases by 1d6 for each slot level above 5th.

Chilling Scythe 2nd-level necromancy

Casting Time: 1 action Components: V, S, M (a bone chip) Range: Self Duration: Concentration, up to 1 minute

You create a weightless 7-foot scythe. As part of the action of casting this spell, and as an action on each of your turns for the duration, you can make a melee spell attack. If the target is undead, you inflict force damage equal to 4d6 + your spellcasting ability modifier on a hit, otherwise if you hit you inflict magical slashing damage equal to 2d6 + your spellcasting ability modifier. Undead hit by the scythe must also make a successful Strength save or be hurled 20 feet away from the wielder.

Circle ofPrivacy 4th-level transmutation (ritual)

Casting Time: 1 action Components: V, S, M (salt) Range: 25-foot radius circle Duration: 24 hours

The caster sprinkles salt in a circle around a campfire, tent, or some other central object. Natural predators and curious passer-byes are magically discouraged from looking too closely at the area enclosed by the circle. Sights, sounds and smells inside the circle are masked and muted, and anyone just passing by is unlikely to even notice your camp. Any Wisdom (Perception) checks to find you are made with disadvantage. This spell does not protect against any form of magical detection.

ClarityofMind 3rd-level abjuration

CastingTime:1action Range: Touch Components: V, S Duration: Concentration, up to 1 hour

You touch a target and grant it extraordinary focus for the duration. The target has advantage on Wisdom and Intelligence saving throws against spells. In addition, the target does not have disadvantage on Wisdom (Perception) checks in areas that are lightly obscured, or on attack rolls against creatures that are heavily obscured. ClawsoftheUmberHulk 6th-level transmutation Casting Time: 1 action Components: V, S, M (an Umber Hulk claw) Range: Touch Duration: Concentration, up to 1 hour Your fingers and nails transform into diamond-hard claws. The skin on your hands and forearms thickens and turns into a hardened shell. For the duration, you gain a burrowing speed of 30 feet, a +4 bonus to your AC, and advantage on Strength checks and Strength saving throws. You can also use an action on each of your turns to make two melee spell attacks with a reach of 10 feet, inflicting 1d8 + 4 magical slashing damage when one hits.

Cloak of Bravery

3rd-level abjuration

Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 hour

When you cast this spell, a glittering mantle of courage settles upon your allies. All creatures you select within range have advantage on saving throws against being frightened for the duration.

Cloudburst

3rd-level evocation (ritual)

Casting Time: 1 action Components: V, S, Range: 100-foot radius, centered on caster Duration: Concentration, up to 1 hour

At your command, clouds gather and there is a downpour of heavy rain. Everything within a 100- foot tall, 100-foot wide cylinder centered on you is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks to perceive things within the area, which becomes difficult terrain. All open flames within the area are extinguished.

Cloudwalkers 6th-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration:Upto4hours When you cast this spell, you select up to six creatures within 5 feet of you. Small puffs of cloud attach themselves to the feet of each one, and the creature gains a flying speed of 60 feet for the duration. This spell only works outdoors. A creature can end the effect by shaking the cloud puffs off its feet. The spellcaster can dismiss the spell as an action, but only for all creatures at once.

ClutchofOrcus 3rd-level necromancy Casting Time: 1 action Components: V, S, M (a heart that has been set on fire) Range: 60 feet Duration: Concentration, up to 1 minute Spectral hands grab the heart of one humanoid you choose, and start to squeeze. The victim must make a Constitution saving throw. On a successful save, the victim takes 1d12 necrotic damage and the spell ends. On a failed save, the victim is paralyzed for the duration and takes 1d12 necrotic damage at the start of each of their turns. At the end of every round, the victim can make another Constitution saving throw. If it succeeds on the saving throw, the spell ends. If the victim dies during this spell, its smoking heart appears in your hand. Code of Secrecy 5th-level enchantment Casting Time: 1 minute Components: V, S, M (an animal tongue) Range: Touch Duration: 1 day While casting this spell, you pick one specific piece of information known to both you and the target. If the target fails a Wisdom saving throw, it may not communicate this secret to anyone else for one day. Any form of communication, whether written, verbal, or mental is blocked. Command Minor Beast 2nd-level enchantment Casting Time: 1 action Components: V Range: 50 feet Duration: Concentration, up to 1 hour You target a Medium or smaller beast within range and force it to make a Wisdom saving throw. The beast you target must be CR 3 or less. If the beast fails its save then it is charmed by you.

So long as the beast is charmed, you have a telepathic link with it and can issue simple commands. If the beast receives no commands from you, it waits and defends itself if attacked. Any time the beast takes damage, it is allowed a new Wisdom saving throw. If the save is successful, the spell ends.

Conduit

5th-level enchantment

You can channel a spell into an arrow or other missile for later use. Upon casting conduit, you can cast a spell of 1st through 4th level into the missile by touching the missile as the spell is cast. You expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that missile for later use. The spell imbued into the missile must have a maximum casting time of 1 action, and it must have an area of effect.

Any creature thereafter can make a ranged attack using the missile, and the spell is cast when the missile strikes an object. The spell is cast using your spellcasting ability, and it is centered on the object that the missile strikes.

When you create a conduit in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of conduits at the same time. The number equals your Intelligence modifier. Conjure Dragon 8th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon a celestial in the form of either a young white dragon or a young brass dragon. It appears in an unoccupied space that you can see within range. The celestial functions in all ways as a dragon

of the type you select. The dragon disappears when it drops to 0 hit points, or the spell ends. The dragon is friendly to you and your allies for the duration. The dragon acts on its own initiative each turn but obeys your verbal commands if they do not violate its alignment. If you do not give the dragon any commands, it defends itself but takes no other actions.

Consumptive Field

4th-level necromancy Casting Time: 1 minute Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You sweep your hands through the air, devouring the fleeting life force of those on the edge of death. As part of the action used to cast this spell, you can choose one creature within range that has half its hit point maximum or less and force it to make a Constitution saving throw. On a failed save, the creature takes 2d10 necrotic damage, and you have advantage on Strength ability checks and saving throws until the end of your next turn. In addition, you gain temporary hit points equal to the necrotic damage inflicted.

On a successful save, the creature takes half damage, and you don't gain advantage on Strength ability checks or saving throws, nor do you gain any temporary hit points. Until the spell ends, once during each of your turns you can use your action to force another creature with half its hit point maximum or less to make the Constitution saving throw against the same effects. For the duration, you know when any creature within range has been reduced to half its hit point maximum or less. Control Temperature 3rd-level transmutation (ritual) Casting Time: 1 action Components: V, S, M (a vial of mercury) Range: 10-foot radius, centered on you Duration: Concentration, up to 1 hour You control the ambient temperature. You can raise or lower the temperature by 10 degrees every round for the duration of the spell.

Crawling Darkness 6th-level evocation Casting Time: 1 action Components: V, S, M (a spider’s web, some pitch, and a tentacle) Range: Self Duration: Concentration, up to 10 minutes You reach out and touch the darkness between the stars, absorbing its abyssal essence into your body. Your form becomes wrapped in shadows, and tentacles burst from your shoulders and spine. You cannot be identified, except by the spell true seeing, or a similar magical effect. You gain a +4 bonus to AC and for the duration you are immune to falling damage and can walk on water and other liquids (as if you were the subject of

a water walk spell). As a bonus action on each of your turns for the duration, you can order your tentacles to attack a target within 10 feet. Make a melee spell attack. On a hit, the target takes 4d6 acid damage.

Creeping Cold

2nd-level transmutation CastingTime: 1 action Range: 30 feet Components: V, S Duration: 3rounds You point at a target within range, and begin to turn its body moisture into ice. The target makes a Constitution saving throw. If the creature fails, at the beginning of its next turn, the target takes cold damage equal to 1d6 + your spellcasting ability modifier. The creature takes cold damage at the beginning of its nexttwo turns as well, equal to 2d6 + your spellcasting ability modifier at the beginning of its second turn after the spell is cast, and 3d6 + your spellcasting ability modifier at the beginning of its third. If the creature succeeds on its saving throw, it still takes damage at the start of its next three turns, but the damage is halved. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of cold damage taken at the start of each turn increases by 1d6 for each slot level above 2nd.

Crown of Glory 8th-level enchantment

Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Concentration, up to 1 minute

When you cast this spell, the magnificence of your deity emanates from you in an aura that makes you appear larger than life and bolsters nearby allies. For the duration, you and allies that start their turns within a 10-foot radius sphere centered on you are immune to being frightened and have advantage on all attack rolls, ability checks, and saving throws while within the aura created by this spell. If a creature leaves the area of the spell, it immediately loses all these benefits until it starts its turn within the aura once again. In addition, when you cast this spell, each ally within 10 feet of you gains 10 temporary hit points. The aura is centered on the caster, who can only move up to half speed while the aura is active.

Crown of Light

4th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 round

Blazing light coalesces over your ally to form a crown of radiance that sears surrounding foes. Choose an ally you can see within range. That ally gains temporary hit points equal to your proficiency bonus + your spellcasting ability modifier and is considered proficient with all saving throws untilthe end of its next turn. Also, every hostile creature within 5 feet of the ally must make a Dexterity saving throw. The creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d6 for each slot level above 4th. Curse of IllFortune 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute When you cast this spell, you bestow a minor curse on a creature you can see within range. That creature must make a successful Wisdom saving throw, or suffer your choice of one of the following effects for the duration: □ The target has disadvantage on ability checks and saving throws with an ability of your choice. □ The target has disadvantage on attack rolls against you for the spell’s duration. □ Your attacks and spells deal an extra 1d8 necrotic damage to the target. Curse ofIll Fortune, Mass 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute This spell functions the same as curse of ill fortune, except that you may select any number of targets within a 20-foot cube you choose within range.

Curse of the Everbleeding Wounds

6th-level necromancy

Casting Time: 1 action Components: V, S, M (a small knife or razor blade) Range: Touch Duration: Concentration, up to 10 minutes

You infuse your target with necromantic energy that prevents the body from healing. The target must make a Wisdom saving throw. On a failed save it cannot regain hit points for the duration, and it takes 1 point of necrotic damage at the start of each of its turns until the spell ends.

Daggerspell Stance 2nd-level abjuration Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 minute You create a powerful barrier of silver force that protects your weapons and the arms that bear them. For the duration, you gain the following benefits: □ You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using one-handed weapons that inflict piercing or slashing damage. □ You cannot be forced to drop a one-handed weapon you are holding. □ Each time you hit with a melee attack using a one-handed weapon that inflicts piercing or slashing damage, you inflict an additional 1d4 force damage. □ You gain a magical +1 bonus to AC while you are wielding a light or simple melee weapon in each hand. □ Whenever you inflict piercing or slashing damage on a creature more than once during your turn, you gain advantage on saving throws against spells cast by that creature until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 1 hour.

Death Armor 2nd-level necromancy Casting Time: 1 action Range: Self Components: V, S, M (paste made from ground bones) Duration: Concentration, up to 1 minute After casting this spell, a shroud of dark flames wreathes your body. For the spell’s duration, any creature within 5 feet of you that touches or strikes you with an unarmed or melee weapon attack takes an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the amount of necrotic damage increases by 1d4 for each slot level above 1st.

Death Spell 6th-level necromancy

Casting Time: 1 action Components: V, S, M (a string of finger bones) Range: 90 feet Duration: Instantaneous

Designate a 20-foot radius circle within range. Ghostly, skeletal hands reach out of the ground, clawing at everyone within the circle. Choose one creature in the spell area, which must then make a Constitution saving throw. If it succeeds, the spell ends. If it fails, it takes necrotic damage, as per the following instructions.

Roll 10d10. If the total is less than the creature's current hit points, it takes the total result as necrotic damage and the spell ends. If the total roll exceeds the creature's current hit points, it takes damage equal to its current hit points and dies, and the remaining damage moves on to another creature of your choice, which must also make a Constitution saving throw, as above.

Continue repeating this process until the damage is exhausted, or someone successfully saves and ends the spell. This spell does not affect the undead.

DeathSpider 8th-level transmutation Casting Time: 1 action Components: V, S, M (a small live spider, a drop of stomach acid, and a tooth) Range: Touch Duration: Permanent You touch a creature, and it must immediately make a Wisdom saving throw. On a failed save, one of its limbs turns into a mindless, hairy spider. On the target's next turn, the spider twists around and starts to devour its host. The target then takes 1d6 piercing damage at the start of each of its turns. Dispel magic can only halt the spell and save the limb if it is cast before the end of your next turn after death spider is cast. Otherwise, the spider limb must be hacked off (15 AC, 40 hp, vulnerable to slashing damage), which kills the spider. If the spider is not stopped, it will continue to inflict damage on its host, consuming it when it reaches 0 hp, and then growing into a giant spider over the next 24 hours.

Death Talisman 3rd-level necromancy (ritual) Casting Time: 1 action Components: V, S, M (the item to be enchanted) Range: Touch Duration: Permanent You link your life force to a small item. A knife, ring, or amulet is typical, but any item can be chosen. While you remain healthy, the item remains in perfect shape, never taking and wear or tear. If it takes damage, it regains hit points whenever you do, and in the same amount (so, if you regain 8 hit points, the item also regains 8 hit points), up to its normal maximum. If you are killed or suffer the incapacitated, paralyzed, petrified, stunned, or unconscious conditions, the talisman becomes rusted and dull. Once the condition is removed the talisman will regain its luster. Damaging the item does not harm you. These effects persist even if you and the item are not on the same plane. This spell ends if you cast it again.

Decastave 2nd-level conjuration CastingTime:1action Range: Self Components: V, S, M (a duskwood club or quarterstaff of duskwood) Duration: Concentration, up to 1 minute You transform a club or quarterstaff carved of duskwood into a 10-foot long staff made of punishing magical force. For the duration, you can use your spellcasting ability instead of Strength for melee attack and damage rolls using that weapon, your reach with the weapon becomes 10 feet, and you inflict 1d12 force damage when you hit with it, instead of the weapon's normal damage. The weapon is considered magical for the duration. The spell ends if you cast it again or if you let go of the weapon. In addition, once per turn, when you hit with the weapon you can choose to inflict an additional 1d8 necrotic damage. You regain hit points equal to half the amount of necrotic damage you inflicted. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d8 for each slot level above 2nd. Decomposition 2nd-level necromancy Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute When you cast this spell, an aura of decay surrounds you. For the duration, whenever a hostile creature within range takes damage, it must make a Constitution saving throw. On a failed saving throw, it suffers a festering wound. This wound inflicts 5 necrotic damage on the creature at the start of each of its turns. A creature suffering from a festering wound can make a new Constitution saving throw at the end of each of its turns. A successful saving throw stops the ongoing necrotic damage from that wound and causes the creature to be immune to the effects of this spell for 1 minute. A creature can suffer from only one festering wound at a time. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of necrotic damage increases by 5 for each slot level above 2nd. DelayedMagicMissile 4th-level evocation Casting Time: 1 action Components: V, S Range: 120 feet Duration: Concentration, up to 1 minute This spell behaves like magic missile, with the following differences: □ The spell creates six missiles, each dealing 1d6 + 1 force damage. □ The missiles are not stopped by shield. □ If you so desire, the spell will not fire until a trigger word, chosen by you, is spoken. You can speak the trigger word a bonus action. If you do not speak the trigger word by the time the spell ends, the missiles are not fired. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one extra missile is created for each slot level above 4th.

Desecrate 2nd-level evocation (ritual) Casting Time: 1 action Components: V, S, M (25 gp worth of silver dust, and a vial of unholy water) Range: 50 feet Duration: 24 hours You imbue a 20-foot radius sphere with negative energy. Any undead in this area have advantage on their saving throws. If the area includes an altar to your god, or a desecrated altar to an enemy god, then any undead in the area also gain resistance to nonmagical bludgeoning, piercing, and slashing damage. If an undead creature is animated, created, conjured, or summoned in the area, it gains temporary hit points equal to its Hit Dice as soon as it appears.

Doomtide 5th-level illusion Casting Time: 1 bonus action Range: 40 feet Components: V, S Duration: 1 minute This spell creates four 10-foot cubes of swirling black mist, filled with grasping, shadowy tentacles. You can choose which spaces the cubes occupy within range, but at least 5 feet of each cube's outer edge must be within or adjacent to another cube. When you cast the spell, you choose whether the mists are stationary, or move away from you at a speed of 10 feet on each of your turns. The area within the mists is heavily obscured, even blocking darkvision beyond 5 feet. The area is lightly obscured within 5 feet for creatures with darkvision. Any creature that starts its turn within the mists must make a successful Wisdom saving throw, or be restrained by the shadowy tentacles. A restrained creature can try a new saving throw to escape at the end of each of its turns. The mists can be dispersed within 4 rounds by moderate winds, or within 1 round by a gust of wind spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create an additional 10-foot cube of mists for each slot level above 5th. Draconic Might 5th-level transmutation Casting Time: 1 action Range: Touch Components: V, S

Duration: Concentration, up to 1 minute You touch a willing creature, and the target is imbued with the strength, resilience, and bearing of a dragon. For the duration, the target gains advantage on Strength, Constitution, and Charisma saving throws as well as on Strength checks, Constitution checks, Charisma checks, and attack rolls which include its Strength modifier. In addition, until the spell ends, it gains a +2 bonus to Armor Class, and magic cannot cause it to fall asleep or become paralyzed. DragonBreath 4th-level evocation Casting Time: 1 action Range: Self Components: V, S, M Duration: Concentration, up to 10 minutes Choose a type of metallic or chromatic dragon when casting this spell. For the duration, you can use an action to emulate the chosen dragon’s breath weapon. Once your breath weapon attack has been used, it must be recharged before it can be used again. At the beginning of each of your turns thereafter, roll a d6. If the result is a 5 or 6, the breath weapon recharges. As shown below, a creature can make a saving throw against your breath weapon, with the type of save varying by dragon type. Creatures who succeed take half damage. Each breath weapon deals 4d6 damage of the type shown in the table:

Dragon Damage Effect Black Acid 5 by 30-ft line (Dex. save) Blue Lightning 5 by 30-ft line (Dex. save) Brass Fire 5 by 30-ft line (Dex. save) Bronze Lightning 5 by 30-ft line (Dex. save) Copper Acid 5 by 30-ft line (Dex. save) Gold Fire 15-foot cone (Dex. save) Green Poison 15-foot cone (Con. save) Red Fire 15-foot cone (Dex. save) Silver Cold 15-foot cone (Con. save) White Cold 15-foot cone (Con. save)

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage from your breath weapon increases by 1d6 for each slot level above 4th. Dragon’s Roar 8th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous When you cast this spell, you emit an ear-splitting roar. All enemies within range that can hear the roar must make a Constitution saving throw. A creature takes 12d6 thunder damage on a failed save and is stunned until the end of its next turn. A successful save halves the damage, and the creature does not suffer the stunned condition. In addition, all allies within range gain 20 temporary hit points, and gain advantage on the next attack roll, ability check, or saving throw they make during the next minute. Dragonsight 5th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour When you cast this spell, your eyes enlarge, and you gain the visual perception of a dragon. For the duration, you have darkvision to a range of 120 feet, and blindsight to a range of 60 feet. Dragonskin 3rd-level transmutation Casting Time: 1 action Range: Self Components: S, M Duration: Concentration, up to 10 minutes When you cast this spell, choose a chromatic dragon type. Your skin hardens and becomes scaly and hued with the color of the dragon you selected. For the duration, you gain a +2 bonus to your AC, and resistance according to the dragon type you chose— acid for black, poison for green, cold for white, lightning for blue, and fire for red. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus to your AC increases by 1 for each slot level above 3rd.

Duel Ward 5th-level abjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute For the duration of this spell, whenever you use your reaction to cast counterspell during another creature's turn, you can cast counterspell once more before the end of that creature's turn without using a reaction. Casting counterspell in this way still uses spell slots normally. In addition, for the duration of this spell, you gain a +2 bonus on Intelligence (Arcana) checks, and on all ability checks for your spellcasting ability that do not already include your proficiency bonus. DustofDeath 6th-level transmutation Casting Time: 1 action Components: V, S, M (a pinch of dust) Range: Touch Duration: Instantaneous You turn a small pinch of dust into a deadly poison.If this poison is ingested (such as if you slip it into their food or drink), the victim must make a Constitution saving throw. The victim takes 10d8 poison damage on a failed save, or half as much damage on a successful one. If this reduces its hit points to 0, it dies. This poison cannot be detected by non-magical means. Victims of this spell are left with a residue of dust around their mouths.

Earth Reaver

5th-level transmutation Casting Time: 1 action Range: 90 feet Components: V, S, M (a pyramid-shaped carving of obsidian) Duration: Instantaneous With one stern, commanding word, you gesture to a point on the ground within range, and the indicated spot erupts in a shower of rock, dirt, and fire. Each creature in a 20-foot radius sphere centered on that point takes 5d6 fire damage and must make a Dexterity saving throw. A target that fails the saving throw is knocked prone and takes additional bludgeoning damage equal to the fire damage. The fire also ignites flammable objects in the area that aren't being worn or carried. After the spell ends, the area of the spell becomes difficult terrain until it is cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Earth-based or fire-based elemental creatures do not take damage from this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the fire damage increases by 1d6 for each level above 4th. Earthen Grace 2nd-level abjuration CastingTime:1action Range: Touch Components: V, S, M (a chunk of granite) Duration: Concentration, up to 10 minutes When you cast this spell, you touch a creature and grant it an affinity for earth and stone. For the duration of the spell, the creature has resistance to damage from creatures or objects made of any kind of earth (including stone, dust, soil, clay, or elemental earth), and from earth-based spells and magical effects. This includes falling rocks, falling damage from impacting against any kind of earth, attacks by earth-based creatures (such as clay or stone golems, gargoyles, earth elementals). Acid damage and damage from metal objects or creatures are not considered earth-based for purposes of this spell, which grants no resistance to such damage. Easy Climb 2nd-level transmutation CastingTime:1action Range: 300 feet Components: V, S Duration: 1hour As you cast this spell, select a vertical surface within range, such as a cliff face, tree trunk, or similar surface. Small handholds and footholds appear on the surface, up to the range of the spell. For the duration, all Strength (Athletics) checks to climb the affected surface are made with advantage EasyTrail 1st-level abjuration Casting Time: 1 action Range: Self(40-foot radius) Components: V, S Duration: 8hours When you cast this spell, heavy undergrowth parts as you approach, then moves back after you pass. For the duration, you and creatures within 40 feet of you do not reduce your speed when moving over difficult terrain caused by any kind of plant or vegetable matter, and any creature attempting to track you has disadvantage on its survival checks to find or follow your trail. EbonyHand 2nd-level necromancy Casting Time: 1 action Components: V, S, M (five black lotus seeds) Range: Self Duration: Concentration, up to 1 minute You surround your hand with jumping, twisting shadows, and your whole arm becomes semitransparent. For the duration, when you cast a spell that has a range of touch, you can choose to make the range of the spell 30 feet instead. In addition, once during each of your turns until the spell ends, you can grant yourself advantage on one melee spell attack roll.

Elemental Blade

2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (a plum blossom) Duration: Concentration, up to 1 minute

When you cast this spell, a blade of elemental energy appears in the hand of a willing creature you touch. You choose one of the following damage types when you cast this spell: acid, cold, fire, lightning, or poison. The elemental blade is the size and shape of a normal shortsword, but is virtually weightless. If the wielder lets go of the blade, it disappears, but until the spell ends, you can evoke it for the creature again as a bonus action. The wielder can use its action to create one of two effects: □ The wielder can make a melee attack with the blade, rolling the attack as if it were attacking with a regular shortsword. On a hit the target takes 5d4 damage of the type chosen when this spell was first cast. Since the blade is immaterial, the wielder’s Strength or Dexterity modifiers do not apply to the damage, nor does any extra damage from special abilities the wielder may possess (such as sneak attack). □ The wielder can unleash energy on a single target within 30 feet. The wielder’s chosen target makes a Dexterity saving throw against your spellcasting DC. The target takes 4d4 damage of the type chosen when this spell was cast if it fails, or half as much damage on a success. The blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. A creature who takes damage from this spell suffers an additional effect depending on the type of damage inflicted, as follows: □ Acid. The creature cannot take reactions until the beginning of the wielder’s nextturn. □ Cold. The creature’s speed is reduced by half until the end of its next turn. □ Fire. The creature must choose to either fall prone to extinguish flames on its body or take 1d4 extra fire damage. Creatures wearing metal armor are immune to this effect. □ Lightning. The creature takes an extra 1d4 lightning damage if it is wearing metal armor. □ Poison. The creature is poisoned until the end of its next turn. At Higher Levels. When you cast this spell using a 3rd level or higher spell slot, the damage increases by ld4 for each slot level above 2nd. Elemental Burst 1st-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, water and sand for water, or any kind of vegetable matter for wood) Duration: Instantaneous You release the magical energy from one of the elements in an explosive burst. You choose a point within range that contains one of the following five elements of your choice: air, earth (which includes soil, metal, or stone), fire, water, or wood. That material releases its elemental energy. Each creature within a 15-foot cone emanating from that point must make a saving throw. The victim takes 2d6 damage on a failed save, or half as much damage on a successful one. The type of saving throw required and damage inflicted depend on the element, as determined by the table below: Element Type Saving Throw Damage Type Air Dexterity Lightning Earth Strength Acid Fire Dexterity Fire Water Constitution Cold Wood Constitution Poison In addition to taking damage, each creature that fails its saving throw suffers an additional effect, depending on the element type. These effects are detailed below, along with descriptions of each element’s exact effect: Air. There is a sudden flash of light and peal of thunder as a gust of wind whips up out of nowhere, heavy with static electricity that shocks those nearby. Creatures that fail their save are knocked prone. Objects that aren’t being worn or carried become electrified, inflicting 1d6 lightning damage on the next person who touches them within the next minute. Earth. Clumps of metal and rock spray out, oozing a corrosive substance. Creatures who fail their save are pushed back 10 feet away from the point at the center of the effect, as are objects weighing less than 100 lbs. that aren’t being worn or carried. Fire. The fire shoots out glowing sparks. It ignites flammable objects in the area that aren't being worn or carried, and creatures who fail their save take an additional 1d6 damage at the beginning of their next turn. Water. Icy water pushes out in a freezing wave that crashes into those nearby. Creatures who fail their save reduce their speed by half until the end of their next turn, and objects weighing less than 100 pounds that aren’t being worn or carried are pushed back 15 feet away from the point at the center of the effect. Wood. The element throws off sharp slivers of the same material as itself, infused with a poisonous sap. Creatures who fail their save cannot take reactions until the end of their next turn. Against objects, this effect inflicts piercing damage instead of poison. The explosive noise of this spell can be heard up to 100 feet away. The spell does not noticeably affect the structure of any object that is the source of the elemental effect, unless it is an object that is not being worn or carried. If that is the case, the object suffers the same 2d6 damage as a creature that failed its saving throw. At Higher Levels. When you cast this spell using a 2nd level or higher spell slot, the damage increases by 1d6 for each slot level above 1st.

Elonia’s Glamour 2nd-level illusion Casting Time: 1 action Components: V, S, M (a pinch of ruby dust) Range: Touch Duration: Concentration, up to 1 hour The target of this spell becomes very physically beautiful. A subtle glow surrounds the target in darkness or shadows, and tiny motes of light cling to the target in daylight. The target gains advantage on any Charisma checks. Embalm 2nd-level necromancy (ritual) Casting Time: 1 action Components: V, S, M (unguents worth 100 gp) Range: Touch Duration: Instantaneous You preserve one corpse against the ravages oftime. Any decomposition stops but is not reversed. If cast soon enough after death, the body will look like it’s simply resting (but it won’t breathe, have a heartbeat, or show any other signs of life). Energized Shield 2nd-level abjuration CastingTime:1action Range: Touch Components: V, S Duration: 1minute When casting this spell, you touch a shield and transform it into an elemental energy type of your choice (cold, fire, lightning, or acid). You can safely wield the shield, and you also gain resistance to damage from the shield's type for the spell's duration. In addition, you can use a bonus action on each of your turns to make a spell attack to bash a target within 5 feet with the shield. On a hit, the target takes an amount of damage of the shield's type equal to 2d6 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of elemental energy damage increases by 1d6 for every two slot levels above 2nd. Energy Immunity 6th-level abjuration CastingTime:1action Range: Touch Components: V, S Duration:24hours When you cast this spell, touch a creature and choose one of the following types of damage: acid, cold, fire, lightning, or thunder. For the duration, the creature touched is immune to damage of the chosen type. Enervation 4th-level necromancy Casting Time: 1 action Components: V, S Range: 60 feet Duration: Instantaneous A bolt of black lightning leaps from your target to you. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, its hit point maximum is reduced by the amount of damage it takes. After a long rest, the target’s hit point maximum returns to normal. At Higher Levels. When you cast this spell using a 5th level or higher spell slot, the damage increases by 1d8 for each slot level above 4th. Enrage Animals 1st-level enchantment CastingTime:1action Range: 60 feet Components: V, S Duration: 1minute This spell incites and enrages animals, making them hostile and vicious. Roll 6d10; the total is how many hit points of creatures this spell can affect. Eligible beasts within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures, nonbeasts, or beasts with an Intelligence score of 4 or higher, who are unaffected). Starting with the creature that has the lowest current hit points, each creature affected by this spell enters a terrible rage for the duration. Subtract each creatures’ hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. A beast that is magically bound to a master or trained only to attack on order is allowed a Wisdom saving throw against this effect; other beasts are not. Creatures who succeed on their saving throws are still deducted from the total number of hit points of creatures you can affect. At the beginning of its turn, an affected creature must make a melee attack against a creature within reach. If a beast affected by this spell has no creatures within reach, it will move towards the nearest creature and attack. If it cannot do so for some reason, the beast attacks an object within range, which may be the ground or a wall. The first two attacks by beasts enraged by this spell are made with advantage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. When you cast it with a spell slot of 3rd level or higher, you can also affect abominations, celestials, fey, and fiends that have assumed an animal form (such as familiars). Entropic Shield 1st-level abjuration CastingTime:1action Range: Self Components: V, S, M (your holy symbol) Duration: Concentration, up to 1 minute Any ranged attack made against you for the duration has disadvantage. Eye for an Eye 4th-level abjuration Casting Time: 1 reaction, which you take when a creature within 30 feet of you hits one of your allies with an attack roll Range: 30 feet Components: V, S, M (a weapon)

Duration: Instantaneous You raise your weapon defiantly and shout a magical imprecation at a foe that dares to assault your comrade. Make a weapon attack against the attacker. If you attack with a melee weapon, your reach for this attack is increased to 30 feet. If the attack hits, it deals an extra 3d8 radiant damage o the target. Whether you hit or miss, the target must make a Constitution saving throw. On a failed save, it is blinded until the end of its next turn.

Eye of the Hurricane 4th-level abjuration

Casting Time: 1 action Range: Self (40-foot radius) Components: V, S Duration: Concentration, up to 1 minute

When you cast this spell, it creates a spherical storm with hurricane force winds that whip violently around you in a 40-foot radius sphere centered on you. However, within a 10-foot radius sphere also centered on you, these winds are relatively calm, merely a strong breeze.

Because of the winds, creatures within 40 feet of you cannot make ranged attack rolls, nor can they be the targets of ranged attacks. Certain large projectiles, such as thrown or catapulted, can be used to attack despite the winds, but even atacks with such weapons are made at disadvantage.

Any creature that moves into the area of the violent winds or starts its turn there must make a Strength saving throw. If hey fail, they suffer one of the following effects, depending on their size and whether they are flying. □ Medium and smaller creatures are moved 1d4 x 10 feet in a random direction, knocked prone, and take 1d6 points of bludgeoning damage for every 10 feet this effect moves them. □ Medium flying creatures are pushed back 1d6 x 10 feet. □ Large creatures are knocked prone. □ Large flying creatures are pushed 1d6 x 5 feet. □ Huge creatures make no progress through the winds. □ Huge flying creatures are pushed 1d4 x 5 feet. You can move at half your movement speed while concentrating on the storm, and it moves with you. However, if your movement causes the storm’s winds to cross into a space occupied by another creature, the creature must make a Strength saving throw to avoid the spell’s effects.

Fire Shield, Mass

8th-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of phosphorous or a firefly) Duration: 10 minutes

This spell functions the same as fire shield, except that you may target up to seven creatures within range, one of which may be you.

Fire Spiders

6th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of sulfur) Duration: Concentration, up to 1 minute A glowing yellow coal spurts from your finger to a point you choose within range, and then bursts into a 10-foot radius swarm of tiny spider-shaped fire elementals. A creature that starts its turn in the area takes 4d6 fire damage, or half as much on a successful Dexterity saving throw. Each round, you can use a bonus action to move the swarm up to 30 feet. If you do not move the swarm on your turn, it moves up to 15 feet towards the nearest living creature within range (at the end of your turn). Any spell of 3rd level or higher that inflicts cold damage ends the spell if it affects an area that includes the swarm. If a spell prevents elementals from entering a certain space (such as a magic circle spell affecting elementals), it also prevents the swarm from entering the space. Fire Trap 2nd-level evocation Casting Time: 1 minute Components: V, S, M (holly berries) Range: Touch Duration: Instantaneous You touch one closable, inanimate item and designate a password. If someone opens the item without saying the password, the item explodes in a ball of flame. Each creature within 10 feet must a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage ona successful one. The item itself takes no damage from this spell. At Higher Levels. When you cast this spell using a 3rd level or higher spell slot, the damage increases by 1d6, or you may extend the area of effect by 5 feet, for each slot level above 2nd. FistofStone 1st-level transmutation CastingTime:1action Range: Self Components: V, S, M (a pebble inscribed with a stylized fist design) Duration: 1 minute When you cast this spell, it transforms one of your fists into living stone for the duration. You have advantage on grapple checks, and ability checks to break objects using the stone fist. In addition, your unarmed strikes with the fist deal an amount of bludgeoning damage equal to 1d6 + your increased Strength modifier. For the duration of the spell, your transformed fist is considered a light weapon with which you are proficient, and the hand affected by this spell is considered to be holding it (though obviously it cannot be dropped or put away). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of bludgeoning damage increases by 1d6 for every two slot levels above 1st. Flensing 8th-level transmutation Casting Time: 1 action Components: V, S, M (a garnet worth at least 500gp) Range: Touch Duration: 1 minute You touch your target and run your hands across its skin, causing strips of flesh to peel away from its body. Once this effect has started, only you or dispel magic can stop it. When you first cast this spell, the target must make a Constitution saving throw. A creature who fails its saving throw takes 2d6 slashing damage, and its Charisma score is reduced by 1. If the save is successful, the creature takes half the damage, and its Charisma is unaffected. On each of your turns for the spell’s duration, you can use a bonus action to further mutilate your target, and the effects increase each time you do so, as follows: First bonus action. The target must make a Constitution saving throw. If it fails, it takes 4d6 slashing damage, and its Charisma score is reduced by 1d4. If it succeeds, it takes half as much slashing damage, and its Charisma is unaffected. Second bonus action. The target must make a Constitution saving throw. If it fails, it takes 6d6 slashing damage, and its Charisma score is reduced by 2d4. If it succeeds, it takes half as much slashing damage, and its Charisma is unaffected. Third bonus action. The target must make a Constitution saving throw. If it fails, it takes 8d6 slashing damage, and its Charisma score is reduced by 2d4. If it succeeds, it takes half as much slashing damage, and its Charisma is unaffected. Half of the reduction in Charisma from failing this last saving throw is permanent. If a target’s hit points are reduced to 0 by this spell, the target immediately dies as the flesh is ripped away from its bones. The target’s Charisma cannot drop below 1. The slashing damage can be healed normally. The reduction to Charisma can be healed by the regenerate spell, by the wish spell, or by resting for 48 hours after the hit point damage has been healed, except for any permanent reduction, which cannot be healed by anything short of a wish.

Flight of the Dragon 4th-level transmutation CastingTime:1action Range: Self Components: V, M (a dragon’s wing claw) Duration: 1 hour When you cast this spell, small dragon wings grow from your back and you gain a flying speed of 60 feet for the duration. If your game uses the optional encumbrance rules, you cannot fly while encumbered. Fog ofViscidity 2nd-level conjuration Casting Time: 1 action Components: V, S Range: 60 feet Duration: Concentration, up to 1 minute You conjure dense, white fog that fills a 30-foot sphere centered on a point you choose within range. The fog is thick and clings to anyone in its area of effect, causing the speed of any creature that is within the fog's area, enters it, or starts its turn there, to be reduced by half until the start of its next turn. The fog obscures all vision, even darkvision. Any creature within the fog is heavily obscured to creatures more than 5 feet away, and lightly obscured to creatures within 5 feet Force Orb 4th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create four glowing orbs of magical force in your palm, which streak from your hand to hit your targets. You can direct them at one target or several, but no two targets can be more than 30 feet apart. Make a ranged spell attack for each orb. On a hit, the target takes 2d8 force damage. On a miss, the target takes 2 force damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates one more orb for each slot level above 4th.

Foundation of Stone

1st-level transmutation

You infuse your comrades with the strength of the earth. Choose six creatures within range. You and all the selected creatures gain a +2 bonus to AC, and advantage on Strength checks for the duration. However, if an affected creature moves from the space it was standing in when the spell was cast, or if it jumps, flies, or otherwise leaves solid ground, the spell's effects end for that creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to Armor Class increases by 1 for every two slot levels above 1st. Four-Winds Bag 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a cloth bag) Duration: Instantaneous You create a windstorm within a small cloth bag, and then you unleash it to move yourself and your allies. Choose any number of creatures within range. You and each chosen creature may immediately use a reaction to take the Dash action. Freeze 6th-level evocation CastingTime:1action Components: V, S Range: 60 feet Duration:10rounds Your hand goes numb and a ray of bright blue energy leaps toward a creature of your choice that you can see within range. The target takes 2d6 cold damage and is encased in a thick sheet of ice. The target can breathe, but it is incapacitated and takes 2d6 points of cold damage every round. The target or an ally within 5 feet of it can use its action to make Strength check against a DC equal to your spellcasting save DC to free the target from the ice. Any fire damage inflicted on the target begins to melt the ice as well, but the target is not free until 20 points of fire damage have been inflicted. Once the target is freed from the ice, the spell ends. FrightfulStrike 1st-level enchantment Casting Time: 1 reaction Range: 5 feet Components: V, M (a weapon with at least one drop of blood on it) Duration: 1 round You cast this spell as a reaction when you hit with a melee weapon attack. You bark or whisper a terrifying threat to the creature as your weapon strikes. In addition to the weapon’s normal damage, the creature takes an amount of psychic damage equal to 1d4 + your Charisma modifier. The creature must also make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the psychic damage is increased by 1d4 for each slot level above 1st.

Gateway

8th-level transmutation

When you cast this spell, a circular portal, 10 feet in diameter, opens over a point you choose within range. You also choose a second point, which can be at any location you have previously visited on the same plane of existence. A second, identical portal appears at that point.

Both portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.

Any creature or object entering one portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction.

The surface of the first portal is transparent, allowing you to see what lies beyond; however, the surface of the second portal is a translucent gray color. This misty grayness is opaque and blocks vision through it to the first portal. Nevertheless, creatures can freely pass through the active side of each portal for the spell’s duration.

Gemjump

6th-level conjuration (ritual)

This spell links two specially prepared gems. One of the gems is usually kept at a safe location, and the other one carried until it is needed. Once you cast this spell, you can be transported to the location of one of the gems by holding the other one in your hand and speaking its command word as a bonus action.

In addition to yourself, you can transport up to six willing Medium-sized or smaller creatures with you. Each creature can bring as many items as it can carry.

Once you transport yourself with this effect, the spell ends.

General of Undeath

8th-level necromancy

This spell bolsters your ability to create and control undead. For the spell’s duration, the effectiveness of your animate dead spells is doubled.

For example, when you cast the animate dead spell at its base level (3rd), you can animate two undead creatures, or reassert control over up to eight. Likewise, when you cast animate dead using a spell slot of 4th level or higher, you can animate or reassert control over four more undead creatures for each slot level above 3rd.

Grace 3rd-level transmutation

Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute

After casting this spell, a silvery nimbus of bright light emanates from you in a 60-foot radius. While the spell is active, you have disadvantage on Dexterity (Stealth) checks. In addition, for the duration of the spell, your speed increases by 10 feet, you gain advantage on Dexterity saving throws and on all Dexterity checks that are not Dexterity (Stealth) checks, and any melee weapon you wield deals one extra die of its damage when you hit with it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, melee weapons you wield deal one additional extra die of their damage for every two slot levels above 3rd. Gravedust Cloud 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a bag of ashes from a burnt corpse) Duration: Instantaneous You direct a bag of ash at your foes, which explodes in a pale cloud that saps the life out of creatures and transfers it to your allies. Each hostile creature of your choice in a 30-footradius sphere centered on a point you choose within range must make a Constitution saving throw. A target takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. Choose up to six creatures in the same 30-foot-radius sphere. Each target regains hit points equal to the necrotic damage that a creature would take if it had failed its saving throw (whether any creature fails its saving throw or not). This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of the 7th level or higher, the healing increases by 1d8 for each slot level above the 5th. Great Thunderclap 3rd-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M Duration: Instantaneous (an iron bell) When you cast this spell, a pealing thunderclap resonates from a point you choose within range. The thunderous boom is audible for 500 feet, and each creature within 20 feet of the chosen point must roll three different saving throws. First, an affected creature must make a Wisdom saving throw or be stunned until the end of its next turn. Second, a creature must make a Constitution saving throw or be deafened for 1 minute. Finally, a creature must make a Dexterity saving throw, or fall prone. Great Watcher Spirit 1st-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a peacock feather) Duration: 1 round A great spirit watches over a creature you choose within range, warning it of danger and helping it to take advantage of opportunities. The creature’s next weapon attack that hits before the end of its next turn inflicts an additional 2d6 psychic damage. In addition, until the end of the creature’s next turn, attack rolls against it are made with disadvantage, and it has resistance to necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the psychic damage increases by 1d6 for each slot level above 1st. GuidingSnarl 5th-level conjuration Casting Time: 1 reaction, which you take when an ally within range who can hear you misses with an attack roll Range: 60 feet Components: V Duration: Instantaneous You conjure a trickster spirit who distracts an enemy, allowing your ally to strike true. The ally can reroll the triggering attack roll with advantage. If the attack hits, it deals an extra 2d10 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d10 for each slot level above 5th. HailofStone 2nd-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a piece of jade worth at least 5 gp) Duration: Instantaneous When you cast this spell, choose a spot within range. A 10-foot radius by 40-foot high cylinder centered on that spot is pummelled by falling rocks. Each creature caught within the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 5d4 bludgeoning damage, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by 1d4 per slot level above 2nd. Hailstones 3rd-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a handful of crystal globes) Duration: Concentration, up to 1 minute You create two large hailstones that strike your enemies. You can direct each hailstone at a different target, or direct multiple hailstones at the same one, but no two targets can be more than 30 feet apart. Make a ranged spell attack for each hailstone. On a hit, a stone deals 2d6 bludgeoning damage and 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one extra hailstone per slot level above 3rd.

Hardening 6th-level transmutation CastingTime:1action Range: Touch Components: V, S, M (an ointment made of 50 gp of diamond dust for each 10 cubic feet of material) Duration: Permanent This spell permanently reinforces the strength and durability of materials. Paper is much harder to tear, wood is more durable, and glass is harder to break. You can touch and affect up to 50 cubic feet of material each time you cast this spell. The material becomes resilient if it was fragile, and its AC is increased by 4. If a material is already resilient, it doubles in hit points. For example, if you touch a resilient section of wooden wall that has 50 hit points, its AC would improve from 15 to 19, and it would have 100 hit points. Heart ofStone 8th-level necromancy (ritual) Casting Time: 1 hour Range: Self Components: V, S, M (an exquisitely carved stone heart made of jade, obsidian, or gold-veined marble worth at least 5,000 gp) Duration: 1 year When this spell is cast, your heart is replaced with an ornately crafted stone heart. For the spell’s duration, your living heart is stored in a special alchemical solution at a hidden location, which you have either prepared and chosen previously, or which you choose during the casting of this spell from among locations you have been to in the last 24 hours. The stone heart grants you resistance to cold, fire, and lightning damage, as well as resistance to damage from bludgeoning, piercing, and slashing weapons. However, the stone heart also has the following disadvantages: □ You can only gain a maximum of 1 hit point per hit die when you heal naturally. □ You instantly die if your living heart is damaged or destroyed. □ A creature that can see the location of your heart or is close enough to hear it beating can find it, but only if they are actively searching for it. The DC for ability checks to find your heart is equalto your spellcasting DC. In addition, the heart of stone can be dispelled, which transfers your living heart back to your body, and sends your stone heart to your living heart's previous hiding place. If you enter an anti-magic field, your stone heart and living heart temporarily switch places, and then switch back again after you leave the affected area. Hearth Spirit 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, M (the claw of a predator) Duration: Concentration, up to 1 minute You summon a comforting spirit of the sacred hearth, which manifests as a pillar of flame that burns enemies but soothes you and your allies. Choose a 5-foot-radius by 10-foot-high cylinder that you can see within range. Until the spell ends, sacred flames fill that space, and anyone within it when you cast this spell must make a Wisdom saving throw. On a failed save, a creature takes 3d6 fire damage, or half as much damage on a success. A creature must also make the saving throw when it enters that space for the first time on its turn or ends its turn there. Whenever a creature that fails its saving throw takes fire damage from this spell, friendly creatures of your choice within 5 feet of the damaged creature regain hit points equal to half the amount of fire damage dealt. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d6 for each slot level above 3rd. HeatDrain 8th-level necromancy Casting Time: 1 action Range: Self(20-foot radius) Components: V, S Duration: Instantaneous You drain the heat from all living creatures within 20 feet of you. Each creature in the area takes 12d6 cold damage, or half as much on a successful Constitution saving throw. The influx of drained heat that you drain fromyour victims bolsters your own resilience. You gain a number of temporary hit points equal to 5 x the number of creatures that take damage from this spell. Herald’s Call 1st-level enchantment Casting Time: 1 bonus action Range: Self (20-foot radius) Components: V, S Duration: 1 round You call out to gain the attention of creatures around you. An enemy within 20 feet of you that hears this call must succeed on a Wisdom saving throw or its speed is reduced by half until the end of its next turn. An affected creature within the area that is under the effect of haste has that spell suppressed until the end of your next turn.

Holy Storm 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a flask of holy water) Duration: Concentration, up to 1 minute When you cast this spell, select a point within range; loud and blinding rain pours down in a 20-foot radius by 40-foot high cylinder centered on that point. The area becomes lightly obscured, and all ranged attacks made by creatures within the spell's area, or made against targets within the spell’s area, are made with disadvantage. The rain automatically extinguishes unprotected flames, and has a 50% chance of extinguishing protected flames such as lanterns. In addition, the rain causes 2d6 radiant damage to any evil creature that starts its turn within the spell’s area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of radiant damage to evil creatures increases by 1d6 for each slot level above 3rd. HornetShot 5th-level transmutation CastingTime:1action Range: Self Components: S, M (a ranged weapon) Duration: Concentration, up to 1 minute Your weapon buzzes with toxic energy as you infuse it with magic, and when it strikes your target it emits a cloud of hornet-like motes that sting your foe and nearby enemies. As part of the action used to cast this spell, you must make a ranged weapon attack, otherwise the spell fails. If that attack hits, the target takes an additional 3d10 piercing damage, and attack rolls against it from more than 10 feet away are made with advantage. At the end of each of the target's turns before the spell ends, it must succeed on a Constitution saving throw or take 2d10 poison damage. On a successful save, the spell ends. For the duration of the spell, a creature that moves within 5 feet of the target for the first time during its turn or starts its turn there is attacked by the motes and must make a Constitution saving throw. The creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the piercing damage increases by 1d10 for each slot level above 5th. Hover 3rd-level conjuration Casting Time: 1 action Components: V, S Range: 120 feet Duration: Concentration, up to 1 minute You create a web of energy in mid-air that immediately stops any creature flying or falling into its strands. A creature that flies into the web must make a Dexterity saving throw. On a failed save, the creature’s speed drops to 0, and it is grappled by the web. However, it can use an action to make a Dexterity (Acrobatics) check against your spellcasting DC to break free. Although the web of energy reduces a creature’s speed to 0, it is not restrained, and it does not fall to the ground. It is simply held in place in mid-air, and it can act normally. Howling Chain 6th-level evocation Casting Time: 1 action Components: V, S, M (a length of silver chain) Range: 100 feet Duration: Concentration, up to 1 minute

A red chain of force wraps itself around a target you choose within range. The target must make a Dexterity saving throw to avoid being grappled by the chain. On a failed save, the target is grappled by the chain as it twists and writhes around it, causing the creature to have disadvantage on attack rolls and ability checks while it is grappled. In addition, on each of your turns, you can use an action to make a melee spell attack against the grappled target. On a hit, the target takes 3d6 piercing damage. The victim can attempt a Dexterity saving throw at the end of each of its turns to avoid being grappled by the chain. On a success, the target breaks free. If a target escapes before the spell ends, you may use an action to choose a new target within 30 feetof the previous one. The chains move to that target, who must make the Dexterity saving throw to avoid being grappled. The spell then continues as normal. IceAxe 3rd-level evocation Casting Time: 1 action Range: 5 feet Components: V, S, M (a shard of ice, glass, or crystal) Duration: 1 minute When you cast this spell, a battleaxe of swirling ice appears in your hand. You are proficient with the axe, and you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using it. On a hit, a target takes 1d12 cold damage in addition to the axe’s magical slashing damage. You cannot be disarmed of the ice axe for the duration of the spell—if you are forced to drop it, it flies back to your hand immediately. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the cold damage increases by 1d12 for every two slot levels above 3rd. Icelance 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a clear crystal worth at least 50 gp) Duration: Instantaneous A large spear-like shard of ice appears in the air next to you. Choose a target within range, and make a ranged spell attack. If the attack hits, the target takes 3d6 piercing damage, and 3d6 cold damage. In addition, the target must make a Constitution saving throw, or be stunned until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of cold and piercing damage both increase by 1d6 for each slot level above 3rd.

Imbue Undead with Spell Ability 6th-level necromancy (ritual) Casting Time: 1 action Components: V, S, M (a blank scroll and some ink mixed with blood) Range: Touch Duration: Instantaneous You grant an undead servant the ability to cast a spell you know one time. Choose a spell you could cast using a spell slot. You sacrifice the spell slot you would use to cast it, and the undead creature you touch gains the ability to cast that spell once before the next time you finish a long rest. You cannot force the undead to cast the spell unless you have some other means of controlling it. ImmunitytoPoison and Disease 5th-level abjuration Casting Time: 1 action Components: V, S, M (a pinch of salt) Range: Touch Duration: 24 hours The target becomes immune to diseases and poisons for 24 hours. This grants immunity to poison damage and the poisoned condition, as well as the effects of actual poisons and diseases, whatever those effects may be. The target is immune even if the disease or poison is magical. Any poison or disease already in the target is placed in a form of stasis until the spell ends, then resumes just as if the spell was never cast.

Indomitability 5th-level abjuration Casting Time: 1 action Components: V, S Range: Touch Duration: Instantaneous The target you touch is protected from the next attack that would take it to 0 hit points. The attack must deal at least 1 hit point of damage. The recipient is reduced to 1 hit point instead, but is otherwise unharmed. If the attack incapacitates the victim another way, then the spell has no effect.

Inevitable Winter 6th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S, M (the mummified finger of a humanoid who froze to death) Duration: Instantaneous You call spirits of death and winter, commanding them to surround a foe to sap its vitality. Choose one creature you can see within range. The creature takes 6d12 necrotic damage, and it must make a Wisdom saving throw. If the save fails, the creature takes cold damage equal to the amount of necrotic damage it took, and it has disadvantage on the next saving throw it makes before the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the necrotic damage increases by 1d12 for each slot level above 6th. InvigoratingStrike 2nd-level evocation Casting Time: 1 reaction, which you take when you hit a creature with a melee weapon attack Range: Self Components: V, S, M (a melee weapon) Duration: Instantaneous When you hit with a melee attack, in addition to dealing damage to your target, you regain a number of hit points equal to the weapon’s normal damage dice + your spellcasting ability modifier. Roll the amount of hit points you regain separately from the outcome of the attack. Invisibility, Superior 8th-level illusion Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute The creature you touch turns invisible, and its scent and sound are masked for the spell’s duration. Like greater invisibility, the subject can attack and cast spells without ending the spell. This spell also hides the subject from blindsight, tremorsense, and any other sense that would normally reveal a hidden creature. In addition, the subject of the spell is immune to see invisibility, faerie fire, and similar spells for the spell’s duration. Ironbreaker Claws 1st-level conjuration Casting Time: 1 action Range: 30 feet Components: V, M (the claw of a predator) Duration: Instantaneous You summon the spirit of a clawed predator, which latches onto your foe and twists it off balance, leaving it open to an ally's attack. Choose one creature in range, which must make a Dexterity saving throw. If it fails, the creature takes 2d10 slashing damage, and it provokes an opportunity attack from any allies of yours within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d10 for each slot level above 3rd.

Ironguard,Lesser 5th-level abjuration

CastingTime:1action Range: Touch Components: V, S, M (a tiny shield of wood, glass, or crystal) Duration: Concentration, up to 1 minute

The person touched is immune to nonmagical metal for the duration of the spell. Metal items pass through you, and cause no harm. You can also walk through metal barriers, such as gates or bars. Magical metal objects affect you normally, as do spells. Secondary effects delivered by metal items affect you normally, such as a poisoned weapon attack. If the spell expires while metal is inside you, the object is shunted out of your body or you are pushed away from it to the nearest unoccupied space; as a result, you and the object both take 1d6 bludgeoning damage. Since you pass through metal objects, your unarmed attacks ignore metal armor while you are under the effects of this spell. This does not change the Armor Class of a creature wearing metal armor, but it grants you advantage on unarmed attack rolls against them.

Jungle’s Rapture

5th-level transmutation Casting Time: 1 action Range: 90 feet Components: V, S, M (a bottle carved of obsidian) Duration: Permanent Spitting, you curse a creature, causing its body to become more rigid, and whorls of wood grain to appear on its skin as it begins a slow transformation into a tree. Make a ranged spell attack against a creature within your range that is not undead or a construct. On a hit, you curse the creature with a hardening of the limbs and skin as its flesh slowly turns to wood, inflicting the following effects upon it for the duration: □ Any speed it has becomes 5 feet, unless the speed was lower. □ It has disadvantage on Dexterity checks and Dexterity saving throws. At the end of each of the target’s turns, it must make a Wisdom saving throw. After succeeding on three of these saving throws, the creature defeats the curse, and the spell ends. After failing three of these saving throws, the creature stops making these saves, and it becomes a tree, replacing the previous effects of the curse with the following, which last for the duration: □ Its creature type becomes plant □ It is restrained □ Its size becomes Large unless it was already larger □ Its reach with melee attacks increases to 10 feet □ It has disadvantage on Dexterity checks and Charisma checks □ It cannot speak any language □ It is indistinguishable from a normal tree unless it moves Every morning at dawn, the creature must make another Wisdom saving throw. Whenever it succeeds, it regains the ability to speak until the next time it fails the saving throw. If it succeeds on two of these saving throws in a row, the spell ends. A greater restoration, true polymorph, shapechange, or wish spell can also end this spell. Kelpstrand 2nd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of dried seaweed) Duration: Instantaneous You stretch out your hand and a long strand of wet kelp streaks out to envelop your foe and bring the creature to your grasp. Make a ranged spell attack against the target. On a hit, the target takes 2d10 bludgeoning damage, and you can pull it up to 30 feet closer to you. If the target ends this movement within 5 feet of you, the target is grappled by you, just as if you had made a successful grapple attack against it. A creature you grapple with this spell can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spellcasting DC. When you move, you can drag or carry the grappled creature at half your speed. You can move at your full speed if the creature is at least two sizes smaller than you. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by ld10 for each slot level above 2nd. Killing Ground 4th-level conjuration Casting Time: 1 reaction, that you take when you reduce a creature to 0 hit points Range: Self(30-foot cone) Components: V Duration: 1round You issue a primal cry of victory that creates a 30- foot cone infused with necromantic power harvested from the death of your foe. The area within the cone is difficult terrain for all creatures besides you. Each creature in the cone when you cast this spell must make a Constitution saving throw. Undead, constructs, and creatures immune to necrotic damage automatically succeed on this saving throw. On a failed save, a creature takes 2d8 thunder damage, and is vulnerable to necrotic damage for the spell’s duration. A hostile creature that starts its turn within the spell’s area takes 1d10 necrotic damage. A creature that failed its saving throw can make a Constitution saving throw at the end of each of its turns. On a success, it is no longer vulnerable to necrotic damage. In addition, for the spell’s duration, the first time you hit a creature in the spell’s area with a melee attack on each of your turns, that attack deals an extra 1d6 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d10 for every two slot levels above 4th.

KnightlyIntercession 3rd-level conjuration Casting Time: 1 reaction, which you take when a creature you can see within range is hit with a melee attack Range: 60 feet Components: V, M (a melee weapon) Duration: 1 round You call out a prayer for protective intercession which teleports the creature that made the triggering attack to an unoccupied space within 5 feet of you. The triggering attack hits you instead, and you can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 radiant damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d10 for each slot level above 3rd. Knight's Move 2nd-level conjuration Casting Time: 1 bonus action Range: 30 feet Components: V, M (a piece from a chess set) Duration: Instantaneous Time slows briefly for you or on ally, allowing a quick burst of movement no one else can perceive. Choose a creature within range of this spell. That creature can use its reaction to teleport up to 30 feet to an unoccupied space. When it arrives, choose a creature within 5 feet of it. It gains advantage on its next attack roll against that creature before the end of its next turn. Know Greatest Enemy 1st-level divination Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous Your eyes flash green, turning golden as you survey your opponents and perceive a shimmering green aura over the most powerful foe. Choose anynumber of creatures you can see within range. You instantly know which creature has the highest challenge rating. If multiple opponents are tied for the highest challenge rating, you become aware that all of them are equally powerful. This spell does not tell you the actual challenge rating of any creature, just which of the creatures is most powerful. It confers no other information. Lasting Breath 8th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a vial of dragon saliva) Duration: Concentration, up to 1 minute You unleash a breath weapon like that of a dragon, which then hangs in place and draws your enemies’ attention. You choose acid, cold, fire, lightning, or poison for this spell, and force each creature in a 60- foot cone to make a Dexterity saving throw. A creature takes 6d6 damage of the type you chose on a failed save, or half as much damage on a successful one. The cone lingers until the spell ends, and its area is lightly obscured. Any creature that enters the spell’s area or starts its turn there must make a Dexterity saving throw, taking 6d6 damage of the type you chose on a failed save, or half as much damage on a successful one. A creature that fails its saving throw also feels compelled to end the source of the breath weapon, giving it disadvantage on attack rolls against creatures other than you for the rest of that turn. LavaMissile 2nd-level conjuration Casting Time: 1 action Range: 90 Feet Components: V, S, M (any object made of glass) Duration: Instantaneous You conjure handfuls of liquid-hot stone from the elemental planes and hurl them at foes with unerring accuracy. You create four lava missiles, each ofwhich hits a target of your choice that you can see within range. A lava missile deals 1d4 fire damage and 1d4 bludgeoning damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. The darts can also target objects that are not being worn or carried, and ignites them if they are flammable. If a lava missile strikes a firenewt or an earthbased or fire-based elemental creature (such as a gargoyle or salamander), it does not inflict damage on the creature. Instead, that creature is healed, regaining 1d4 hit points for each lava missile that hits. Only firenewts or creatures of the elemental type can benefit from this effect. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more dart for each slot level above 2nd.

Leaf into Dagger

1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a leaf) Duration: Concentration, up to 1 minute This spell turns one leaf into a dagger. The dagger counts as a magic weapon for overcoming damage resistance. Rangers and druids use this spell to create silent, non-reflective weapons that look like completely harmless leaves. Lesser Chainfire 5th-level enchantment CastingTime:1action Range: 60 feet Components: S Duration: 1minute A column of magical fire and light descends on your enemy, then spreads out to not only burn other foes physically, but burn away their ties to the ally you targeted. Make a ranged spell attack against one creature within range. On a hit, the target takes 3d8 radiant damage. Whether the attack hits or misses, a column of psychic fire consumes it and the creatures around it. Each creature of your choice in a 10-foot-radius, 40- foot-high cylinder centered on the target (including the target) must make a Wisdom saving throw. A creature takes 2d6 fire damage and 2d6 psychic damage on a failed save, or half as much damage on a successful one. In addition, each creature besides the target who fails the Wisdom saving throw becomes indifferent towards the target and forgets the target ever existed, as if its memories were altered by a modify memory spell. This effect lasts for 1 minute. During that time, the creatures take no action to cooperate with the target and make no special effort to keep it from harm. If it is in a position of authority, affected creatures do not obey its orders. When the effect ends, all affected creatures regain their normal memories. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d6 for each slot level above 5th. Life Bolt 4th-level evocation Casting Time: 1 action Components: V, S Range: 120 feet Duration: Instantaneous You concentrate energy into your palm and fire a bolt of pure life force that sears the walking dead. Choose one undead creature within range. You take an amount of necrotic damage you choose, which must be equal to or less than half your remaining number of Hit Dice. This damage cannot be reduced or avoided in any way. For every hit point you sacrifice to power the spell in this way, the undead target takes 2d6 radiant damage. Life Drain 3rd-level necromancy CastingTime:1action Components: V Range: Touch Duration: Concentration, up to 1 minute You heal your wounds by draining vital energies from a foe you touch. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d8 necrotic damage and it is paralyzed until the end of your next turn, and you or an ally within 5 feet regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action, but only against the same target. Life Steal 5th-level necromancy (ritual) Casting Time: 1 action Components: V, S Range: 30 feet Duration: Instantaneous You pull pure life force out of your victim. The target must immediately make a Wisdom saving throw. On a failed save, the target takes 6d6 necrotic damage, or half as much on a success. Whether the target succeeds or fails its saving throw, you are healed by the amount of damage dealt. Alternatively, you can transfer these hit points to an ally that you touch when you cast the spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the necrotic damage dealt increases by 1d6 for every slot level above 5th. Life’s Grace 5th-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a living creature and ward it against death magic for a time. For the spell's duration, the subject gains resistance to necrotic damage and advantage on saving throws against effects that would reduce its hit point maximum (such as the bite of a vampire) or kill it instantaneously without dealing damage (such as the wail of a banshee). In addition, when the subject would fail a saving throw an undead creature forces it to make, it can choose to succeed instead, and the spell ends. Lifetap 2nd-level necromancy CastingTime:1action Range: Self Components: S, M (two identical needles) Duration: Instantaneous You launch two magical darts, one at an ally and one at an adversary, and the foe’s dart transfers life force to your friend in a golden flash. Make a ranged spell attack against a hostile creature. On a hit, the target takes necrotic damage equal to 2d10 plus your spellcasting ability modifier, and a friendly creature of your choice within range gains temporary hit points equal to the damage inflicted. If the attack misses, a friendly creature of your choice within range gains temporary hit points equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d10 for each slot level above 2nd. Listening Lorecall 2nd-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S, M (a hollowed ram’s horn) Duration: Concentration, up to 1 hour Until the spell ends, you gain advantage on Wisdom (Perception) checks related to hearing, and gain proficiency in the Perception skill. In addition, being invisible doesn’t give a creature advantage on attack rolls against you unless that creature is over 30 feet away.

Longstrider, Mass 5th-level transmutation CastingTime:1action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour This spell functions the same as longstrider, except that you can affect up to seven creatures.

Lorloveim’s Shadowy Transformation

6th-level illusion Casting Time: Casting Time Components: V, S Range: Touch Duration: Concentration, up to 10 minutes

You trap one creature or inanimate object you touch between the plane you are on and the Shadowfell. The target can make a Dexterity saving throw to avoid the spell. If it fails, the creature becomes insubstantial on both planes. It can see into both planes, but can’t tell which plane any particular item or person is on. Anyone on the plane the creature was on originally or in the Shadowfell can see the creature or object as a shadowy, transparent version of itself. Any attack targeting the creature or object fails, and any attack launched by the creature fails. The creature can cast spells normally if those spells do not require an attack roll, and can target creatures on either plane, but cannot target creatures on both planes with the same effect. This spell has no effect when cast in the Shadowfell.

Love’s Lament

3rd-level enchantment

The music created by this spell draws upon the sadness, guilt, and despair of those around you. Each creature in a 60-foot cone has disadvantage on Wisdom (Perception) checks related to hearing until the end of your next turn, and it must make an Intelligence saving throw. A creature that fails the saving throw takes 3d10 psychic damage and is poisoned until the end of its next turn, as it calls to mind memories of all its lost loves and disappointments in life.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the psychic damage increases by 1d10 for each slot level above 3rd. LoyalVassal 2nd-level abjuration Casting Time: 1 action Range: 5 feet Components: V, S, M Duration: Concentration, up to 1 hour When you cast the spell, select up to six creatures within 5 feet of you. You touch each of these creatures as part of the action of casting this spell. Until the spell ends, each chosen creature gains advantage on Wisdom saving throws against enchantment spells, effects that would cause them to become charmed or frightened, and effects that would force them to obey another creature’s commands. If a subject of this spell is already under the influence of such an effect, it can immediately attempt another saving throw against that effect when you cast this spell. MageArmor,Greater 3rd-level conjuration CastingTime:1action Range: Self Components: V, S Duration: 8hours This spell functions exactly like mage armor, except that it does not require a material component, you can only cast it on yourself, and your base Armor Class becomes 15 + your Dexterity modifier for the duration. Magnetism 3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: S, M (a lodestone) Duration: Concentration, up to 1 minute This spell allows you to draw iron or steel objects to yourself by projecting a magnetic ray. Choose one object within range that is nonmagical and made of ferrous metal. This object must weigh less than 40 lbs. Each round the spell lasts, you can target one object you can see within range of the spell with this effect using an action. If the object isn’t being worn or carried, it immediately flies into your space, where you can either catch it with your hand (requiring no action) or let it fall at your feet. If the object is being held or carried by a creature, that creature must roll a Strength saving throw. On a failure, the creature drops the object, and it flies to your space, where you either catch it with your hand or let it fall at your feet. If the object is being worn by a creature (like a helm or a chain shirt), the creature makes the same Strength saving throw, but has advantage on the roll.

If the item is secured in some way (such as being chained to a wall or tied down with a rope), you make an ability check to break the restraint, as if you were making a Strength check to break or burst whatever is securing it with your own hands. Instead of making a Strength check, you make a check with your spellcasting ability score (adding your proficiency bonus). If the check succeeds, you free the item and it flies to your space as described above. You can also attempt to move a metal creature that weighs less than your limit for this spell (such as some kind of tiny construct). The creature makes a Strength saving throw with advantage against this effect. If the save fails, you can move the creature toward you just as you would any other metal object. Until this spell ends, your ability to carry, lift, push, or drag any objects you have moved to your space with this spell is calculated as if you had a Strength score of 20 (giving you a carrying capacity of 300 pounds and allowing you to push, lift, or drag up to 600 pounds, if you are Small or Medium sized). If you move during the spell’s duration, you can choose any object that you moved to your space with this spell which you are not carrying, lifting, pushing, dragging, or wearing to either move with you as you go (levitating just above the level of your feet) or remain in the square you moved it to. Once you have moved an object to your space with this spell, you have advantage on saving throws and opposed rolls against effects that would cause you to drop it, and creatures seeking to move the item from your space have disadvantage on rolls to do so. When the spell ends, if you are holding, wearing, or carrying an object that is too heavy for you, it falls softly to the ground, landing harmlessly at your feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the weight limit of objects you can move with this spell increases by 10 pounds for each slot level above 3rd. When you cast this spell using a spell slot of 5th or 6th level, you can choose up to two objects within range each time you use your action for this spell, instead of just one. If the spell slot is 7th level or higher, you can choose up to three objects instead.

Mask ofDeath 4th-level necromancy (ritual) Casting Time: 1 action Components: V, S, M (a drop of doppelganger blood) Range: Touch Duration: 1 hour/ level You change the features of any dead humanoid to mimic someone else. You must either know the person you are mimicking or have an accurate picture or image of them. This spell can be cast on a zombie (or on a body that is then animated), but the zombie’s statistics and behavior do not change. Mass DeathWard 8th-level abjuration CastingTime:1action Range: 30 feet Components: V, S Duration: 8hours Choose up to six creatures within 30 feet of you. For the spell’s duration, the next time a target would drop to 0 hit points from taking damage, it drops to1 hit point instead, and the spell ends for it. If the spell is still in effect when a target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated for that target, and the spell ends for it.

Metal to Rust 6th-level transmutation

Casting Time: 1 action Components: V, S, M (rust monster eye) Range: 20 feet Duration: Instantaneous

You reduce one metal object to a pile of rust. Choose one metal object within range that is Large or smaller. Make a ranged spell attack against the higher of either the AC of the item (19 for most metals, 21 for mithral, 23 for adamantine), or the AC of the one holding or carrying it (if it is being held or carried). If the object is not magical, you have advantage on the attack roll and score a critical hit on a roll of 18, 19, or 20. On a hit, the item takes necrotic damage equal to 6d12 plus your spellcasting ability modifier. If the chosen object is a magic item, the necrotic damage is determined by the item's rarity, as follows: Rarity Damage Common 5d8 + ability modifier Uncommon 4d8 + ability modifier Rare 3d8 + ability modifier Very Rare 2d8 + ability modifier Legendary 1d8 + ability modifier Artifacts take no damage from this spell. Most magic items have resistance to all damage, and will therefore take half the indicated damage. If a magic item you target with this spell is sentient, you have disadvantage on your ranged spell attack against it.

Misdirected Mark

1st-level illusion

Casting Time: 1 action Range: 30 feet Components: S Duration: 1 round

You conceal your arcane attack, mentally influencing your foe into both believing the attack came from one of your allies and focusing on that ally obsessively. Make a ranged spell attack against a target within range. On a hit, the target takes 4d6 psychic damage, and you choose one friendly creature who is within 30 feet of both you and the target. Until the end of your next turn, the target has disadvantage on attack rolls against all creatures except for the ally you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Moon Bolt 4th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous You create a bolt of energy made of moonlight that streaks from your hand unerringly towards one target within range. A living creature struck by a moon bolt takes radiant damage equal to 4d4 + your spellcasting ability modifier. In addition, the target must make a Constitution saving throw or it has disadvantage on Strength ability checks and saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the Strength sapping effect on a success. An undead creature struck by the moon bolt takes radiant damage equal to 8d4 + your spellcasting ability modifier. In addition, the creature must make a Wisdom saving throw, or it is knocked prone and incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the incapacitated condition on a success. Afterwards, it can stand but has disadvantage on attack rolls and Wisdom saving throws for the spell’s duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of radiant damage increases by 1d4 for each slot level above 4th.

MoonRune 2nd-level transmutation (ritual) Casting Time: 1 action Components: V, S, M (100 gp worth of rare inks that are consumed by the spell) Range: Touch Duration: Instantaneous You inscribe up to seven marks on any surface, which can be any nonmagical glyphs or symbols. When the spell is finished, each mark becomes invisible. You specify the conditions that make the runes visible. The runes only become visible to those who match the conditions you described, or by anyone using true seeing. The runes last until the object they are placed upon is destroyed. Moonbow 5th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a small piece of moonstone) Duration: Instantaneous, or up to 3 rounds When you cast this spell, three motes of lightning appear next to you, and you can direct each mote to strike a target within the spell’s range. You can direct the motes to strike a single target or separate targets. Make a separate ranged spell attack for each mote. On a hit, the mote deals 4d6 lightning damage, and then fades away. You do not have to fire all the motes on the round you cast the spell. On each successive turn, you can use an action to fire any remaining motes. If a turn passes without firing any motes, the spell ends, and all remaining motes vanish. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of lightning damage increases by 1d6 for each slot level above 5th.

Mountain Stance 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute For the duration of the spell, the creature touched has advantage on saving throws against any spell that would move it against its will. In addition, the subject has advantage on ability checks to resist being grappled, shoved, or moved against its will. If an effect successfully moves the target, the spell ends.

MurderousMist 4th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, and up to 1 minute You create a 30-foot radius by 20-foot high cloud of scalding hot steam within range that moves away from you in a straight line at a speed of 10 feet per round. A creature that starts its turn in the cloud takes 2d6 fire damage, and suffers from the blinded condition for the duration of the spell. A successful Dexterity saving throw halves the damage and negates the blinded condition. A blinded creature can attempt a Constitution saving throw at the end of each of its turns, and on a success, the blinded condition ends. In addition, the area within the mists is heavily obscured. Wind does not affect the cloud’s direction or speed. However, a moderate wind disperses the cloud in 4 rounds. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of fire damage increases by 1d6 for each slot level above 4th. Nauseating Breath 3rd-level conjuration Casting Time: 1 action Components: V, S, M (a piece of rotting fish) Range: 30-foot cone Duration: Instantaneous You breathe out a cloud of sickly green gas. Anyone caught in the cloud must make a successful Constitution saving throw or be stunned for 2d6 rounds. The affected target must make a Constitution saving throw at the end of each of its turns. On a successful save, the stunned effect ends.

Nerveskitter 1st-level transmutation Casting Time: 1 reaction, which you take immediately when an ally within range that you can see is about to make an initiative roll Range: 30 feet Components: V, S Duration: Instantaneous You energize one ally with a jittery burst of power, speeding up its senses and reactions to the point of near precognition. The subject makes its initiative roll with advantage. Nightscar 3rd-level illusion (ritual) CastingTime:1action Components: S, M Range: 60 feet Duration:1 month You place a magical mark upon another creature. The target is allowed a Wisdom saving throw to negate the spell. This mark is only visible to you and up to seven other creatures. It is visible even in magical or normal darkness. Even if the target changes shape, turns invisible, or cloaks itself in an illusion, the mark remains visible. Nightshield 1st-level abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute There is a bare whisper of rushing air as a protective field of shadowy energy cloaks your body. For the duration, you have resistance to force damage from spells, and you take no damage from magic missile. In addition, for the spell’s duration, whenever you make a saving throw, roll a d4 and add the number rolled as a bonus to your saving throw. The spell ends at the end of the turn if you are exposed to direct sunlight. NoteofAggression 6th-level enchantment Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: Instantaneous You shout a verse from an ancient battle hymn to spur an unexpected attack. Choose an ally within range. That ally can use its reaction to make a melee weapon attack against a hostile creature within its reach. If no hostile creature is within reach, as part of the same reaction, the ally can move up to 15 feet closer to a hostile creature before making the attack. On a hit, the target suffers the attack's normal effects, and takes an additional 1d8 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the psychic damage increases by 1d8 for each slot level above 6th. Numinous Shield 1st-level abjuration Casting Time: 1 bonus action Range: Self (15-foot cone) Components: V, S, M (a shield or metal plate embossed with a symbol of the upper planes) Duration: 1 round You project a celestial radiance that protects your allies but punishes an enemy. One creature of your choice within a 15-foot cone originating from you must make a Wisdom saving throw. On a failed save, the creature takes 2d10 radiant damage. In addition, choose up to three allies within the same cone. You and those allies each gain a +2 bonus to Armor Class until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d10 for each slot level above 1st. Nystul's Flash 1st-level evocation Casting Time: 1 action Range:Self(10-foot radius sphere) Components: V, S Duration: Instantaneous All creatures caught in a 15' cone must make a successful Constitution saving throw or be blinded for 1d4 rounds. The affected target must make a Constitution saving throw at the end of each of its turns. On a successful save, they are no longer blinded. OakSkewer 4th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a splinter) Duration: Instantaneous

You conjure a massive spear of oak and skewer your foe with it. Make a ranged spell attack against one creature within range. On a hit, the creature takes 6d10 piercing damage and must make a Strength saving throw. If it fails, you can push it up to 30 feet away from you. If the target ends this movement adjacent to a solid obstacle (such as a wall), the target is restrained until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the piercing damage increases by 1d10 for each slot level above 4th.

Opportune Lacuna 6th-level illusion Casting Time: 1 action Range: 120 feet Components: V Duration: Concentration, up to 1 minute You chant a maddening incantation that sears your enemy's thoughts, blinding it to a looming threat. Choose a target within range to make a Wisdom saving throw. On a failed save, choose a second creature within range, which becomes invisible to the target for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 5d12 psychic damage. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th. OrbofCold 4th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You create an orb of cold roughly 3 inches wide that shoots from the palm of your hand toward a target within range. Make a ranged spell attack. On a hit, the orb explodes, and the target takes 8d6 cold damage. In addition, a creature struck by the orb must make a Constitution saving throw, or its speed is reduced by half until the end of its nextturn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of cold damage increases by 1d6 for each slot level above 4th. Pain 4th-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S, M (a live leech) Duration: Concentration, up to 1 minute This spell strikes creatures with wracking pains and agony, even if they are unliving. Roll 12d8, and total the dice. The number rolled is the number of hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures and constructs, who are not affected by this spell). Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Starting with the creature that has the lowest

current hit points, each creature affected by this spell has disadvantage on attack rolls and ability checks until the spell ends. Each creature can attempt to resist, but only at the risk of making its agony even worse. Each creature affected by the spell can choose whether to make a Constitution saving throw to try to resist the spell’s effect at the end of each of its turns, ending the effect on itself with a success. However, if the creature fails the saving throw, it takes 3d6 psychic damage. A creature that fails this saving throw four times in a row is incapacitated with pain, in addition to the spell's other effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, roll an additional 2d8 for each slot level above 4th. Piercing Smite 1st-level enchantment Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration up to 1 minute The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 2d6 piercing damage. In addition, if the attack hits, the target and two other creatures of your choice within 5 feet of you or the target have disadvantage on their next attack rolls against a creature other than you before the end of your next turn. Pocket Cave 5th-level conjuration CastingTime:1minute Range: Touch Components: V, S, M (a black piece of cloth shaped like an arched doorway) Duration: 8 hours You conjure an extradimensional cave that has a single entrance on the plane from which the spell was cast. You can only cast this spell on a surface made of rock or some form of earth within range. The entry point looks like a dark cave entrance that is 5 feet wide and 10 feet high. Only those you designate can enter the cave, and all other creatures and objects are barred from passing through. Spells and other magical effects can’t extend through the entry portal or be cast through it. The entry portal is shut and made invisible behind you when you enter. You can open it again from your side at will. You can choose the shape of the cave inside. You can form it into a hemispherical dome or a sphere with a radius of up to 30 feet. It takes the form of a dark, wet cavern. This area contains enough oxygen to sustain as many creatures as can fit in the area for the duration of the spell. Edible fungus grows along the walls, and condensation drips down one wall into a pool of fresh, clean water that never seems to run dry. External conditions such as weather do not affect the pleasant atmosphere of the cave, and nothing except the designated creatures can pass through the portal in either direction. Until the spell ends, you can command the interior to become dimly lit or dark. At the end of the spell’s duration, all within the pocket cave return to the spot where they entered or else to the nearest open space, if that spot is occupied. A white ray of pure cold jumps from your hand to the target. If you hit with a ranged spell attack, the target takes 25d6 cold damage. Poison 3rd-level necromancy Casting Time: 1 action Components: V, S, M (a fang or stinger from a venomous creature) Range: Touch Duration: Concentration, up to 1 minute You channel venom into your victim. The creature you touch takes 3d10 poison damage and is poisoned until of its next turn. Until the spell ends, the creature must make a Constitution saving throw at the end of each of its turns. If the target fails the save, it takes 3d10 damage and remains poisoned until the end of its next turn. If it succeeds, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the duration you may concentrate increases by 1 minute for each slot level above 3rd. Polar Ray 8th-level evocation Casting Time: 1 action Components: V, S, M (a small white cone) Range: 90 feet Duration: Instantaneous Predatory Shards 3rd-level transmutation CastingTime:1action Range: Self Components: S, M (a ranged weapon) Duration: Instantaneous On impact, your rune-inscribed projectile creates a cloud of magical shards hostile to your enemies. As part of the action used to cast this spell, you must make a ranged weapon attack, otherwise the spell ends. If the attack hits, the target takes an additional 2d10 piercing damage. Hit or miss, the area around the target is then filled with magical shards. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 5d6 force damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d6 for each slot level above 3rd. Premonitory Vision 4th-level divination (ritual) Casting Time: 1 reaction, which you take when you finish a short or long rest Range: Self Components: V, S Duration: Instantaneous You perceive a series of images that show you future events. You ask a single question concerning a specific goal, event, or activity to occur within seven days. The DM offers a truthful reply. The reply might be a short phrase, an explanation of your own emotional reaction, or a description of a single image you saw. The spell doesn’t consider any possible circumstances that might change the outcome, such as the casting of additional spells, or the loss or gain of a companion. After you cast this spell, unless you treat yourself with a special calming tincture that uses 25 gold pieces worth of ingredients, you have disadvantage on Wisdom, Dexterity, and Intelligence checks, and on Constitution saving throws to maintain concentration for 10 minutes. If you cast the spell two or more times before finishing your next long rest, you receive increasingly confusing visions that muddle your mind. For each casting after the first, the duration of the negative effects for not imbibing a calming tincture increase by an additional (cumulative) 10 minutes, and there is a cumulative 25% chance that the information you perceive is random and possibly unrelated to the question you asked. The DM makes this roll in secret. Prismal’s Wormhole 8th-level conjuration Casting Time: 2 hours Components: V, S, M (a door knocker) Range: Touch Duration: Until discharged While casting this spell, you designate one creature as the caller and tell it a command word that is used to activate the wormhole. The caller may discharge the spell by repeating the command word and creating the wormhole. Communication and travel are possible through the wormhole, which has infinite range and can cross dimensional boundaries. Once the caller says the command word, the caster hears a voice alerting that someone is calling. The door knocker raises five feet off the ground. By grasping the door knocker, the caster can open a portal to the caller. The caster and the caller can speak through the portal and the caster can look around without stepping through. Spells can be cast through the wormhole. The caster can also go through the wormhole and join the caller. The caster may collapse the wormhole at will. However, the wormhole will only last 1 minute per spellcaster level before collapsing, whether the caster wishes it or not. If the wormhole remains open, anyone can pass through. Prismatic Ray 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous When casting this spell, you point and make a ranged spell attack as you shoot a colored ray at a target you can see within range. On a successful hit, the target is blinded until the end of its nextturn. In addition, roll a d8 and consult the following table to determine what color the ray is, and what the secondary effect is: 1d8 Color Damage Type 1 Red 15 points of fire damage (Dexterity save for half) 2 Orange 25 points of acid damage (Dexterity save for half) 3 Yellow 30 points of lightning damage (Dexterity save for half) 4 Green 35 points of poison damage (Constitution save for half) 5 Blue 40 points of cold damage (Constitution save for half) 6 Indigo 45 points of thunder damage (Dexterity save for half) 7 Violet 50 points of force damage (Dexterity save for half) 8 Multihued Roll twice, ignoring this result

Prophesied Strike

1st-level enchantment

Casting Time: 1 action Range: 5 feet Components: V, S, M (a melee weapon) Duration: Instantaneous

You cast your mind's eye forward a split second, predicting the best moment for a telling blow. As part of the action used to cast this spell, make a melee weapon attack against a creature within range. You can use your spellcasting ability instead of Strength for the attack and damage bonus for this attack. If the attack hits, it inflicts an additional 2d6 damage of the weapon’s type, and the next attack roll made against the target before the end of your next turn is made with advantage. Protection fromAerial Attack 1st-level abjuration CastingTime:1action Range: Touch Components: V, S, M (a heavy lead weight shaped like a shield) Duration: Concentration up to 10 minutes Until the spell ends, one willing creature you touch is protected against flying creatures. A creature with a fly speed has disadvantage on attack rolls against the subject, and when such a creature causes the target to make a Dexterity saving throw, it has advantage on that roll. The target also can’t be charmed or frightened by flying creatures. If the target is already charmed or frightened by such a creature, the target has advantage on any new saving throw against the relevant effect. Protection from Normal Missiles 3rd-level abjuration Casting Time: 1 action Components: V, S, M (a piece of turtle shell) Range: Self Duration: Concentration, up to 1 minute A magical shield protects you from ranged attacks from nonmagical weapons, even larger projectiles like catapult and ballista. For the duration, you are immune to nonmagical bludgeoning, piercing, and slashing damage from ranged weapon attacks. PummellingDrumbeat 8th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a drum, which you play during the casting of the spell) Duration: Instantaneous Your allies' attacks fall like the beats of your drum, pummelling your foes. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature that failed its saving throw is hit by an attack roll from one of your allies before the end of your next turn, it is stunned until the end of its next turn.

Pyroclastic Tide

3rd-level evocation

Range: Self (10-foot radius sphere) Casting Time: 1 action Components: V, M (a melee weapon) Duration: Instantaneous

You strike a blow fueled by the fury of the earth, channeling volcanic energy into the very ground beneath your feet.

As part of the action used to cast this spell, make a melee weapon attack against a creature within range. If the attack hits, the target is knocked prone, and the ground within a 10-foot radius sphere centered on you becomes difficult terrain until it is cleared. All creatures besides you within the affected area must roll a Strength saving throw. A creature takes 2d6 bludgeoning damage and 2d6 fire damage and is knocked prone on a failed save. If the saving throw is successful, the creature takes half the damage, and isn’t knocked prone. Molten lava ignites flammable objects in the area that aren't worn or carried.

The spell’s area remains difficult terrain until it is cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. Firenewts and earth-based or fire-based elemental creatures (such as gargoyles or salamanders) do not take damage from this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage and fire damage both increase by 1d6 for each slot level above 3rd.

Quickening Breeze

3rd-level conjuration

Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a thin-bladed razor) Duration: Instantaneous

You summon a gentle wind spirit whose influence grants serenity and good fortune to your allies. Choose a 15-foot cube within range. The next three saving throws rolled by your allies within that area before the spell ends are made with advantage. Once the third saving throw is rolled with advantage, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of saving throws made at advantage are increased by 1 for every 2 slot levels above 3rd.

Quill Blast

5th-level conjuration

Range: Self (20-foot radius) Casting Time: 1 action Components: V, S, M (a porcupine’s quill) Duration: Instantaneous

Needle-sharp quills emerge from your skin, flying outward in every direction. All creatures in a 20-foot radius sphere centered on you must make a Dexterity saving throw. On a failed save, a creature takes piercing damage from the quills. The amount of damage depends on a creature’s size as shown on the table below. On a successful saving throw, the creature takes half the listed damage. Size Piercing Damage Tiny 2d6 Small 4d6 Medium 6d6 Large 8d6 Huge 10d6 Gargantuan 12d6 Unless a creature is an undead or a construct, on a failed saving throw it has disadvantage on all its saving throws and ability checks until the end of your next turn as it writhes in pain. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the sphere increases by 10 feet for each slot level above 5th. If the spell slot used is 7th level or higher, the dice rolled for damage increases to d10s instead of d6s.

Rainbow Beam 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M Duration: Instantaneous A ray of rainbow colored light streaks from your hand. Make a ranged spell attack. On a hit, the target takes damage equal to 2d12 + your spellcasting ability modifier, and it is stunned until the end of its next turn. A successful Constitution saving throw negates the stunning effect. The type of damage dealt is rolled randomly from the following table:

1d8 Color Damage Type 1 Red Fire 2 Orange Acid 3 Yellow Lightning 4 Green Poison 5 Blue Cold 6 Indigo Thunder 7 Violet Force 8 Multihued Roll twice, ignoring this result

If the result indicates the beam is multihued, then the target takes 2d12 points of damage for each damage type. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of damage of the type rolled increases by 1d12 for every two slot levels above 2nd. Rainbow Blast 3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a small clear gem or crystal prism worth at least 50 gp) Duration: Instantaneous A multihued ray of energy shoots from your hand at a target within range. Make a ranged spell attack. On hit, the ray deals 1d8 acid damage, 1d8 cold damage, 1d8 fire damage, 1d8 lightning damage, and 1d8 thunder damage to the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage of each type increases by 1d8 for every three slot levels above 3rd. Rary’s Mnemonic Enhancer 4th-level transmutation Casting Time: 1 minute Components: V, S, M (a piece of string, black dragon blood, and squid ink) Range: Self Duration: 24 hours You may only cast this spell once per day, before you start preparing your spells for the day. Choose up to three levels of spells (three first level spells, one first level spell and one second level spell, or one third level spell) from any other class’s spell list. For 24 hours, you treat the selected spells as if they belonged to your class’s spell list, and you may prepare those spells normally. RayofEntropy 6th-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute You emit a ray of negative energy from your outstretched hand at a target within range. Make a ranged spell attack against the target. If the attack hits, the creature has disadvantage on Strength, Dexterity, and Constitution saving throws and ability checks for the duration of the spell. An affected creature can attempt a Charisma saving throw at the end of each of its turns, and on a success, the spell ends. Razorscales 2nd-level transmutation CastingTime:1action Range: Touch Components: V, S, M (a thin-bladed razor) Duration: Concentration, up to 1 minute Your skin transforms into razor sharp scales. Your Armor Class cannot be lower than 15, no matter what armor you wear. In addition, any creature that grapples you or hits you with a melee attack during the duration must roll a Dexterity saving throw. On a failed save, the creature takes 2d4 slashing damage, or half as much on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Read Object 6th-level divination (ritual) Casting Time: 10 minutes Range: Touch (1 object) Components: V, S Duration: Concentration, up to 1 hour You can concentrate on an object you are touching, reading psychic impressions left on it by recent events. At the end of the time you spend casting this spell, you learn of any events within the past 24 hours that occurred within 30 feet of the object. You see, hear, and smell those events from the object’s point of view, as if you had been there at the time. You also see a mental image of the last creature that handled the object, also from the object’s perspective, no matter how long ago the object was last held. The only information you receive about the creature is its appearance at that time (including a sense of its size), whether it was alone (although you can’t see any other creatures that might have been there), and a one or two-word description from the DM describing that creature’s emotional state the last time it touched the object (such as “Enraged”, “Extremely Agitated”, “Relaxed”, “Satisfied”, “Utterly Emotionless”, etc.). If the creature was not capable of emotion, or if its mental state was too alien for you to understand, the DM will tell you thatinstead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, if the object has been handled by multiple creatures within the last week, you get the same information about each creature who handled it during that time the same way you would normally receive about the last creature who handled it.

Recitation

4th-level enchantment Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a sacred text of your faith) Duration: Concentration, up to 1 minute By reciting a sacred passage or declaration from holy teachings, you invoke ancient divine blessings upon your allies. Choose up to four creatures within range, one of which may be yourself. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. If the target worships the same patron deity as you, it may choose to roll a d6 for the benefit of this spell instead of a d4. Whether or not you choose yourself as a target of this spell, you gain a +2 bonus to your Armor Class for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Redirect Spell 3rd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 10 minutes You create a magical connection between yourself and an ally, such that any spells that would harm the ally are redirected to you. Touch a willing creature when you cast this spell. Whenever you are within 15 feet of that creature, and it is forced to make a saving throw against a spell, or it is targeted by a spell attack, the spell targets you instead. If the spell forces a saving throw, you make your own saving throw against it and undergo its effects for a success or failure. If the spell is an attack, the attack roll is made against you. This spell ends early if the chosen creature is ever more than a mile away from you.

Regal Procession 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous This spell functions like find steed, except you summon three more mounts that come with bit and bridles, riding saddles, saddle blankets, ribbons and adornments, and a regal banner. You select the color of the horses and livery, which can include heraldry or a personal symbol.

Rejuvenate Self 1st-level necromancy Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute For the duration of this spell, at the beginning of each of your turns, if you made one or more melee attacks that inflicted at least 10 points of damage since the start of your previous turn, you gain 1 temporary hit point for every 5 points of damage you inflicted with your most damaging attack. The maximum number of temporary hit points you can gain in this way in one turn is equal to your spellcasting ability modifier. At Higher Levels. When you cast this spell using a 2nd-level or higher spell slot, you increase the duration of the spell to 10 minutes. If you use a 3rdlevel or higher spell slot, the duration increases to 1 hour. In addition, the maximum number of temporary hit points you can gain from this spell in a turn is equal to your spellcasting ability modifier or the level of the slot you used to cast this spell, whichever is higher.

Resistance, Greater 4th-level abjuration CastingTime:1action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute This spell functions like resistance, except the target gains a bonus of 1d6 on a number of saving throws it makes during the duration. After it has added this bonus a number of times equal to your spellcasting ability modifier, the spell ends. Resistance, Superior 6th-level abjuration CastingTime:1action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute This spell functions like resistance, except the target gains a bonus of 1d8 on a number of saving throws it makes during the duration. After it has added this bonus a number of times equal to your spellcasting ability modifier, the spell ends. Righteous Might 5th-level transmutation Casting Time: 1 action Components: V, S, M (your holy symbol) Range: Self Duration: Concentration, up to 1 minute You grow enormous as you are filled with holy power. For the duration, you become the nextlargest size category, and you have advantage on Strength and Constitution checks and saving throws. In addition, your skin hardens, giving you a +4 bonus to AC, you have resistance to necrotic damage. Any equipment you carry or wear also grows. Your melee weapons increase their reach by 5 feet, and attacks you make with them inflict an additional +2 damage. Your ranged weapons also inflict an additional +2 damage, but their range is not increased. After casting this spell, if you cast it again before you finish a short or long rest, you must make a Constitution saving throw at disadvantage, against a DC equal to your own spellcasting DC plus the number of times you have cast this spell since the last time you finished a short or long rest. If you fail, you fall unconscious for 1 minute, and the spell fails. Sacred Strike 4th-level necromancy CastingTime:1action Range: Self Components: V, S, M (two drops of unholy water, and one of the caster’s hairs) Duration: Concentration, up to 1 minute You conjure a whip-like flexible line of force that emanates from your hand and crackles with purplehued sparks. You are considered proficient with the weapon, wielding it like a normal melee weapon, and you may substitute your spellcasting ability modifier for your Strength modifier when making attack and damage rolls with it. It has a reach of 10 feet. Any living creature struck by the weapon suffers excruciating pain and takes an amount of necrotic damage equal to 4d4 + your spellcasting ability modifier. A creature struck by the whip must make a Constitution saving throw. On a failure, it suffers disadvantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn. After dealing damage, the caster regains a number of hit points equal to half the necrotic damage dealt. An undead creature struck by the weapon takes damage normally, but does not suffer any further effects. In addition, rather than being healed, when you damage an undead creature with this spell, you take damage equal to half the necrotic damage inflicted. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of necrotic damage increases by 1d4 for every two slot levels above 4th. Sanctuary, Mass 5th-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute This spell functions like sanctuary, except that it affects up to seven creatures within range (one of whom may be you).

Scattered Form

1st-level transmutation

Casting Time: 1 action Range: 5 feet Components: V Duration: Instantaneous

Your body briefly transforms, shattering into a horde of insects to attack nearby creatures before instantly reforming. Each creature within range, other than you, must succeed on a Dexterity saving throw, taking 2d10 piercing damage on a failure, or half as much on a success. If at least one creature fails its saving throw, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by a 1d10 for each slot level above first.

Searing Light 3rd-level evocation Casting Time: 1 action Components: V, S Range: 120 feet Duration: Instantaneous A blast of light shoots from your palm. Make a ranged spell attack against a target within range. If you hit, the target takes 4d10 radiant damage. If the target is undead, it takes maximum damage, and must make a Wisdom saving throw. On a failed save, the target is stunned until the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d10 (or max damage against undead) for every slot level above 3rd.

SerenityofStone 4th-level abjuration Casting Time: 1 bonus action Range: Self Components: S, M (a polished obsidian mirror worth 200 gp, which the spell consumes) Duration: Concentration, up to 1 minute Your body and mind are invested with the hardness of stone and the inexorable power of flowing magma. Until the spell ends, you gain resistance to fire damage and to nonmagical bludgeoning, piercing, and slashing damage, and you have advantage on Wisdom and Intelligence saving throws.

SerpentArrows 4th-level transmutation CastingTime:1action Range: Touch Components: V, S, M (a serpent scale) Duration: Concentration, up to 1 hour You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 2d6 poison damage. Even if the attack misses, the target takes 1d6 poison damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when ten pieces of ammunition have been drawn from the quiver. After each attack, whether it hits or misses, the used piece of ammunition falls into an unoccupied space closest to the target, where it transforms into a giant poisonous snake under the control of the creature who attacked with the ammunition. Giant poisonous snakes created by this spell are friendly to you and your companions. They act on the initiative of the creature who attacked with the ammunition, immediately after that creature’s turn ends, but act on their own. The snakes obey any verbal commands issued by the creature controlling them (no action required by you). If that creature doesn't issue any commands, the snakes continue to attack the target of the ranged attack (even if the target has dropped to 0 hit points), but otherwise take no actions beyond defending themselves. Each snake changes back into a piece of ammunition when it drops to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of pieces of ammunition you can affect increases by two for each slot level above 4th.

Serpent Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (s snake scale) Duration: Instantaneous Writhing bolts of energy leap from your hand, and strike a target you can see within range. The target must make a Constitution saving throw. On failure, the target takes 3d4 poison damage, and is poisoned until the end of its next turn. On a successful save, it only takes half damage and isn’t poisoned. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an extra 1d4 poison damage, and the poisoned condition lasts one round longer for each slot level above 1st.

Servant Army 5th-level conjuration (ritual) Casting Time: 1 action Range: 90 feet Components: V, S, M (a small stick crossbar to which many lengths of knotted thread are attached) Duration: Up to 1 hour You create a number of invisible, mindless, shapeless forces that perform simple tasks at your command. Roll 3d4 to determine how many servants you create. Each servant obeys any verbal commands that you issue (no action required by you). However, if you don't issue any commands, a servant does nothing as it awaits your next command. Once you give a command, each servant performs its task to the best of its ability until its task is completed. It then waits for your next command. Your servants can run and fetch things, open unstuck doors, and hold chairs as well as clean and mend. A servant can also be used for common laborious tasks, if you carefully direct it. The servants are no better or faster at tasks than a basic or unskilled commoner would be. The servants can serve food or wine at a banquet, help dig earthworks, row a ship, act as porters, fold clothes, or assist in a farmer’s fields. Each servant can perform only one activity at a time, but it repeats the same activity continuously if told to do so. This allows you to command one servant to perform a repetitive task and then turn your attention elsewhere if you remain within range. Servants can open only normal doors, drawers, lids, and so forth. They have an effective Strength score of 2 (so they can carry 30 pounds, and push, drag, or lift 60 pounds). They can trigger traps and such, but they can exert only 60 pounds of force, and that is not enough to activate certain pressure plates and other devices. A servant’s speed is 15 feet. The servants cannot attack in any way, and are never allowed to make an attack roll. The servants have an Armor Class of 10 and 6 hit points. The servants cannot be killed, but they dissipate after taking 6 points of damage. (They do not make saving throws). If you attempt to send a servant beyond the spell’s range (measured from your current position), that servant ceases to exist. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create 1d4 additional servants for every slot level above 5th. When you cast this spell using a spell slot of 7th level or higher, the spell’s duration increases to 8 hours. Shadow Burst 2nd-level necromancy CastingTime:1action Components: V, S Range: 120 feet Duration: 1minute A cloud of gray shadowy goo leaps from your hand toward a target you choose within range. The goo rips at its victim’s eyes, flows into its mouth, and tries its best to be a pest. The bolt never misses and deals 2d6 necrotic damage to the target. In addition, the target must make a Constitution saving throw. If the save is successful, the target takes the damage, but suffers no other ill effects. If the target fails the saving throw, it has disadvantage on ability checks, attack rolls, and saving throws for the duration. The target can attempt a new Constitution saving throw at the end of each of its turns. On a success, the spell ends. Shadow Form 5th-level illusion Casting Time: 1 action Components: V, S, M (part of a funeral shroud) Range: Touch Duration: Up to 1 hour You wrap one person you touch in the essence of the Shadowfell. The creature becomes harder to see and its body becomes much more malleable. The creature gains advantage on all Stealth checks and may add its proficiency bonus to the roll. If the creature already has proficiency with Stealth, it may double its proficiency bonus. The subject of this spell can also squeeze through any gap larger than 1-inch wide. Shard Storm 5th-level evocation Casting Time: 1 action Components: V, S, M (a crystal or piece of glass) Range: 120 feet Duration: Instantaneous You fill a 20-foot radius sphere with ghostly shards of force and the sound of breaking glass. Anyone in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 6d8 force damage, or half as much on a successful one. At the start of the creature’s next turn, the shards continue to dig deeper, dealing half the damage they dealt the previous round. The shards disappear after the second round. Shield of Faith, Mass 4th-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a small piece of parchment with some holy text written on it) Duration: Concentration, up to 1 minute This spell functions like shield of faith, except that it affects you and up to six of your allies within range. Shield ofWarding 3rd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration:Upto1minute You touch a shield and imbue it with protective magic. The shield grants its bearer a +2 bonus to Armor Class and Dexterity saving throws for the spell’s duration. ShieldofWarding,Mass 6th-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 10 minutes This spell functions like shield of warding, except that it affects you and up to six of your allies within range. Shieldbearer 1st-level transmutation Casting Time: 1 action Range: Touch (10-feet) Components: V, S, M (a shield) Duration: Concentration, up to 1 minute You touch a shield, and it hovers and moves to protect a target you choose within range. The shield provides the creature with its Armor Class bonus for the spell’s duration. Once the shield’s recipient has been chosen, it cannot be changed for the duration of the spell. If you choose to protect another creature within 10 feet with this spell, the ally can move up to 60 feet away from you without breaking the spell. However, if the protected creature moves beyond that range, the spell ends. ShiftingPaths 8th-level illusion (ritual) CastingTime:10minutes Range: 150 feet Components: V, S, M Duration: 8hours This spell hides a path or road that you choose, while also creating an illusory path that starts at a point you choose within range. The illusory path continues in a direction you choose for up to a number of miles equal to 2 × your spellcasting ability modifier. This illusory path avoids obstacles, and does not provide bridges, stairs, ladders, ramps, or other methods to travel through impassable terrain. The path will not cross cliffs or rivers more than four feet deep. A creature following the original path must make a Wisdom saving throw when it comes to the start of the illusory path. On a failed save, the creature follows the illusory path as if it were the real one. If the path moves through difficult terrain, the creature believes the path slopes and twists to justify its reduction in speed. On a successful save, the creature sees both paths, but the illusory path appears shadowy. ShroudofUndeath 3rd-level necromancy CastingTime:1action Range: Self Components: V, S, M (dust or bone fragments from any destroyed undead creature) Duration: Concentration, up to 1 hour You shroud yourself in necrotic energy, temporarily gaining the traits of undeath. Your appearance does not change except for a very slight pallor, but your creature type changes to undead for the duration of the spell. Nonintelligent undead creatures perceive you as one of their kind, ignoring you. Intelligent undead do not immediately recognize you as alive, but may question whether you are undead. Any ability check made to determine that you are not truly undead is made with disadvantage, and you have advantage on all Charisma checks to convince others of your undead nature. If an undead creature does target you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw (an undead needn't make the save when it includes you in an area effect, such as the explosion or fireball). On a failed saving throw, the creature must choose a new target or forfeit targeting someone else, potentially wasting the attack or spell. A creature automatically succeeds on this saving throw if it has made a successful saving throw against this effect within the last 24 hours or it has seen you target an undead creature with an attack or other harmful effect within the last 24 hours. Because you are undead, if a spell or other effect states that it does not affect undead, then it does not affect you for the spell’s duration. Conversely, effects that do affect undead (such as the Turn Undead class feature) affect you as such. SignofSealing 3rd-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a crushed emerald worth at least 100 gp, which the spell consumes) Duration: Permanent You seal a door, chest, book, or other object that can be closed with a magical sigil that bars entry and prevents opening. The protected object can only be opened if broken, or with knock or dispel magic. However, if the object is forced open by any means (physical or magical), the sigil explodes in 30-foot radius for 10d4 force damage. A successfulDexterity saving throw halves the damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of force damage increases by 1d4 per slot level above 3rd. Sign ofSealing,Greater 6th-level abjuration Casting Time: 10 minutes Range: 30 feet Components: V, S, M (a crushed emerald worth at least 500 gp, which the spell consumes) Duration: Permanent This spell functions the same as sign of sealing, except that it can be used to seal an open space, such as a corridor, archway, or room. The spell creates a magical barrier of force that repels any creature trying to enter or pass the warded area. In addition, doors and objects protected by this spell are strengthened, increasing their AC by 2, and increasing their hit points by 25 (see “Objects” in chapter 8 of the Dungeon Master’s Guide for details on the hit points and AC of objects). Any object protected by the spell is treated as magic, and has resistance to bludgeoning, piercing, and slashing damage from nonmagical sources. If a greater sign of sealing is broken, an explosion occurs. Each creature within 40 feet must make a Dexterity saving throw, taking 10d6 force damage on a failure or half as much on a success. This spell cannot be bypassed using a knock spell, but it can be dispelled. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of force damage increases by 1d6 per slot level above 6th.

Sinuous Horrors 4th-level transmutation Casting Time: 1 action Components: V, S Range: Self Duration: 1 minute Your arms transform into snakes when you cast this spell. On each of your turns, you can make two melee spell attacks with the snakes, with a reach of 10 feet. On a hit, a target takes poison damage equal to 1d8 + your spellcasting modifier. In addition, the target must make a Constitution saving throw, or be poisoned until the start of your next turn. You cannot cast spells with somatic or material components while this spell is active, and holding things will be difficult at best. This spell cannot be dismissed (though it can be dispelled). It lasts a full minute regardless of the caster’s wishes.

SleepofHorror 3rd-level necromancy (ritual) Casting Time: 1 action Components: V, S, M (a pinch of black sand) Range: 120 feet Duration: Instantaneous A target you choose within range must make an Intelligence saving throw. If it fails the save, its next sleep is wracked with terrifying nightmares, and does not gain any of the benefits of a long rest. After that, every time it finishes a long rest, it must make the Intelligence saving throw again. If it fails, it gains no benefit from the long rest. If it succeeds, the spell ends. The spell continues until the target makes its Intelligence saving throw, or until it dies. SorcerousScribe 1st-level conjuration (ritual) Casting Time: 1 action Range: 10 feet Components: V, S, Duration: Concentration, up to 1 hour You summon a magical quill that writes down anything you say. The quill can write on any surface. The quill will not scribe magic spells, but any command words you would use to activate some kind of magical effect can be recorded. The quill continues writing and does not run out of ink for the duration. Soul Scour 5th-level necromancy CastingTime:1action Range: Touch Components: V, S, M (a pinch of dust from the bones of a lich) Duration: 24 hours Your touch corrupts your victim's very soul, damaging some of its mental characteristics. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 psychic damage and has disadvantage on Wisdom checks, Wisdom saving throws, Charisma checks, and Charisma saving throws. At the end of the target's next turn, it must make an Intelligence saving throw. If it succeeds, the spell ends. If it fails, it may make another Intelligence saving throw 1 minute later. If it succeeds, the spell ends. If it fails, the spells effects last for the duration. This spell can also be ended with greater restoration, heal, or wish. However, the caster of a greater restoration or heal spell must choose to affect either the Wisdom or Charisma of the target of this spell. Only the effects of this spell on ability checks and saving throws for the selected ability are affected. Thus, it requires two castings of greater restoration or heal (or one of each) to remove all the effects of this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d6 for each slot level above 5th. SparkofLife 4th-level necromancy Casting Time: 1 action Components: V, S Range: Touch Duration: Concentration, up to 1 minute You imbue an undead target with a sliver of life, making it vulnerable to conditions that usually affect the living. When you cast this spell, you make a melee spell attack against an undead target. On a hit, the undead creature must make a Wisdom saving throw or lose all of its condition immunities. The target also loses its damage resistances, and its damage immunities become resistances instead. After the spell expires, the target knows what you have done, and will likely have a hostile attitude toward you. SpeedofThought 1st-level transmutation CastingTime:1action Range: Self Components: V, S Duration: 1minute You marshal psychic energies to move with speed and acrobatic grace. When you cast this spell, you gain two speed points. For the duration, as a bonus action on your turn, you can expend a speed point, granting yourself the following benefits until the end of that turn: □ Your speed increases by 10 feet. □ You have resistance to falling damage. □ Difficult terrain does not reduce your speed. □ You have a climb speed equal to your walking speed. □ Opportunity attacks against you are made with disadvantage. □ You add 10 feet to your long jump distance and 3 feet to your high jump distance. □ You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks. □ You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. □ You do not sink when moving over soft or brittle terrain, such as dust, silt, mud, snow, or thin ice. This effect does not allow you to move over liquid surfaces. □ If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that attack inflicts an additional 1d4 damage. At the end of your turn, the benefits fade entirely until you spend another speed point. If these benefits end while you are still on a vertical surface, or anywhere else where you would normally fall or sink, you immediately fall or begin to sink unless you have some other means to remain there. This spell ends when its duration expires, when you cast this spell again, or when you have spent all your speed points. When the spell ends, any unspent speed points are lost. At Higher Levels. If you cast this spell with a spell slot of 2nd level or higher, the extra damage you inflict with melee weapon attacks against opponents when you move 20 feet increases by 1d4 for each slot level above 1st. In addition, if you cast this spell with a spell slot of 3rd level or higher, you gain one additional speed point for every two slot levels above 1st. Spell Engine 8th-level abjuration Casting Time: 10 minutes Range: Self (30-feet) Components: V, S, M (a disc of polished bone, one of your tears, and a silver wheel worth 500 gp) Duration: Varies When you cast this spell, a light appears above you that provides illumination in a 30-foot radius. While studying your spellbook under this light, you may swap out any of the spells you have prepared, trading each spell you choose to swap out for a new one of the same level. Normally, preparing each new spell takes 1 minute per level of that spell, but while this spell is active, the preparation time is halved. This spell does not refresh any spent spell slots. SpellImmunity 4th-level abjuration Casting Time: 1 action Components: V, S, M (the same components as the spell being countered) Range: Self Duration: Instantaneous You choose one spell of 4th-level or lower which cannot affect you. The next time the chosen spell would affect you before you finish a long rest, you are unaffected by that casting of the spell, as if it had never been cast, and the spell immunity ends.

StalwartPact 5th-level evocation (ritual) CastingTime:10minutes Range: Touch Components: V, S, M (incense worth 250 gp, which the spell consumes) Duration: Permanent until triggered, then 1 minute When casting this spell, you touch a creature, and grant it magical protection that stays dormant until the spell’s effect is triggered. When the protected creature’s hit points drop below half their maximum, it gains 25 temporary hit points, resistance to all damage except for psychic damage, and a +2 bonus to saving throws and ability checks for 1 minute. Sticks toSnakes 2nd-level transmutation Casting Time: 1 action Components: V, S, M (several sticks) Range: Touch Duration: Concentration, up to 10 minutes You turn a hand full of sticks into 1d4 + 1 constrictor snakes. The snakes you create with this spellarefriendlytoyouandyour companions.They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Once the spell ends, the snakes turn back into sticks. At Higher Levels. When you castthis spell using a spell slotof4th level, you transmute the sticks into giant constrictor snakes. If you cast the spell using aspell slotof5thlevelorhigher, youtransmuteone extra stick into a giant constrictor snake for every twoslotlevelsabove4th.

Stone Body

6th-level transmutation

For the duration, your body is turned into living stone. You gain resistance to physical damage from any source besides adamantine. You are immune to poison damage, disease, and drowning, and to the following conditions: blinded, deafened, poisoned, or stunned.

In addition, critical hits against you do not inflict double damage, and you gain advantage on all d20 rolls that include your Strength modifier. However, you also suffer disadvantage on all d20 rolls that include your Dexterity modifier. Your speed is cut in half, and you weigh three times more than normal.

Stone Walk

8th-level transmutation

This spell links two temples that can be any distance apart, but are both on the same plane of existence. Each temple area must have a stone platform large enough for one creature to stand upon, which is used as a teleportation pad. Before the spell is cast, each platform must be prepared by crushing 2,000 gold pieces worth of gemstones, and performing a 10- minute ritual.

To complete the spell, you must perform another 10-minute ritual using the remaining 1,000 gold pieces worth of crushed gemstones. During the final ritual, a command word is chosen that will be used to travel back and forth between the teleportation pads. When the command word is spoken, one person may be transported with up to 100 pounds of gear.

Teleportation using this spell is infallible and cannot be blocked by magical barriers or wards against teleportation. If the destination pad is blocked by solid matter, the traveller is sent to an unoccupied space nearby.

Stony Grasp

3rd-level transmutation

This spell functions like Maximillian’s earthen grasp except the hand is made of stone, and it deals 3d6 bludgeoning damage on both the initial grab and the crushing damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of bludgeoning damage increases by 1d6 for every two slot levels above 3rd.

Storm Cone

3rd-level evocation

When casting this spell, you point in a direction and emit a 60-foot cone shaped whirling vortex. As an action on each of your turns, you can change the direction of the cone up, down, or sideways by 10 feet.

The vortex whirls around any creature caught in its area, blasting it with fist-sized balls of force, and jolting it with small lightning strikes. The creature takes 5d4 bludgeoning damage from the wind buffets, and 2d4 lightning damage. A successful Dexterity saving throw halves the bludgeoning damage, but not the lightning damage.

In addition, a spellcaster caught in the cone must make a successful Constitution saving throw when casting a spell with somatic components. Though itis against your normal spellcasting DC, this saving throw is the equivalent of a roll to maintain concentration on a spell, and special benefits or other effects the creatures has on such Constitution saving throws apply.

Storm Shield

3rd-level abjuration

You conjure a small area of whirling air that occupies a 5-foot radius sphere centered on a point you choose within range. The swirling air forms a shield that blocks acid, cold, fire, lightning, and thunder damage. The shield attracts all elemental discharges and neutralizes them, granting all creatures within a 30-foot radius from its center immunity to the listed damage types. However, the shield's immunity is limited. If the shield reduces damage a creature would take to 0, the spell ends if it is not the first time that the shield has reduced damage that particular creature would have taken to 0 since this spell was cast. Stormrage 8th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute You gain a flying speed of 40 feet, and immunity to bludgeoning, piercing, and slashing damage inflicted by ranged attacks. You are also immune to the effects of all wind or weather-based spells and attacks (such as control weather). In addition, as an action on each of your turns for the duration, you can emit a single bolt of lightning from your eyes as a ranged spell attack against a target within 100 feet. You have advantage on the attack if the target you select is wearing metal armor. On a hit, the target takes 8d6 lightning damage. StrengthofStone 2nd-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute The strength of elemental earth and stone infuse your body. You gain advantage on all d20 rolls that include your Strength modifier, and when you make an attack roll that gains advantage from this spell, that attack inflicts an extra 1d8 damage if it hits. This spell ends if you leave the ground at any time. The walls and ceiling count as ground if you can walk along either surface.

Sudden Stalagmite

4th-level conjuration

A ten-foot tall, very sharp stalagmite erupts under your target, who must make a Dexterity saving throw. On a failed save, the creature takes 6d8 piercing damage, and is restrained as the stalagmite pierces its flesh. On a successful save, the creature isn’t restrained, and the spell ends.

A creature restrained by this spell cannot escape until it uses an action to free itself by making a successful Strength saving throw, or until another creature within 5 feet of it succeeds on a Strength check against your spellcasting DC. When the target is freed, it takes an additional 2d6 piercing damage, and the spell ends.

Sudden Transposition

2nd-level conjuration

With a single word of magical power, you cause two creatures to swap places. Choose two Small or Medium creatures that you can see within range. You can only choose two creatures which are either standing on the same surface or standing on surfaces which are physically connected by solid ground or structures.

A creature which is unwilling to be transposed gains a Charisma saving throw against this effect. If neither creature makes a successful saving throw, both creatures are teleported, with each reappearing in the space previously occupied by the other.

Summons of Justice

1st-level evocation

You sacrifice some of your own vitality to hurl two rays of holy energy that compel your enemies to come forward. You can hurl your rays at one target or divide them among multiple targets. Make a ranged spell attack for each ray against a target within range. On a hit, the target takes 2d6 radiant damage, and you can pull it up to 15 feet closer to you.

You also take 2 points of radiant damage for each ray that hit. Until the start of your next turn, attack rolls against you have advantage, and you have disadvantage on Strength, Dexterity, and Constitution saving throws.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st.

Tactical Precision

2nd-level divination

When this spell is cast, you up to six creatures you choose within range, have greater insight into each other’s actions.

When an ally affected by this spell makes a melee weapon attack against a creature that is within 5 feet of another ally affected this spell, they gain advantage on the attack roll and deal an extra 1d6 damage of that weapon's type if the attack hits. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus to hit increases by 1 and the weapon damage increases by 1d6 for every two slot levels above 2nd.

Tearing Claws

1st-level conjuration

Spectral draconic claws strike out from your body, slashing at your foes and shoving them backward. Each creature in a 15-foot cone emanating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d10 slashing damage and is pushed 5 feet away from you. On a successful save, the creature takes half damage and isn't pushed. Creatures that only have hit points equal to half their hit point maximum or fewer have disadvantage on the saving throw, and are pushed back 15 feet on a failed saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d10 for each slot level above 1st.

Thundering Armor

1st-level abjuration

You infuse a creature's armor with pulsing energy, increasing its protection and knocking a single foe away with an intense reverberation. Choose a friendly creature within range that is wearing armor. The subject gains a +2 bonus to AC until the end of its next turn. You can also choose a hostile creature within 5 feet of the ally. That hostile creature must make a Strength saving throw. On a failed save, it takes 2d8 thunder damage and is pushed 10 feet away from your ally. On a successful save, the target takes half damage and is not pushed.

You cannot cast this spell on yourself.

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

Thunderlance

4th-level evocation

You transform a metal spear into a lance that embodies the power of a thunder storm. You can wield the lance to make melee spell attacks against enemies within 20 feet of you.

As part of the action used to cast the spell, and again by using an action on each of your turns for the duration, you can make a melee spell attack against a creature within 20 feet. On a hit, the target takes 6d6 thunder damage. If this lance leaves your hand for any reason, such as if you are disarmed or otherwise forced to drop it, you can call it back to your hand using a bonus action.

Thunderous Reprisal

4th-level abjuration

You blast your enemies away in a wave of thunder and destruction. Each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 4d8 thunder damage, or half as much damage on a successful save. In addition, creatures that fail their saving throw are pushed 10 feet away from you and become deafened until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 for each slot level above 4th.

Trait Rip

8th-level necromancy

You can rob a creature of one of its unique traits and give it to an ally. Make a melee spell attack against a creature within your reach. On a hit, the DM will list any special or racial traits the creature possesses, and you can choose one and remove it from the creature until the spell ends. For example, if you removed the Amphibious trait from an aboleth or a water genasi, that creature would no longer be able to breathe both air and water.

When you cast this spell, you choose a second target, which must be another willing creature within 30 feet. Until the spell ends, that creature gains the racial or special trait you removed from the first target.

However, the Ability Score Increase racial trait, Legendary Resistance, Innate Spellcasting, or Spellcasting traits are not affected by this spell, nor are any other traits that are either not listed under the traits section of the statblock or not listed among the traits it receives for being a member of a certain race. You could not, for example, remove an action or legendary action with this spell.

The DM may also rule that certain traits are too intrinsic to the nature of a creature to be removed, such as the Water Form trait of a water elemental. However, if a creature has no traits you can affect with this spell, the DM will inform you before you use an action to cast the spell.

At the end of each of the first target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

True Domination

8th-level enchantment

When this spell is cast, you set up a telepathic link to control one creature within range. If you share a common language, you can command the creature to perform actions as you wish. If you do not share a common language with the creature, then you are only able to issue basic commands, such as “come here,” “go there,” “fight,” or “stand still.” When you initially cast the spell, the target may try to resist the domination attempt by succeeding on a Wisdom saving throw. On a failed save, the creature is dominated but may attempt a new saving throw if it is ordered to complete an action that is against its nature. However, the new save is made with disadvantage.

Once a creature is dominated, the telepathic link and range of the domination is unlimited if the creature and caster are on the same plane of existence. A protection from evil spell can prevent the caster from controlling a dominated creature using the telepathic link, but it does not prevent the domination or dispel it. If the dominated creature's hit dice or level is equal to or lower than the spellcaster's level, and concentration is maintained for the spell's entire duration, the creature is permanently dominated. Only a wish can free a creature permanently dominated by this spell, or a successful saving throw with disadvantage if the creature is commanded to complete an action that is against its nature.

Undersong

1st-level transmutation

When you cast this spell, a familiar and soothing song wells up in your mind. The song does not distract you from any task at hand—on the contrary, by humming along to the tune you can focus your mind with ease. For the duration, whenever you make a Constitution saving throw to maintain your concentration on a spell, you can choose to make a Charisma (Performance) check, substituting the result of that roll for the result of a Constitution save.

Unexpected Clarity

5th-level enchantment

When an astonishing strike opens a new opportunity for you in battle, you focus your mental energies to take full advantage of it. As part of the reaction used to cast this spell, you make a further melee weapon attack against a creature within your reach. On a hit, the target suffers the attack's normal effects. In addition, the target takes an additional 1d12 psychic damage, and is frightened until the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d12 for each slot level above 5th.

Unluck

2nd-level enchantment

You manipulate what was once an ode to fate, speaking it in reverse and warping the weave of fortune. Choose one target within range to make a Charisma saving throw. On a failure, the target takes 3d6 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn. On a success, the target takes half damage, but suffers no other ill effects.

In addition, whether the target fails or succeeds on its saving throw, you can choose one ally within 60 feet to gain advantage on the next attack roll it makes before the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Unyielding Roots

8th-level transmutation

You touch a creature that is standing on the ground (such as soil, rock, or a street). For the duration, the creature's speed is reduced to 0, and all attempts to move it from its current space automatically fail, whether or not the creature is willing to be moved. Effects that would move the creature only succeed if they would also move all solid ground within 5 feet of it.

In addition, the affected target gains life preserving energy from its connection with the ground. Until the spell ends, the creature gains advantage on Strength, Constitution, and Wisdom saving throws, it is immune to poison damage and the poisoned condition, and it regains hit points equal to its maximum number of Hit Dice at the start of each of its turns.

Updraft

1st-level conjuration

When you cast this spell, a small vortex of swirling air forms beneath your feet, lifting you upward. You can rise a number of feet equal to 20 × your spellcasting ability modifier. You can also move a number of feet horizontally during any part of the movement equal to 5 × your spellcasting ability modifier. At the end of the turn in which you cast this spell, you float gently to the ground if you are still aloft.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can rise an additional 20 feet, and move horizontally by another 5 feet, for each slot level above 1st.

Valiant Fury

5th-level transmutation

When you cast this spell, either choose yourself or a creature within range to gain its benefits. The recipient gains advantage on Strength, Constitution, and Wisdom saving throws for the duration. In addition, until the spell ends, the subject gains advantage on Strength checks, Constitution checks, and attack rolls which include its Strength modifier. When the subject takes the attack action on its turn, it can make an extra melee weapon attack as a bonus action.

Venom Bolt

4th-level evocation

A beam forming a 5-foot wide by 100-foot line of caustic green energy blasts from your eye, mouth, fingertip, or tail tip in a direction you choose. Every creature in the affected area must roll a Dexterity saving throw, taking 3d6 acid damage on a failure or half as much on a success.

In addition, the blast poisons the area it struck with toxic energy and nauseating fumes for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, it must make a Constitution saving throw or take 2d8 poison damage and become poisoned for the duration. If it succeeds, it takes half the damage. A creature that is poisoned by this spell but is no longer within the affected area can make a Constitution saving throw at the end of each of its turns. On a success, it is no longer poisoned.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the acid damage increases by 1d8 for each slot level above 4th.

Vigor

1st-level evocation

Casting Time: 1 action Components: V, S Range: Touch Duration: Concentration, up to 1 minute

The subject regains 1 hit point, and at the start of each of its turns until the spell ends, it regains 1 more hit point if its current hit point total is less than half its hit point maximum.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing the subject gains at the start of each turn increases by 1 hit point for every slot level above 1st.

Wailing Wind 1st-level abjuration (ritual) CastingTime:1minute Range: 30 feet Components: V Duration: 8hours When this spell is cast, you set up a magical warning system. Choose any kind of area within range that is an exit or entrance to an indoor or underground area of any kind. The total size of the entrance or exit chosen must fit with a 40-foot cube. Until the spell ends, a wailing, whistling wind blows towards you whenever a Tiny or larger creature touches or enters the warded area. You do not have to be in the area to receive the knowledge this spell provides. The wailing wind will seek you out as long as you are within 500 feet of the target area. The wailing wind has a distinct audible sound that can be heard by any creature, though they do not know what it means unless they are familiar with this spell. War Cry 2nd-level enchantment Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round When casting this spell, you let out a battle cry and charge toward your enemies. As part of the action used to cast the spell, you can move up to your full speed and make one melee weapon attack with advantage. On a hit, the attack deals an extra d10 damage of the weapon's type. In addition, if you hit with the attack, your foe must succeed on a Strength saving throw or be knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you deal an extra d10 damage on a successful attack for every two slot levels above 2nd. Watchware 4th-level abjuration (ritual) CastingTime:1round Range: Touch Components: V, S, M (a sprinkling of rare sands and powdered reagents worth at least 500 gp) Duration: Until dispelled or triggered You create a mystical connection with a single inanimate object you touch. When that object is damaged, moved, or touched at any later time, you are instantly aware of this fact. If another creature physically touches the warded object, you receive a mental image of the creature. For purposes of divination spells (such as scrying), you are considered to have first-hand knowledge of the creature who triggered the effect as if you had met. This effect activates when the object is disturbed for any reason, whether someone touches it or pokes it with a pole, a cat walks upon it, or an earthquake knocks it over. This spell ends as soon as the effect is activated. Because of its costly material components, most spellcasters reserve this spell to protect valuable, out-of-the-way items. This spell is considered a magical trap. It can be detected with an Intelligence (Arcana or Investigation) check made against your spellcasting DC, but it can only be dispelled magically. You can designate a password that allows another creature to handle the object without sounding the mental alarm if you choose. Weaken Ability 5th-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You greatly weaken a creature with a touch. Make a melee spell attack against a creature within your reach. On a hit, the target deals only half damage with its weapon attacks, and has disadvantage on its attack rolls until the spell ends. In addition, choose one ability score. Until the spell ends, the target has disadvantage on checks and saving throws with the chosen ability. At the end of each of the target’s turns, it can make a saving throw against the spell. If you chose Strength, Dexterity, or Constitution, it makes a Wisdom saving throw. If you chose Intelligence, Wisdom, or Charisma, it makes a Constitution saving throw. On a successful save, the spell ends. This spell can also be endedwith greater restoration, heal, or wish. Weightless Pursuit 1st-level enchantment Casting Time: 1 reaction, which you take when a creature that started its turn within 30 feet of you ends its turn more than 30 feet away from you Range: Self Components: S Duration: Concentration, up to 1 minute You can jump with supernatural ability and run up walls to pursue your opponent. Choose one creature within 60 feet that has just ended its turn more than 30 feet away after starting its turn within 30 feet of you. Until this spell ends, you gain the ability tomove up, down, and across vertical surfaces and upside down along ceilings (while leaving your hands free). You also gain a climb speed equal to your walking speed, and your jumping distance is doubled. In addition, as part of the reaction used to cast this spell, you can immediately fly a number of feet equal to or less than your walking speed, ending this movement in an empty space within 30 feet of the creature. This space cannot be above the creature, and you cannot end your movement farther away from your original space than the creature. Moreover, for the duration, you have resistance against all damage from falling, and you take no damage when you fall less than 100 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is increased to 10 minutes. If the spell slot used is 3rd level or higher, you gain a flying speed equal to your walking speed for the duration.

Whip of Flame

2nd-level evocation

A whip of flame extends from one of your hands. The whip is a melee weapon with a reach of 10 feet, with which you are considered proficient. It sheds bright light in a 10-foot radius and dim light for an additional 10 feet. As part of the action of casting this spell, and again as an action on each of your turns for the spell's duration, you can make a melee spell attack with the whip. If you hit, the whip deals fire damage equal to 3d4 + your spellcasting ability modifier.

Whip of Pain

3rd-level evocation

A thin red line stretches from your palm, which you wield as a whip. The whip counts as a magical weapon with a reach of 10 feet, with which you are considered proficient. As part of the action of casting this spell, and again as an action on each of your turns for the spell's duration, you can make a melee spell attack. Any target struck takes 3d6 psychic damage, and must make a Constitution saving throw. On a failed save, the victim has disadvantage on attack rolls and ability checks until the end of its next turn due to the intense pain.

Whirling Blade

2nd-level transmutation

You throw a weapon which is then animated to strike on its own, attacking everything in a 60-foot line emanating from you. Make one ranged spell attack and compare it to the Armor Class of each creature in the line. If a creature would be hit by the attack, you are considered to have hit that creature with a melee attack using that weapon. You resolve all the effects of that attack normally, as if you had struck each creature with a separate attack roll, except that you substitute your spellcasting ability modifier for your Strength modifier when determining damage. After this spell is cast, until the end of your next turn you can use a bonus action to cause the weapon to return to your hand.

Wind at Back

4th-level evocation

When this spell is cast, choose six creatures. For the duration, you and the selected creatures double your overland travelling speeds.

This spell has no effect on the speed of creatures during combat.

Wind Tunnel

5th-level evocation

When this spell is cast, you summon the winds around you to improve the accuracy of your allies’ ranged weapon attacks. Each ally within range has advantage on ranged weapon attacks for the duration.

Wrack

4th-level necromancy

Your victim must make a Constitution saving throw. On a failed save, the creature collapses in pain. Boils and blisters appear all over its skin and then pop, covering it with vile fluids as its eyes fill with blood, causing the victim to be paralyzed and blinded until the spell ends.

The victim can attempt a Constitution saving throw at the end of each of its turns. If it succeeds, the spell ends. Even after the spell ends, the victim has disadvantage on attack rolls and ability checks until it finishes a short or long rest.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases to concentration, up to 1 hour for a 6th or 7th level spell slot, or concentration, up to 1 day for an 8th level or higher spell slot.

Wraithstrike

2nd-level transmutation

Your hands and any weapons you hold become skeletal and insubstantial, and can easily pass through armor. Until the end of your next turn, you gain advantage on melee weapon attacks against creatures wearing armor or using shields.

Wrathful Castigation

8th-level enchantment

When this spell is cast, choose a target creature within range. The creature must make a successful Wisdom saving throw or fall to the ground incapacitated, while writhing in pain until it dies at the start of your next turn.

A creature that succeeds on its Wisdom saving throw does not fall to the ground incapacitated, or die. However, it must succeed on a second Wisdom saving throw, or it has disadvantage on all ability checks, attack rolls, and saving throws due to the intense pain, which lasts for the duration.

Xorn Movement

5th-level transmutation

You or a creature you touch can travel through the earth itself without leaving any mark of passage. The target gains a burrow speed equal to its walking speed. In addition, when burrowing through nonmagical, unworked earth and stone, the target leaves its hands free and doesn't disturb the material it moves through. The recipient can extend the magical aura of this spell to bring any object or creature it is carrying or grappling as it burrows. The target enjoys no special protections from this effect except for the cover of the stone or earth around it.

If this spell or its effects end on the target or any other object or creature placed within stone or earth by means of this spell, you or any such object or creature are expelled from the earth, moving at 60 feet per round towards the nearest open space large enough to fit into comfortably and taking 6d6 bludgeoning damage upon exiting into that space.

Your Glorious Sacrifice

1st-level necromancy

Make a ranged spell attack against a target within range. If the attack hits, the target takes 5d4 necrotic damage and its speed is reduced by half until the end of your next turn.

As part of the same action used to cast this spell, before you make the ranged spell attack, you may choose to inflict necrotic damage equal to 1d4 plus your spellcasting ability modifier on a willing ally within 5 feet of you. This damage cannot be reduced or prevented in any way. If you inflict this damage on an ally, you gain advantage on the ranged spell attack roll against your main target. In addition, if the ranged spell attack hits, your target takes additional poison damage equal to the necrotic damage you dealt to your ally.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage you inflict on your target and your ally both increase by 1d4 for each slot level above 6th.

Zeal

2nd-level abjuration

You invoke a divine shield that protects you while you close the distance with a chosen opponent. Choose one hostile creature within 120 feet. Until the spell ends, opportunity attack rolls made against you by creatures besides your chosen target have disadvantage. In addition, you can move through the space of any creature that is not your chosen target as if it were an ally. At the end of each turn, you must be closer to the target than you were when you started moving, or the spell ends. The spell also ends if the creature is stunned or incapacitated by any means.

Zealot Pact

6th-level evocation (ritual)

When casting this spell, you touch a subject and choose one of the following creatures types: aberration, celestial, dragon, elemental, fey, fiend, or undead. Until the spell ends, the subject has advantage on melee attack rolls against creatures of the chosen type, and inflicts 1d10 additional radiant damage when it hits such a creature. The spell ends 1 minute after the first time the subject hits a creature of the chosen type.

Acid Cloud

6th-level conjuration

This spell calls into existence a pale green cloud of corrosive vapor at a point within range selected by the caster. The cloud is 100 feet in diameter, and inflicts 8d6 hit points of acid damage to any creature within the area of effect, unless they succeed on a Constitution saving throw for half damage. The effect of the acid is cumulative, so each round a creature spends in the acid, they receive a penalty of -1 on their saving throw.

Air Bubble

3rd-level conjuration

This spell creates a bubble of air around the caster that protects him from gases and liquids. This means that any sort of cloud, vapor, smoke, or liquid will be kept out. This can allow the caster to be unaffected by dense smoke, noxious fumes, or pass under a waterfall without getting wet.

Anything that causes physical damage such as spells like acid splash, or abilities like a black dragon’s breath, can damage the bubble. The bubble has 20 hit points, and any damage that exceeds that, will effect the caster normally. For example, if an attack inflicts 24 hit points of damage, the bubble would stop 20 of that, and the caster would take 4 points of damage. Once the bubble is destroyed, it is gone and would have to be cast again to be used.

Physical attacks are unaffected by the bubble, and do not damage the bubble when they pass through it, though a melee attacker will be aware that there is something surrounding the caster. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the hit points of the bubble increase by 20 for each slot level above 3rd.

Air Shield

2nd-level evocation

The air shield is a cyclone of controlled wind that the caster puts around himself. This shield of air protects the caster from missiles and ranged attack spells (fire bolt, eldritch blast, ray of frost, etc.) by blowing them off course, giving all attackers a disadvantage to attack the caster.

If there is anyone within 5 feet of the caster, there is a chance that they will be hit by the attack, and must make a Dexterity save (DC 12) to avoid damage. Unfortunately, the shield works both ways, and so the caster cannot accurately make ranged attacks without suffering the same disadvantage. Amplify 2nd-level alteration Casting Time: 1 action Range: 500 foot radius Components: S, M (a tiny bell which is rung or two tiny cymbals which are clapped together) Duration: 1 minute This spell effects an area up to 500 feet around the caster, allowing them to perceive all sounds in that area (requiring no perception roll) for the duration of the spell. This can allow the caster to hear faint footsteps or whispered conversations behind a closed door. If there are any spells in the area that prevent sound or audible scrying, they have a chance of being neutralized by this spell. If the spell is of 3rd level or lower, the spell just ends. For each applicable spell of 4th level or higher, the caster must make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. Note that even if a magical silence holds, the tiny sound made by the bell or cymbals is still heard. At Higher Levels. When cast using a spell slot of 3rd level or higher, the duration increases by 1 minute for each slot level above 2nd.

Animal Emulation 3rd-level abjuration Casting Time: 1 action Range: Caster Components: V, S, M (a piece of the animal to be emulated) Duration: 10 minutes This is a versatile spell that allows the caster to emulate one feature from any natural animal for up to 10 minutes. This means that the caster can morph his forearms to be like those of a spider to climb walls, sprout wings like an eagle, or have his eyes become those of a hawk. The caster can emulate a feature from any non-magical creature he has encountered. The spell cannot grant special attack powers such as acid or poison, but it could give the caster sharp talons.

At Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the caster can increase the duration by 10 minutes for each slot level above the 3rd. Animal Imitation 1st-level conjuration Casting Time: 1 action Range: Caster Components: V, S Duration: 10 minutes This spell allows the caster to perfect mimic the sounds of any natural animal or beast, and will be audibly indistinguishable from the real thing. The caster can make a variety of such sounds, such as the mating call of an elk, the growl of an angry bear, or even a pack of wolves chasing a frightened rabbit. The caster can make a wide range of animal sounds for the duration of the spell, although he can only sound like one animal at a time. The caster must have heard the sound(s) to be imitated at least once. At Higher Levels. When cast using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st. Arcane Tattoo 4th-level alteration Casting Time: 1 hour Range: Touch Components: V, S, M (a vial of expensive ink worth at least 10 gp) Duration: 1 week

 The caster can store a spell in the form of a tattoo on the flesh

of another creature. This functions much like a scroll except that it only works with spells that have a range of “Self,” and the spell to be stored must be cast into the tattoo when it is created, by its creator. The tattooed creature need only touch the tattoo as a bonus action with the intent of triggering the spell for it to work. If a tattoo is created on a creature with little or no intelligence, then it must be triggered by someone who is aware of its power and wills to do so. For example, a wizard could place a Blade Ward tattoo on their horse and trigger it when desired. The tattoo lasts for 1 week from the time it was created, after which the magic and the tattoo fade. Only one tattoo can be placed on a creature at one time, and if another tattoo is added to that creature, the other will simply disappear.

 The actual design of the tattoo will reflect the nature of the

spell in some way, and an observant wizard might be able to discern it’s true purpose with an arcana check (DC 15). The tattoo is always visible (though it can be placed anywhere on the body) and always radiates magic of the kind that is stored within it. At Higher Levels. When cast using a spell slot of 5th level or higher, the duration increases by 1 week for each slot level above 4th. Aura of Retribution 3rd-level evocation Casting Time: 1 action Range: Caster Components: V, S, M (a blessed weapon) Duration: Concentration, up to 1 minute While it lasts, this spell creates a 5 foot radiant aura around the caster. Any hostile creature entering or starting its turn within the aura must make a Constitution saving throw or take 1d10 hit points of radiant damage. This aura moves with the caster and can affect every hostile creature within it for the duration. At Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the damage increases by 1d10 for every slot level above the 3rd. Ball of Spikes 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a metallic marble or ball bearing) Duration: Concentration, up to 1 minute

The caster calls into existence a four-foot sphere of metal, covered in 6 inch spikes, in any unoccupied area within range. Each turn, as a bonus action, the caster can have the sphere move 10 feet in any horizontal direction. Any creature in sphere’s path must make a Dexterity saving throw or take 3d8 points of piercing damage and be knocked prone. On a successful save, the victim takes half damage and is not knocked down. The same target cannot be attacked twice by the sphere in the same round. The sphere can also be commanded to smash into doors or roll over objects, inflicting the same amount of damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Blackfire

3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of pine resin mixed with powdered charcoal and sulfur) Duration: Instantaneous A dark streak stabs from your finger to a point you choose within range, which then blossoms with a low roar into an explosion of deep purple fire. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 4d6 cold damage on a failed save, or half as much damage on a successful one.

 The blackfire acts very much like fire, consuming similar fuel. It

spreads around corners and ignites flammable objects in the area. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Blood Puppet 4th-level necromancy Casting Time: 1 action Range: 100 feet Components: V, S, M (a drop of the victim’s blood) Duration: Concentration, up to 1 minute By using a drop of the target’s blood, the caster can control any creature like a puppet. The creature must succeed on a Wisdom saving throw or fall under the caster’s control. The caster can then move the creature around however they like, though they cannot make them speak, cast spells or use any special abilities. They could be made to attack someone, walk off a cliff, or choke an ally. The only thing that will break the spell is if the caster’s concentration is broken by taking damage. Borrowed Knowledge 4th-level divination Casting Time: 1 action Range: Touch Components: V, S, M (a dram of honey) Duration: 1 hour This spell allows the caster to become proficient in any skill in an instant, simply by touching a creature that has that skill. The caster can gain the knowledge for himself, or he can transfer it from one to another by touching both the one who has the skill and the recipient, while casting the spell. The recipient gains the same proficiency bonus as the creature from whom the skill was borrowed, though they still use their own ability modifier.

 If the creature is willing, the proficiency is acquired

automatically, but an unwilling victim is allowed a Wisdom saving throw to resist sharing their knowledge. If an unwilling creature is asleep or unconscious, they make their save at a disadvantage. This spell can be used to acquire any skill, including physical abilities, language, tools, instruments and knowledge. It cannot be used to gain specific memories or magical abilities.

 The borrowed proficiency is only temporary, and will be lost

when the spell ends. The creature from whom the knowledge was borrowed retains their proficiency, even while the spell is in effect At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the gained proficiency lasts for 1 additional hour for each slot level above 4th. Bug’s Eye View 2nd-level enchantment Casting Time: 1 minute Range: 1000 feet Components: V, S, M (A live insect) Duration: Concentration, up to 5 minutes When cast upon any normal insect that the caster can see, this spell allows him to control the insect and see through its eyes. While looking through its eyes, the caster is effectively blind and cannot take any actions. Control over the insect ends after 5 minutes, if it travels more than 1000 feet away from the caster, or if it is killed. Should the insect die while under the caster’s control, he must make a Constitution saving throw or take 1d6 psychic damage and be stunned for one round. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 5 minutes for each slot level above 2nd. Burst of Resin 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a tiny ball of tree sap) Duration: 1 hour When cast on a flat surface, this spell creates an invisible rune. When it is touched by a living creature (small or larger) it triggers an eruption of amber-like resin that hardens instantly, trapping any unfortunate creature within a 5 foot area. The victim can avoid being trapped by making a successful Dexterity save. A trapped creature can use an action to attempt to free themselves by making a Strength check (DC 16), and if they are able to use some sort of weapon or tool, they gain an advantage to do so. The resin reaches a maximum height of 3 feet, so anything smaller than that could have a chance to suffocate, and may require outside help to escape from the resin. The spell’s duration begins at the moment the trap is set, so the amount of time that a creature could be trapped depends on how much time has passed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd. Camouflage 1st-level illusion Casting Time: 1 minute Range: 10 feet Components: V, S, M (a piece of colored cloth) Duration: 1 hour When cast upon one inanimate object of no greater than 36 cubic feet (like as a door, a chest, or even a corpse), the spell causes it to blend with its environment. Although it is not invisible, it is very well camouflaged and will be likely go completely unnoticed by the casually observer. Any deliberate searches of the area using a Perception check will be at disadvantage. At Higher Levels. When this spell is cast using a spell slot of 2nd level or higher, the amount that can be affected increases by 10 cubic feet for each slot level above the 1st. Chalk Trick 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of chalk) Duration: 4 hours Using a piece of chalk, the caster draws a door on a flat surface, creating an invisible portal to an extradimensional space that lasts until the spell ends. The doorway can be any size up to that of a normal doorway (approximately 3 feet by 8 feet), though in order to be useful, it should be large enough for the caster to pass through. The extradimensional space is accessed by simply walking through the chalk doorway. The space within is roughly 400 square feet, and can hold as many as 10 medium creatures. The space can appear however the caster desires, though any fixtures are illusory and have no physical form. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out through the doorway. Since this is an extradimensional space, anyone inside is considered to be on a different plane with regard to spells. Anything inside the extradimensional space is expelled when the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell’s duration increases by 2 hours for each slot level above 3rd. Clear Mind 1st-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous The caster can target 1 intelligent creature within range and cause their mind to be instantly cleared of a number of various mind-altering effects. These include the effects of a sleep spell, being dazed, stunned or unconscious, or even alcohol intoxication. Additionally, the spell heals 1 hit point of damage. The spell will also grant the victim an additional saving throw against charm effects at the start of their next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell can effect 1 additional target for each slot level above 1st. Cook 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a flint or tinder) Duration: 1 minute This spell is used to cook food without requiring a fire. When cast upon up to 1 pound of food, it will cook itself to the ideal temperature over the period of 1 minute. This spell will not work against living flesh, however it can be effective against undead that have flesh (like zombies or ghouls) or plant-based creatures (like shambling mounds). If used as a weapon, the caster must make a ranged spell attack which inflicts 1d6 hit points worth of fire damage if it hits. Every round thereafter, the creature must make a Constitution saving throw or take an additional 1d6 hit points until the creature either makes its save or the spell ends. At Higher Levels. When this spell is cast using a spell slot of 1st level or higher, the amount of food that can be cooked increases by 1 pound, or if used as a weapon, the damage is increased by 1d6, for each slot level above the 1st. Curse Object 5th-level enchantment (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a drop of the caster’s blood) Duration: 1 month This spell imbues a non-magical item with a curse that affects anyone who has it in their possession. The hapless victim will begin to feel tired and shaky. This exhaustion builds over the course of an hour, giving them a disadvantage on all ability checks. Additionally, they will have trouble sleeping, experience vivid hallucinations of ghostly entities that only they can see, and become increasingly paranoid, causing them to mistrust everyone including friends and family. These conditions will continue as long as the cursed item is on their person or until the spell’s duration ends.

 The curse can be cast upon any object from a simple coin to

a piece of jewelry to an article of clothing. It could be cast on something larger such as a favored chair, bed, or anyplace the intended victim might spend a significant amount of time. This spell is not affected by dispel magic, but remove curse will cancel it. Death Sleep 6th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S Duration: 24 hours This spell can be terrifying to those who witness it. The caster projects a beam of virulent purple energy from their fingertip, striking a single creature within range. It also produces a terrifying, ethereal wail of anguish as if it emanated from the victim’s soul. The victim must succeed on a Constitution saving throw or appear to drop dead on the spot. In fact, the creature is not dead, but is put into a cataleptic state that makes them appear to be dead to all outward appearances, and any spells that might be used to determine their status will not reveal the truth. Any attempts to heal them or raise them from the dead will have no effect. If the creatures succeeds on their saving throw, they will merely be stunned for 1 minute. Greater restoration will dispel the effect. Death Web 3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a spider egg sack) Duration: 1 minute This spell is similar to the web spell, except that it also creates poisonous spiders. This spell conjures a mass of thick, sticky webbing at a point of the caster’s choice within range. The webs fill a 20 foot cube from that point for the duration of the spell. If the webs aren’t anchored between two solid masses or layered on a flat surface, the conjured web collapses on itself, and the spell ends. Webs layered over a surface have a depth of 5 feet. Every creature that starts its turn in the web or attempts to pass through it must make a Dexterity saving throw. On a failed save, the creature is restrained until it breaks free. A creature restrained by the webs can use its action to make a Strength check to escape. In addition to being trapped, those restrained by the web are swarmed by dozens of small, poisonous spiders that bite them. Each turn that they are in the web, they must make a Constitution saving throw, or become poisoned and suffer 3d6 hit points of poison damage. A successful save means that they only take half damage and are not considered to be poisoned.

 The webs are flammable, and if exposed to fire, burn away in

1 round, dealing 2d4 hit points of fire damage to any creature within the web. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the area increases by 10 feet for each slot level above 4th. Dehydrate 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a small sponge or similar absorbent object) Duration: Concentration, up to 1 minute This particularly cruel spell allows the caster to drain the moisture from a living creature. The caster points at the desired target, and with the other hand, begins squeezing a dry sponge which suddenly begins to expel a stream of water which is being siphoned from the victim. The victim must make a successful Constitution saving throw or begin to dehydrate. As they are slowly desiccated, the creature suffers the loss of 1 Constitution point at the beginning of their turn, making each successive saving throw more difficult. If the creature reaches 0 Constitution points, they die and turn to dust. As soon as the victim makes a successful saving throw, they no longer take any Constitution damage and the spell ends. Their moisture can be restored by slowly drinking water over the next few days, recovering 1d4 Constitution points per long rest. If the spell is used on an inanimate organic matter, it will extract the water with no saving throw required. This can be used to harvest water from a tree or dry out fire wood to make it easier to burn. Drinking any of the water extracted from a living creature has the side effect of healing the drinker of 1d4 hit points of damage. This can only be done once per person, and it must be ingested within 1 hour after extraction. Duplicate Object 3rd-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (a platinum piece) Duration: 24 hours This spell allows the caster to touch a non-magical object (up to 5 cubic feet and less than 50 pounds) and make an exact duplicate. The object is identical to the original in every way except that there is a faint, non-specific magical aura that can be seen with detect magic, and it will turn to gray dust 24 hours after it was created.

 The object must be a single object, though it can have moving

parts. For example, a duplicated chest would still have working hinges and lock. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell can effect 5 additional cubic feet and 50 additional pounds of material for each slot level above 3rd. Earth Armor 4th-level abjuration Casting Time: 1 action Range: Caster Components: V, S Duration: 1 minute This spell causes any dirt or stone in the area to cling to the caster as a layer of temporary armor. It does not affect the caster’s armor class, but rather absorbs up to 20 hit points worth of damage. This protection lasts for 1 minute or until its hit points are exhausted. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the armor’s hit points increase by 10 for each slot level above 4th. Emotional Contagion 8th-level enchantment Casting Time: 1 minute Range: An area 1000 feet square within 500 feet. Components: V, S (the somatic gestures are very complex) Duration: Special, up to 1 hour. The spell can be used to quell a riot, start one, or perhaps make some quick friends. The caster selects an individual from the crowd, and focuses upon him. Throughout the casting of the spell, the emotions of that individual will spread to others, and continue to do so up to the maximum area. Any humanoid in the area will quickly feel the same emotions of the original target, from joy to peacefulness to rage. Targets with 6 hit dice or fewer are effected automatically, but those of higher level can make a Wisdom saving throw to avoid succumbing the emotional effects. Once the effects have taken hold, the emotions of the original creature have no bearing. The spell lasts for 1 full hour, unless actions or other influences are used to counter its effects.

 Those under the influence of these emotions are not likely

to be aware of any outside influence in the moment, but may realize that the emotions were not their own in hindsight. Depending on the emotion, such victims might be easily swayed into aiding in a cause, defending a town, or attacking it. Any additional spells which might charm or otherwise influence affected targets in the same general direction are cast at an advantage. Eradicate 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (an ounce of mithril about the size of a coin) Duration: Instantaneous You cause a one inch diameter point of utter blackness to appear within the visual range of your spell, creating a momentary hole in reality. Any medium or smaller creature within 20 feet must make a Dexterity save or get sucked into it, disappearing from reality forever. If anyone is within 5 feet, they make their save at a disadvantage. Larger creatures within 20 feet suffer 10d10 hit points of force damage as bits of them are torn away. All other material in the area is also eradicated, including all objects not secured to the ground or otherwise anchored. Weight, mass or size makes no difference, as long as it fits within the area. This sudden vacuum creates a concussive blast that radiates from the point where it appeared, out to a distance of 60 feet. Anyone in that area (including the caster) takes 4d8 thunder damage, unless they make a successful Constitution save for half damage. This singularity will also effect the caster if they are foolish enough to cast it too close. Explorer’s Trail 1st-level divination Casting Time: 1 action Range: 10 miles Components: V, S, M (a loadstone) Duration: 8 hours Using this spell, the caster marks an invisible point on the ground. Then as they move, a thread of faint magic, that visible only to the caster, connects them to that point. This allows them to follow their exact path back to the original point. This spell lasts for up to 8 hours, which means that the caster could travel for up to 4 hours if they want to leave enough time for a round trip. Once the spell expires, the trail vanishes. This map exists only in the caster’s mind, and so it cannot be detected with magic. At Higher Levels. The spell’s duration increases by 1 hour for every caster level above 1st. Facade 4th-level illusion (ritual) Casting Time: 1 hour Range: 120 feet Components: V, S, M (a charm-sized house) Duration: 1 month This spell is cast upon a building, such as a house, inn, or at higher levels, a small keep. When completed, the magic will make the building appear as one of a completely different sort. A house might be made to look like a rundown shack, or a warehouse seem as a small tavern. The spell will affect a structure up to 1000 square feet in size, and it can be altered to appear as small as 10% of its original dimensions, or up to twice as large. The colors, condition, and aesthetic features of the illusion are all up to the caster’s imagination. Note that if made to appear larger, the false image cannot extend over another structure. At Higher Levels. When this spell is cast using a spell slot of 5th level or higher, the size of original building can be 50% larger for each slot level above 4th. For example, using a 5th level slot, the caster can effect a 2000 square foot building. Fear Trap 3rd-level enchantment Casting Time: 1 action Range: 10 feet Components: V, S, M (a pinch of powdered glass) Duration: 1 hour This spell creates an invisible rune that causes anyone that touches it to become frightened for 2d6 rounds, causing them to flee back in the direction they came. The spell covers a 10 foot area, and any creature stepping into it must make a Wisdom save to avoid being effected. Once cast, the spell remains in effect for up to an hour unless dispelled. The caster is not immune to the spell, so it is important to remember where it was placed. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 3rd. Fiery Gaze 3rd-level abjuration Casting Time: 1 action Range: Caster Components: V, S, M (Any hot ember) Duration: 1 minute (concentration) This spell causes the caster’s eyes look as if they have turned to flame. The following round, the caster can, as a bonus action, stare at anything within 60 feet and attempt to burn it. The target must make a Dexterity save or be hit with twin rays of fire, inflicting a total of 2d6 hit points worth of fire damage. Only one creature can be targeted per round, and although the attack is a bonus action, the caster must stare at the target for the whole round. While the spell is in effect, the caster is free to move about, take actions or cast non-concentration spells, but they must maintain his gaze on a target in order to burn it.

 This spell can also be used to set alight flammable materials.

Easily combustible items like parchment can be set alight in a single round, whereas solid wooden beams might take several consecutive rounds. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd. Find Companion 3rd-level conjuration (ritual) Casting Time: 6 hours Range: 60 feet Components: V, S, M (4 gems worth at least 40 gold pieces each) Duration: Instantaneous Similar to the spell find familiar, this ritual summons a creature of either celestial or fiendish origins (caster’s choice) to serve the caster. The summoned creature does so voluntarily, and will remain as companion to the caster until the caster dies, the companion dies, or their bond is broken. The bond can be broken at will by either caster or companion with no ill effects, so it is in the caster’s best interests to treat her companion well. The companion can take nearly any form the caster desires when the ritual is performed, but once the form is taken, they cannot change. The chosen form can be of any creature of large size or smaller, and with a challenge rating of 1 or lower. It will have the basic physical abilities of that creature, but not any magical abilities. In other words, a companion in the form of a giant eagle could fly normally, but a young fairy dragon would not be able to turn invisible or cast spells. The companion’s Intelligence, Wisdom and Charisma will be 10 plus 1d4. The companion acts independently of the caster, having a mind and personality of its own, but it almost always obeys their master’s commands. The only exceptions would be if the companion felt that such actions would either risk their life or their master’s life. In combat, it rolls its own initiative and acts on its own turn. A companion can attack and take other actions as normal, though it will not willingly throw its life away. The companion can be healed like any living creature, and when it drops to 0 hit points, it disappears, leaving behind no physical form. The bond between the companion and the caster is a strong one that imparts many benefits, but it also comes at a cost. If the companion is killed while still bonded to its master, the caster must make a Wisdom saving throw or take the companion’s maximum hit points in psychic damage and fall unconscious for 1 hour. A successful save means only half damage, and they are stunned for 10 minutes. While the companion is within 1 mile of the caster, they can communicate with it telepathically. Additionally, as an action, the caster can see through their companion’s eyes and hear what it hears until the start of their next turn, gaining the benefits of any special senses that the companion has. During this time, the caster is deaf and blind with regard to their own senses. Finally, when the caster uses a spell with a range of touch, their companion can deliver the spell as if it had cast the spell. The companion must be within 500 feet of the caster, and it must use its reaction to deliver the spell when they cast it. If the spell requires an attack roll, the caster uses their attack modifier for the roll. A caster can’t have more than one companion at a time, but unlike a familiar, this companion cannot be dismissed into a pocket dimension. It remains as a living, breathing creature the bond is broken. Once a companion is released from its bond or killed, the caster must wait for 1 month before attempting to summon another. DMs Note. Since the companion’s form is created by the celestial or fiendish spirit, they can literally look like any living creature; even an imaginary one. For example, it could appear to be an elephant the size of a horse, a small beholder with crow feet, or a miniature tarrasque. The caster could even have them appear as a humanoid species such as human, elf, dwarf, and so on. In some of these cases, the DM will have the final say with regards to whether a form is allowed and it’s physical stats. Find Spirit Companion 5th-level conjuration Casting Time: 4 hours Range: 60 feet Components: V, S, M (rare incense worth 300 gp per member) Duration: 1 month This spell summons a unique spirit companion that binds itself to a small group of intelligent creatures. This bond imparts benefits to the group for the duration of the spell. The specific nature of the companion and the benefits depend on the specific incense used.

 The first step in this ritual is to select the group to be bound

to the spirit. The number in the group can be anywhere from 2 to 8, and all must be present during the ritual. Each bond member adds their portion of the incense to a brazier in turn, speaking the same summoning word given to them by the caster. During this process, the members chooses the specific nature and benefits of the summoned spirit. Once attracted, the spirit binds itself to each member in turn, causing a small glowing sigil to appear on the forearm of everyone in the group. When this happens, each loses a bit of their life force, reducing their hit points by 1 hit die for the duration of the spell. The bond members must select one of the following companion spirit types when the ritual is performed. Communication Companion – This companion tends to be very light and playful, often asking a lot of questions about the world around them. This lightheartedness can be grating on the more serious members of the group, but they must be careful not to snap or they might scare off their companion.

 The Communication Companion provides the following benefits:

• The bonded group can communicate telepathically for up to 1 minute per day per bond member. For example, a group of 4 could communicate telepathically for up to 4 minutes per day. This time can be divided up however the

 	 group sees fit.

• Bond members are aware of the condition of each group member at all times. They will be able to sense if a member

 	 is stressed, injured, stunned, excited, unconscious, and so on,

though they will not necessarily know why. • Bond members can scry on any other member (as the spell) for 10 seconds per day. • When working together in any kind of group activity, the bond members is able to pool their collective senses, and so gain an advantage on their skill checks. For example, if they are searching a room for hidden doors, each person

 	 gains an advantage to their investigation skill. This benefit

applies to all senses, so if the group stops to listen for sounds

 	 or are on watch together, this benefit applies.

Magical Companion – This companion is stoic and disciplined, speaking only occasionally to the group. More often than not, they will communicate only with the caster who facilitated the summoning. The Magical Companion can hold a number of spells, which any team member can release. After a long rest, a spellcaster in the group casts a number spells into the companion spirit that can be accessed at any point before the next long rest. The number of spells that can be stored is half of the number in the group (rounded down), but at least one. At this time, the caster decides any variables except targeting. Each bond member can release a spell as if they had cast it, even if they have no spellcasting ability, abiding by any targeting restrictions. If they are not a spellcaster of the appropriate type, they do not use their proficiency on any ranges spell attack. The DC is determined by the original caster. Healing Companion – This companion is caring and kind, often seen in the bond mates dreams as a nurturing mother figure (whatever that means to them). After each long rest, the Healing Companion offers a pool of healing magic equal to 10 hit points per bond member. For example, a group of 6 would have a healing pool of 60 hit points. A bond member can claim part or all of the healing magic as an action at any time. Once a portion of the healing magic is claimed, the amount available is reduced accordingly for the rest of the day. Additionally, by using 15 hit points worth of healing magic, a bond member can either cure one disease or end one condition afflicting them, such as being blinded, deafened, paralyzed, or poisoned. Finally, a bond member can stabilize another member by using their action to impart 10 hit points of the healing energy to their dying companion. If there is not enough magic remaining, they can sacrifice a portion of their own life energy to make up the difference, losing that number of hit points until healed. Transference Companion – This companion is cold and professional. It communicates very little with those to whom it is bonded, and when it does, it is always short and to the point. The transference Companion provides the following benefits once per day: • A bond member can claim all or part of a +4 bonus on their next saving throw. Once claimed, the bonus is unavailable to the rest of the group. • As a move action, a bond member can voluntarily accept a disadvantage on their next attack to give another member an advantage on her next attack roll. • As a bonus action, a bond member can voluntarily take 10 points of damage to give another team member 10 temporary hit points, which last for up to 10 minutes.

 •	As a reflex action, each team member can grant his saving

throw bonus (including any magic, ability score, class, and race-based bonuses) to another bond member. • A spellcaster can target a bond member with a spell and have it take effect on another team member as well. For example, the caster could use a touch spell such as cure wounds on a

 	 nearby ally as well as another injured bond member who

is too far away. This transference does not work with spells that only affect the caster. This spell can be renewed on the eve that it is meant to expire, requiring only a tenth of the material components as the initial ritual. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 month for each slot level above 5th. Fire Robe 4th-level evocation Casting Time: 1 action Range: Caster Components: V, S, M (a piece of char cloth) Duration: 1 minute This spell covers the caster in a cloak of fire. The fire does not effect the caster at all, except that they feel comfortably warm, even in the coldest temperatures. This fiery cloak imparts a +1 bonus to the caster’s AC, and has a chance of inflicting fire damage to melee opponents. Whenever someone makes a successful attack on the caster while cloaked by this spell, the attacker must make a Dexterity saving throw or suffer 1d6 hit points of fire damage. This happens for every melee attack for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage from the fire increases by 1d6 for each slot level above 4th. Fire Step 5th-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of wood ash and powdered silver) Duration: 30 seconds This spell allows the caster and as many as 5 others to teleport over any distance by stepping into one fire and emerging from another. The fire must be large enough to step into, such as a large fireplace or campfire. When cast upon an appropriate fire, the flames turn a deep purple color and cease to produce heat. The caster must then speak the name of a specific location that is known to him. The fire will flare momentary and anyone who steps into the fire will emerge from the nearest appropriate fire to the location spoken.

 If the caster is not sure whether there is a fire at the location,

this can be rather risky since the destination could be quite a distance from the desired destination. At the other end of the portal, the fire will also turn purple and cool for 30 seconds, which could be rather startling for those not expecting it. The DM will have to determine the final destination, and what is awaiting them on the other side. The fire can be magical or mundane, so it could be possible for a caster to set up permanent magical fires of some kind at locations that he uses most often.

 One need not step all the way through the fire, and so the

caster could use it to peek through and see what is waiting for them at the other end, though their time is limited.

 It takes 1 turn to step through the fire, so no other actions are

possible while doing so. This means that a maximum of 5 people (including the caster) can use the passage, though this would leave no time to see what was on the other side first. The passage is not two-way, meaning that nothing from the other end can step through, nor can anyone passing through return without casting the spell again. At Higher Levels. When this spell is cast using a spell slot of 6th level or higher, the duration increases by 6 seconds for each slot level above 5th. Fire Write 1st-level evocation Casting Time: 1 action Range: 100 feet Components: V, S, M (a bit of charcoal) Duration: 10 minutes or special The caster holds the charcoal like a piece of chalk, and writes a short message in the air. These actions are reflected by a flaming message which appears anywhere the caster can see within 100 feet. This glowing message is very bright but not very hot. It can be seen a long way off and if the flames are touched the victim takes 1 point of fire damage.

 Additionally, the caster can have the flaming letters appear

on a door or wall which might burn the message into its surface. Note that the flames are not very hot and it is unlikely to harm the surface unless it is extremely flammable. Flaming Hand 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a burnt piece of cloth) Duration: Concentration, up to 1 minute The spell causes a giant hand of flame to spring into being. The caster can immediately use it to make an attack roll against any size large or smaller creature within range. If successful, the target is grappled. At the start of its next turn, the target takes 3d6 fire damage and can attempt to escape the grab by making a successful Strength check. If the creature fails to escape, it will again take the damage of the start of its turn. If the victim escapes, the caster can have the hand attack again on his next turn for the duration of the spell. At Higher Levels. When this spell is cast using a spell slot of 4th level or higher, it inflicts an extra 1d6 hit points of damage for each slot level above 3rd.

Flight

4th-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (an eagle feather and a silver piece) Duration: Concentration, up to 1 hour

 Using this spell, the caster can imbue an inanimate object

with the ability to fly, as long as they are touching it. It functions much like the fly spell, except that the speed is up to 100 feet for the duration. The spell can effect a maximum weight of 1500 pounds total (including the object itself), so if the object is large enough, it could carry passengers and/or cargo.

 The object and anything on it are still effected by physics, so

creatures and objects can still be thrown off by a sharp turn or sudden stop. If the caster loses contact with the object for more than 6 seconds (1 round), the spell ends and it falls normally. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th. Gods Smite 5th-level divination Casting Time: 1 bonus action Range: Caster Components: V Duration: Concentration, up to 1 minute The caster draws upon the divine power of their deity to smite the most vile of foes. The next time they hit a creature with a weapon attack before this spell ends, their weapon glows with divine wrath, inflicting and additional 12d6 hit points of radiant damage to the target in addition to their normal weapon damage. The victim must also make a Constitution saving throw. If they fail on their save, they are stunned for 1d6 turns and are knocked prone. Gothnog’s Stout Stronghold 8th-level conjuration Casting Time: 1 hour Range: 120 feet Components: V, S, M (a miniature version of the stronghold made out of platinum worth 500 gp) Duration: 1 week Taking a full hour to cast, this spell creates a defensible stronghold manned by 50 unseen soldiers (see spell description). The design of the stronghold is up to the caster, but it can have a footprint of no more than 3600 square feet (a round tower about 65 feet in diameter for example), and a height no more than 80 feet. The stronghold will grow out of the ground, shaping the stone into the desired form. It will include furniture (formed out of the stone) and a cistern with plenty of water. It will not include any other supplies like food or weapons. While inside the stronghold, the caster will be aware of the location of every creature within it, and they will also know if anyone approaches within 100 yards of its outer wall. The spell can be renewed before it expires if it is recast at least 3 hours before the spell is to end. This requires 50 platinum pieces each time it is renewed. Haunt 5th-level illusion (ritual) Casting Time: 1 hour Range: 300 feet Components: V, S, M (100 gold pieces worth of incense) Duration: 3 days This spell causes an area to become haunted for the duration of the spell. It can effect a spherical area up to 100 feet in diameter and is not hindered by walls or other barriers. The haunted area will become slightly darker than areas around it. There will be disturbing sounds and visions, such as moaning, bleeding walls, ghostly shapes, or other manifestations that the caster desires. The area will repel the casual passerby, making them fearful to even look upon it. Anyone determined to enter the area must make a Wisdom saving throw to do so, and must save again every hour to remain there. A failed save means that the victim is gripped with fear and will attempt to flee the haunted place at all costs. Once outside of the area, the fear will abate quickly, though they will have a disadvantage on any future saves for that particular haunting. If someone manages to remain in the area for an hour or more, the manifestations will become more personal, creating horrific visions of murdered loved ones, personal terrors, and generally exploiting their worst fears. After 4 hours, the visions will become more violent, psychically attacking the victim who must make a Wisdom saving throw. On a failed save, the target suffers 4d10 psychic damage. On a successful save, that particular vision ends, with another attacking in 2d10 minutes. Dispel magic can suppress the haunting for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 day for each slot level above 5th. Heart Attack 6th-level necromancy Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Pointing at a single creature within range, the caster causes the victim’s heart to stop beating. The victim must succeed on a Constitution saving throw or immediately become wracked by chest pains, drop whatever they are holding and fall prone. They are stunned for the 1st round, fall unconscious on the 2nd round, and die on the 3rd. If the creature makes a successful save, they suffer severe chest pains and are stunned for 1 round. During the 3 rounds of the attack, spells such as spare the dying, lesser restoration or revivify will interrupt the spell’s effects, leaving the victim unconscious for 10 minutes. During the first 2 round of the attack, a successful medicine skill check (DC 18) will stop the victim from dying, leaving them unconscious for 1 hour.

Hell Fire 6th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (one half ounce of Hell Coal) Duration: Concentration, up to 1 minute This exceptionally unpredictable and dangerous spell allows the caster to summon living fire from the plane of Hell. Preceded by a deep rumbling and a sharp crack, the hell fire erupts in a 10 foot circular area that the caster selects within range. It then begins to spread out in all directions at a rate of 5 feet per turn, burning anything in its path.

 At the outer edge of the fire, horrifying demonic shapes can

be seen in the flames reaching out to grab any living creatures that move too close. The fire inflicts 8d10 hit points of damage to anyone in the area of effect with no save, and anyone who moves within 5 feet of its outer edge must make a Dexterity saving throw or be pulled into the fire.

 Moving out of the fire takes a move action and requires a

Dexterity saving throw to escape the gripping claws of flame at the perimeter.

 The soul of anyone who dies as a result of the hell fire is

dragged into Hell, preventing any spell from bringing them back from the dead. Resurrection is still possible, but would require someone to physically go to Hell to retrieve it.

 The hell fire will ignite anything flammable, and so even after

the spell ends, normal fires could still be a problem. If the fire is unable to spread for some reason (such as being contained in a small stone room), it will fill the area and burn for the duration. Only nonflammable substances will prevent the fire from spreading, and water will have no effect on it at all, turning instantly to greasy steam on contact. Hell Coal. This is a substance only found in Hell, and is therefore very rare. There are those who consort with devils and other hellish beings, and they will occasionally make deals to acquire this vile substance. Hell Coal is illegal in most cities, and the going rate on the black market is around 3,000 gold pieces per ounce. Helping Hand 2nd-level abjuration Casting Time: 1 action Range: Caster Components: V, S, M (a glove of any size) Duration: 30 minutes This spell causes the caster to temporarily sprout a third arm. Being new, the arm cannot perform trained tasks like weapon proficiency, nor can it duplicate the precise somatic motions required for most spells. The arm otherwise functions as a normal arm for simple tasks, such as carrying a torch, leaving the main arms free. While standard attacks with the new arm are made with disadvantage, grappling attempts are done with advantage. The caster is also able to hold an item while having an opponent grappled. The new arm appears just below a regular one, on a side of the caster’s choosing, altering any armor or clothing to fit. At Higher Levels. When this spell is cast using a spell slot of 3rd level or higher, the duration increases by 30 minutes for each slot level above 2nd. Hide Camp 4th-level illusion Casting Time: 10 minutes Range: 120 feet Components: V, S, M (a bit of lint or fuzz) Duration: 8 hours This spell is intended to conceal a campsite from being seen at a distance. The caster must stand at the center of the area she wishes to effect, turning slowly in a circle for the time it takes to cast. When the spell is complete, the area will not be visible if observed from a distance greater than 120 feet, and will appear to be part of the landscape. Sound is also diminished, though loud sounds from within the hidden area will be audible as if from a much greater distance. Anyone looking directly at the area is allowed a Wisdom saving throw to see if they notice anything. A successful save means that they will notice a shimmering over the area, though they will not see specifically what is within. Any creature that passes within 120 feet of the area’s center will suddenly see through the illusion. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th. Hover 3rd-level transmutation Casting Time: 1 action Range: Caster Components: V, S, M (a black feather and a copper coin) Duration: Concentration, up to 10 minutes This spell allows the caster to hover up to 3 feet off the ground and will himself to move in any direction, with a movement rate of 50 feet for the duration of the spell. At the end of the spell, the caster slows down to a stop and settles to the ground. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 10 minutes for each slot level above 3rd. Hush 1st-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (A piece of thick cloth) Duration: 10 minutes The caster selects a willing creature within range, and for the next 10 minutes, the target gains an advantage on all sound related stealth checks. The affected creature can cast spells and speak as normal, but his voice will be considerably quieter than usual, and any normal sounds that he or his equipment might make are similarly muffled. At Higher Levels. When this spell is cast using a spell slot of 2nd level or higher, the caster can target 1 additional creature for each slot level above 1st.

Ice Bindings 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of gray cloth) Duration: 1 hour This spell causes ice to form around a creature, imprisoning them, unless they succeed on a Constitution save. The ice can be broken with a successful Strength save (DC 18), which they can attempt once after each minute. Trapped creatures suffer cold damage, losing 1d4 hit points per minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 30 minutes for each slot level above 2nd. Imitate 1st-level transmutation Casting Time: 1 action Range: Caster Components: V Duration: 10 minutes This spell allows the caster to perfectly mimic any voice that they have heard. Originally used by jesters for entertainment, the spell has become popular for other, more nefarious purposes. Only someone who is very familiar with the individual being imitated has any chance of noticing the false voice for what it is with a successful insight check (DC 15). The DM will have to decide if the listener is familiar enough with the subject being mimicked. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 5 minutes for each slot level above 1st. Ladder 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a small pair of parallel sticks) Duration: 5 minutes Using this spell, the caster can call into being a temporary ladder which can be used to scale small heights, or as a bridge to span small gaps. The ladder can be made of rope or wood, and must have an anchor point at each end. Once created, it remains anchored at both ends for the duration of the spell. The ladder itself can be up to 25 feet in length, and can be set at any angle.

 The ends of the ladder will be solidly fixed, so the ladder

will not fall or slide while in use. At the end of 5 minutes, the ladder vanishes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 5 minutes for each slot level above 1st. Life Leech 5th-level necromancy Casting Time: 1 action Range: 100 feet Components: V, S, M (a living plant which dies upon casting) Duration: Instantaneous This spell drains the life energy from any non-native creatures within a 50 foot radius, inflicting 5d8 hit points of necromantic damage and 1 level of exhaustion. A successful Constitution save reduces the damage by half damage and they suffer no exhaustion. As a result, the area erupts with plant and fungal growth, creating a lush area 100 feet across. Any existing plant or fungal matter in the area grows by 50%. This growth is permanent and grows normally thereafter. Undead are unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Magma Blast 4th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a fragment of obsidian) Duration: Instantaneous This spell allows the caster to summon a fountain of magma that erupts from the ground and spreads outward, covering a 20 foot diameter area before quickly cooling and hardening. Each creature in the area must make a Dexterity saving throw. A creature directly at the center suffers 12d6 hit points of fire damage on a failed save, or half as much damage on a successful one. Everyone else within 20 feet suffers 10d6 hit points of fire damage on a failed save, or half as much damage on a successful one. A failed save also means that the creature is trapped by the hardened black stone, requiring 3 turns to free themselves, or 2 if someone assists them. While trapped, the creature is considered to be restrained, and so their speed becomes 0, attack rolls against them have advantage, their attack rolls have a disadvantage, and they have a disadvantage on Dexterity saving throws.

 The spell leaves behind a large, jagged and irregular mound

of black rock that is about 1 foot high at the edge and 3 feet high at the center. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the diameter increases by 10 feet for each slot level above 4th. DMs Note. The mound of obsidian left behind can have various effects on the area. For example, the mound is very difficult terrain to move across, but it could also be used as cover or it could block a door that would have to be cleared before opening it. Magnetism 4th-level abjuration Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone of any size) Duration: Concentration, up to 1 minute The caster targets 2 ferris metal objects (something made from iron or steel) within 100 feet of each other, and those two objects will suddenly be magnetically attracted to each other over that distance. If an object is carried or worn, the bearer must make a Strength saving throw. A failed save means that if an item is being held in the hand, it will be yanked from the holder’s grip and fly towards the other object, whereas a worn item could pull the wearer along

with it. If there is a significant difference in the mass of the objects, the larger item will likely move less or even remain stationary (DM’s discretion). An object flies toward a stationary creature is likely to inflict damage upon that creature as if it were thrown. If a saving throw is successful, the creature might feel a slight pull, but can act as normally. They must repeat their saving throw at the start of each successive turn for the duration, or until they move out of the spell’s range.

 If both objects are secured down in some way, the spell will seem to

have no effect unless one of them is unsecured before the spell ends. At Higher Levels. When this spell is cast using a spell slot of 5th level or higher, the caster can affect 1 additional object for every slot level above 4th.

Make/Break Camp

3rd-level conjuration

This spell allows the caster to set up and break down a campsite quickly and effectively. When cast on an area up to 100 feet across, mundane objects in the area arrange themselves into a rough circle with a roughly 3 foot diameter fire pit in the center that produces a clean, warm fire that will burn for up to 8 hours without adding fuel. It also cobbles together a number of sitting areas out of logs, rocks, or whatever appropriate material is at hand. The camp site is large enough for as many as 8 medium humanoids to gather.

When the reverse of the spell is cast, everything is returned to its natural state, and all signs of a campsite are erased. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Messenger Bird

2nd-level conjuration (ritual) Casting Time: 10 minutes Range: 60 feet Components: V, S, M (a thin 5 inch square sheet of copper foil) Duration: 24 hours The caster begins this spell by speaking her message to a sheet of thin copper foil and folding it into the shape of a delicate little bird. The caster then whispers the name of a recipient and a destination known to them, which causes the foil bird to instantly animate and take flight. The bird can travel up to 10 miles per hour, so assuming that no one interferes with its progress, it can cover 240 miles before the spell expires.

 While in flight, the messenger bird is very difficult to see

and nearly impossible to hit, and so only someone deliberately looking for it during the day has any chance of finding it. To spot this foil bird passing by requires a perception check at a disadvantage (DC 24).

 Once it arrives at its destination, it will attempt to find the

recipient. If it is unable to do so, it will get as close as it can and wait to be found. The message will only be available to the intended recipient when they touch it. They will then hear the caster’s voice whispering to them as if from the bird. Once the message has been delivered, the foil bird unfolds itself back into a crumpled sheet of copper worth about 3 silver pieces. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 24 hours for each slot level above 2nd.

One With the Lightning 8th-level abjuration Casting Time: 1 action Range: Caster Components: V, S, M (a conductive piece of metal, such as a copper wire) Duration: Concentration, up to 1 minute With this spell, the caster transforms into living lightning, appearing as a crackling, arcing ball of electricity hovering just above the ground. When transformed, the caster maintains his mental capabilities, though he loses many physical capabilities. He cannot speak, walk, grasp objects, and so on, and any items he was carrying at the time become part of his new shape. The caster retains his armor class and hit points.

 While in lightning form, the caster gains the following benefits:

• Immunity to hypnosis, charm, sleep, psychic damage,

 	 lightning, fire, and non-magical weapons.

• Resistance to any physical attacks, including magical weapons.

 •	Hover or fly at will, with a movement speed of 400 feet.
 •	Make a 10 foot, ranged spell attack that inflicts 12d6 hit

points of electrical damage. • Electrical aura that extends 5 feet from the caster. Anyone in that area must make a Constitution saving throw or take 5d6 hit points of electrical damage, or take half of that damage on a successful save.

 •	Project a small bolt of electricity to ignite any nearby
 	 flammable object as a bonus action.

• Automatically succeed on saving throws requiring a Dexterity check.

Prison of Amber 8th-level evocation

Casting Time: 1 action Range: 120 feet Components: V, S, M (a gem worth at least 2000gp) Duration: 24 hours

The caster selects a target within range, and a dark golden glow begins to coalesce around the victim. The target must make a Constitution saving throw at the start of his next turn. On a success, the victim is slowed for 3 rounds. On a failure, the target is imprisoned in a large chunk of amber-like resin. The creature trapped inside is essentially in suspended animation, and will not die from asphyxiation, starvation, and so on. The resulting block will be up to 8 feet high, 5 feet wide and 5 feet deep, allowing it to entrap creatures that are large sized or smaller. The resin weighs about 100 pounds, plus the weight of the trapped creature. Protraction 4th-level transmutation (ritual) Casting Time: 1 hour Range: Touch Components: V, S, M (a vial of platinum ink worth 600 gold pieces) Duration: 1 month This spell extends the duration of certain spells up to 1 month. The spells that can be protracted have the following restrictions; they must have a duration greater than instantaneous, they cannot use a spell slot higher than 4th level, they must effect only one creature or area, and if it is used on a creature, they must be willing. Some examples of spells that qualify for protraction include: read magic, enlarge, web, fly, and fog cloud. The DM should take note of any potential drawbacks of protracting certain spells. For example, it might seem like a good idea for a human to enlarge himself for a month until he realizes that none of his clothes now fit him, nor can he get in his house. Plague Trap 3rd-level evocation Casting Time: 1 action Range: 10 feet Components: V, S, M (a bit of infected flesh) Duration: 1 hour This spell creates an invisible rune that causes anyone that touches it to become diseased. The spell covers a 5 foot area, and any creature touching it must make a Constitution save to avoid being infected. Once a creature has contracted the disease, follows its normal course, including infecting others if it is communicable.

 The specific disease is determined by the material

component used. This can be quite dangerous to the caster, and so they must take extreme precautions to make sure that they do not become infected. When casting this spell, the caster must make a successful Dexterity check (DC 12) to avoid contracting the disease. Even if they fail their save, the trap is still set. Once cast, the rune remains in place for up to an hour unless it is triggered or dispelled. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. Pool of Acid 3rd-level evocation Casting Time: 1 action Range: 30 feet Components: V, S, M (A drop of vinegar) Duration: 1 minute Choosing an unoccupied location within range, the caster causes a puddle of acid to form on that spot. It starts as a pool 5 feet in diameter, but quickly spreads by 5 feet in diameter on each successive round for the duration. Anyone entering the pool or starting their turn within it takes 2d8 hit points of acid damage. Prolonged exposure to it will cause footwear to break apart and become useless. At Higher Levels. When this spell is cast using a spell slot of 4th level or higher, the damage is increased by 1d8 for each slot level above 3rd. Prevent Healing 3rd-level necromancy Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of blood) Duration: 1 minute When cast upon a target, the victim must make a Constitution saving throw. If successful, the victim takes 3d6 necrotic damage, but if they fail their save, the damage resists magical healing for 1 minute. During that minute, every time magical healing is used on the victim, he must make another Constitution save to have the healing work. Failure means that the spell or potion is wasted. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the necrotic damage by 1d6 for each slot level above 3rd. Protect Hands 2nd-level alteration Casting Time: 1 action Range: Caster Components: V, S, M (A pair of gloves) Duration: 10 minutes This spell is favored by alchemists, as it allows them to handle potentially dangerous substances with ease. While this spell is in effect, the caster’s hands are covered by a thin magical field that makes them completely impervious to touch-induced damage. This can include things like acids and poisons. It also provides protection from the effects of certain magical creatures, including the petrifying touch of a cockatrice or the corrosion of a black pudding. The spell will not protect against elemental effects such as cold, heat, or electricity, nor will it prevent physical damage. Note that this spell protects only the hands, and so the caster would not be protected anywhere else. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the duration by 10 minutes for each slot level above 2nd. Recall Weapon 2nd-level conjuration Casting Time: 1 bonus action Range: 1 mile Components: V, S Duration: Instantaneous As a bonus action, the caster can recall one chosen weapon to their hand as long as it is within 1 mile and not restrained by any magic. If it is held by an intelligent being, that creature must make a Wisdom saving throw to retain the weapon. The weapon must be prepared ahead of time by spending 1 hour magically marking it. The mark remains until the spell is cast. If no weapon has been marked, the caster can select a weapon that they own and can see. Reduce Mass 3rd-level transmutation Casting Time: 1 action Range: Caster Components: V, S Duration: 1 hour Using this spell, the caster can temporarily reduce the mass of any single, non-magical object that she touches. For the duration of the spell, any object that she touches with her hand(s) instantly becomes 10% of its original mass. This allows her to effectively lift significantly more weight than she normally could. For example, a 50 pounds crate would become 5 pounds. Of course the spell does not guarantee that the caster can lift the object once its mass is reduced, but as long as they are touching the object, others could help her do so. They must be careful, because the instant the object loses contact with the caster, its full mass returns instantly. This could be rather dangerous for anyone else who happens to be helping to hold it at the time. The caster can use this spell in combat by picking up large objects (such as an anvil or boulder) and hurling it at an enemy within 60 feet. The attack uses the normal throwing rules, with the object inflicting 1d10 hit points of bludgeoning damage per 50 pounds, up to a maximum of 250 pounds (5d10). The DM will have to use their discretion with regards to whether or not an object would be too awkward to pick up and throw.

 Another combat option could include dropping a heavy object

from above. In this case, the mass can be as high as 2000 pounds, and regular falling object rules would apply. Rot Grub Touch 6th-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: 1 minute With this spell, the caster causes a dozen white, maggot-like parasites to emerge from the palm of his hand. The grubs are each about 2 inches long, and immediately begin to viciously burrow into any living flesh that the caster is touching at the time. The victim can immediately apply flame to the wound (inflicting 2d6 hit points of fire damage) to destroy them, or he can have a spell that cures disease cast upon him. If the rot grubs begin burrowing on an appendage, the victim could have someone remove the limb within the first minute, taking any appropriate damage and penalties for doing so. If no action is taken, the rot grubs will burrow to the heart and kill their host in 2d4 minutes. The caster has up to a minute to touch a creature before the spell expires. The grubs will not burrow into the caster. Scare 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute This spell targets a single creature within range, inflicting horrific visions of their companions, friends or loved ones being slaughtered brutally before their eyes. The images are so disturbing, that they cause the victim to become frightened unless they make a successful Wisdom saving throw. The frightened creature is at a disadvantage on all attack rolls and saving throws while the spell is in effect. The creature can make another saving throw to shake off the effects at the start of each of his turns until he succeeds or the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can one additional target for each slot level above 1st. Seize Summoning 4th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 minute This spell allows the caster to seize control of another caster’s summoned creature. If the creature fails its Wisdom saving throw, the new caster can command it as if they had summoned it. The original caster can attempt to regain control of the creature by making an opposed Wisdom check at the beginning of their turn. If the original caster regains control, the spell ends. Otherwise the spell lasts for 1 minute or until the original summoning ends, whichever comes first. If the seize summoning spell ends first, the control of the creature reverts to the original caster. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can seize control of 1 additional summoned creature for each slot level above 4th.

Spectral Bow

2nd-level conjuration Casting Time: 1 action Range: Caster Components: V, S, M (a small splinter of elm wood) Duration: 1 minute The caster produces a ghostly, spectral bow in their hand. This can be a longbow or short bow, though not a crossbow. When the bow is drawn, an arrow appears in the bow and functions normally, except that the arrow vanishes a few seconds after striking its target. These arrows can effect creatures that can only be harmed by magical weapons, though the magic imparts no bonuses to hit or damage. The spell does not grant proficiency with a bow. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the damage of the arrow by 1d6 for each slot level above 2nd.

Spike Defense

2nd-level abjuration Casting Time: 1 reaction Range: Caster Components: V Duration: 1 minute This spell is most often used as a defense against being grappled, especially by a very large creature. When activated, it causes the caster to sprout 3 inch spikes all over his outer body. Anyone holding the caster at this time will take 3d10 hit points of piercing damage with no attack roll required. After the damage has been dealt, the creature can, as a reflex action, let go of the caster. If it chooses not to do this, it will take the damage again at the start of its next turn. At Higher Levels. When this spell is cast using a spell slot of 3rd level or higher, it inflicts an additional 1d10 hit points of damage for each slot level above 2nd.

Spike Field

3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a small handful of tiny nails, tacks, or scraps of metal) Duration: Concentration, up to 10 minutes While chanting the spell, the caster spreads out a handful of tiny nails or bits of metal over an area up to a 25 foot square. As a free action, any time within the next 10 minutes, the caster can activate the spell to cause the metal fragments to suddenly grow into large spikes. Any creature entering or starting their turn in the area of effect takes 3d6 hit points of piercing damage. The area persists for 1 minute after being activated, and any creature entering the area takes damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the damage by 2d6 for each slot level above 3rd.

Spotlight

1st-level evocation Casting Time: 1 action Range: 500 feet Components: V, S Duration: Concentration, up to 10 minutes This spell allows the caster to create a circular area of illumination anywhere within 500 feet of the caster. Originally created by bards to spotlight their performances, it has since been adopted by law enforcement to illuminate a crime scene or search for criminals who may be hiding in the darkness.

The spotlight fills a 20 foot area with a bright light, and an additional 10 feet with dim light. The spotlight can be moved around by the caster at will with a rate of 60 feet per round for the duration of the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.

Spring Trap

2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a small spring) Duration: Instantaneous

When cast, this spell causes a five by five foot patch of ground to suddenly snap ‘open’, as if it were a trap door. Any creature of medium size or smaller must make a Dexterity saving thrown. If the save is successful, the affected creature’s movement is stopped and they are knocked prone, next to the patch of ground. If unsuccessful, the creature is launched 15 feet in a direction of the caster’s choosing, and may take falling damage if applicable (DM’s discretion). For example, it could be fatal if the creature is launched over a cliff.

Although intended to catch unwary opponents off-guard, it could also be used to move or propel heavy objects (up to 300 lbs.). At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional 5 foot square patch of ground for each slot level above 2nd.

Stone Bending

6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes

Using this spell, the caster is able to manipulate the shape and movement of all non-magical stone within the spell’s range. Any stone within a 60 foot radius of the caster can be reshaped and animated as they will for the duration of the spell. The mass of the stone doesn’t matter as long as it is within range, and the caster can choose to effect only a portion of a stone.

For example, the caster could shape the stone into a small hut, fashion a wall, create a rolling wave of stone, and even have stone tentacles reach out of a stone wall to grapple creatures in the area. The caster could also fashion some of the stone into the shape of large creature, animate it, and have it attack anyone in the area of effect. The animated stone creature should be treated as a stone golem for purposes of attack, damage, and armor class, though it will only have 60 hit points. Due to the high level of concentration necessary to do this, only one such animated stone creature can exist at a time. If it is destroyed, it takes an action to form a new one.

While the spell is in effect, there can be many things changing shape and animating at once, but it requires a great deal of focus, and so if there is more than one thing being shaped or animated during a turn, any check made to maintain concentration on the spell during that turn must be made at a disadvantage.

Any stone that has been shaped with this spell will retain it’s final form when the spell ends, and anything animated by the spell will suddenly become frozen in its last position.

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

Stunning Trap

2nd-level evocation Casting Time: 1 action Range: 10 feet Components: V, S, M (a pinch of powdered glass) Duration: 1 hour

This spell creates an invisible rune that causes anyone that touches it to become stunned for 2d6 rounds. The spell covers a 10 foot area, and any creature stepping into it must make a Constitution save to avoid being stunned.

Once cast, the spell remains in effect for up to an hour unless dispelled. The caster is not immune to the spell, so it is important to remember where it was placed.

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

Sword of Light

1st-level conjuration Casting Time: 1 action Range: Self Components: S, M (a copper rod exactly 1 inch in diameter and 10 inches long) Duration: Concentration, up to 10 minutes

This spell causes a 3 foot long blade of intense and tangible light to extend from the end of a copper rod. This blade functions like a short sword, except that it inflicts 1d6 hit points of fire damage plus 1d6 of another type of damage which is determined by the caster. The secondary damage and color of the blade is often based on the caster’s alignment, but there is some flexibility. The alignment, color and damage type of the blade is as follows: lawful good/blue/radiance, neutral good/violet/psychic, chaotic good/ green/lightning, neutral/white/cold, lawful evil/red/force, neutral evil/yellow orange/acid, and chaotic evil/dark purple/necrotic.

The sword of light can cut through up to 1 inch of non-magical material, and will ignite any flammable objects that it touches. If the copper rod leaves the caster’s hand for more than 1 round, the spell ends and the blade vanishes. Swords of light cannot pass through each other, though they will create a rather dramatic display of light and sound when they come into contact.

If the caster rolls a natural 1 on any attack with the sword of light, they inflict 1d6 hit points worth of fire damage upon themselves.

Although the copper rod needn’t be absolutely perfect, it will still cost around 1 gold piece to fabricate. Considering the cost and the fact that it is reusable, many casters will add decorative etchings to the rod, making it a unique work of art, though this is not strictly necessary. The rod has no inherent magic, but could be imbued with its own magical abilities if the caster so desired.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 points of fire damage or 1d6 points of secondary damage (caster’s choice) for each slot level above 1st.

Temple

3rd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a silver key) Duration: 1 hour

This is similar to the arcane spell rope trick, except that the extra-dimensional space takes the form of a temple dedicated to the deity of the caster. The temple can be created on any surface large enough for a door, which appears to grow there. The silver key used to create it is the only way to unlock the temple and get inside.

The interior is about 10 feet by 20 feet with a 10 foot vaulted ceiling. The accoutrements reflect the style and symbolism of the deity, but it will always have an altar and space for up to 8 worshipers to sit or kneel. It will be lit by illusory braziers or candles and smell of an incense sacred to that deity.

While in this temple, the caster’s spells will function as if the caster were two levels higher, though they cannot cast spells that extend beyond the bounds of the temple.

Unlike rope trick, the door is visible to all, and when the door is open, one can look into and out of the space clearly with only a faint shimmer, like a heat haze.

A bell will toll 1 minute before the temple expires. Anyone inside when the spell ends will be cast out unceremoniously onto the ground just outside of where the door used to be. At Higher Levels. When cast using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Time Shift

8th-level transmutation Casting Time: 1 action Range: Caster Components: V, S, M (a silver hourglass worth at least 200 gp) Duration: Instantaneous

This spell allows the caster to go back in time exactly 1 hour; no more, no less. This is not a physical movement, but rather their current consciousness returns to their body wherever it was one hour prior. At that point they have free will to make any changes they like based on their knowledge of the future. Of course as soon as they start to interfere with the original time line, things begin to change and so what they remember happening may not come to pass if they have disrupted things dramatically. The original time line no longer exists, and so the caster cannot create a paradox of any kind.

Dungeon Master Note. This can create some rather a complex situations for the players and DM, and so much of what happens is at the DM’s discretion. One possibility is to just have everyone re-play the last hour of game time. In this case, the players who did not travel back in time will have to careful not to metagame things that they could not know and have not been told by the caster in character.

Another option would be for the player to tell the DM what they would like to change, and then the DM can simply narrate what happens during that hour.

Torch Enhancement

2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (a small ball of pitch and a normal torch) Duration: 8 hours

Perhaps one of the most useful spells for the adventuring caster, this spell allows a mundane torch to burn brightly for up to 8 hours with little or no smoke. The caster can also control the fire to a degree by extinguishing it at a word and then reigniting it. Other than that, it behave exactly like a mundane torch. It can be extinguished in water and it will set fire to flammable materials. Once during that 8 hour period, the caster can cause the torch to double the size of the flame, and of course its brightness, for up to 10 minutes.

The torch need not be in the caster hand, though he is the only one who can verbally extinguish it or brighten it. Extinguishing the torch will not extend the magic. At Higher Levels. When cast using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.

Tornado

5th-level conjuration Casting Time: 1 minute Range: 300 feet Components: V, S, M (A small pinwheel) Duration: 1 minute

This spell allows the caster to create a tornado at any location of his choosing within the spell’s range. During the minute that it takes to conjure the tornado, a whirlwind will gradually form, growing steadily throughout the casting. Once fully formed, the tornado will touch down at the specified spot, affecting anyone within an area 40 feet in diameter and 100 feet high. Creatures in the affected area must make a Strength saving throw to remain on the ground. Smaller creatures suffer a -1 penalty per size category below medium, while larger creatures gain a bonus of +1 for each size category above medium. If there is nothing solid to hold onto, saves are rolled at a disadvantage. Creatures that fail their save are hurled into the air, and are considered restrained until they are free of the tornado.

Anyone in the area (whether they are in the air or on the ground) must make a Dexterity saving thrown each round or take 6d6 hit points of bludgeoning damage from flying debris. A successful save means taking only half damage.

On their turn, a creature who is restrained by the tornado can use an action to attempt to free themselves from the tornado by making a Strength save. Success means that they manage to get free, but they still suffer 2d6 hit points of falling damage. Once the whirlwind touches down, the caster has no control over it. When the spell ends, the tornado will gradually diminish over the course of a minute.

At Higher Levels. When cast using a spell slot of 6th level or higher, the area of effect increases by 10 feet and the damage increases by 2d6 for each slot level above 5th.

Torture

1st-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S, M (a small cloth doll in the shape of a humanoid) Duration: Concentration, up to 1 hour This dark spell is intended to inflict massive pain on a victim without causing any physical damage. In most cases, this is used to extract information from a prisoner, though some evil casters have used it out of sheer sadistic pleasure. When used to gather information from a prisoner, the victim must make a Wisdom saving throw or suffer a -1 on opposed intimidation checks and is incapacitated by the pain. Every 30 minutes, the victim can make another Wisdom save, and if they succeed, they suffer no penalty. If they fail, the penalty increases by 1. This penalty is cumulative within the same torture session. Additionally, every hour that the victim is tortured in this way, they must make an special Wisdom saving throw (DC 12) or gain 1 level of exhaustion and a chance of developing a short-term madness. If the torture goes on for more than 6 hours, they could develop a long term madness, and if repeated over many days, an indefinite madness.

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

Tracker

1st-level alteration Casting Time: 1 action Range: 120 feet Components: V, S, M (A drop of ink) Duration: Concentration, up to 1 hour

Anyone affected by this spell will leave a trail of footprints that are invisible to all but the caster. The target might be aware that magic was used against him, but he wouldn’t necessarily understand the nature of the spell, nor would he see the magical trail he leaves behind. The caster must make a successful ranged spell attack to tag a creature.

At Higher Levels. When this spell is cast using a spell slot of 2nd level or higher, the duration is increased by 30 minutes for each slot level above the 1st. Uncanny Expansion 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (obsidian powder worth at least 5gp and 1 ounce of marble dust) Duration: 2 hours per caster level.

This spell allows the caster to temporarily increase the interior volume of a given space while leaving the outside dimensions and weight unchanged. The size of the space that a caster can effect, and the amount it can be expanded is based on their level.

Class Level Size Maximum Expansion Space Amount
3rd Small Bags and Boxes 2x [Up to 2 cubic feet (Example: 1’ x 1’ x 2’)]
5th Medium Bags and Boxes 3x [Up to 4 cubic feet (Example: 1’ x 2’ x 2’)]
7th Large Bags, Boxes and Small Chests 4x [Up to 8 cubic feet (Example: 2’ x 2’ x 2’)]
9th Medium Chests 5x [Up to 16 cubic feet (Example: 2’ x 2’ x 4’)]
11th Large Chests 6x [Up to 45 cubic feet (Example: 3’ x 3’ x 5’)]
13th Wardrobes and Closets 7x [Up to 160 cubic feet (Example: 4’ x 4’ x 10’)]
15th Small Rooms 8x [Up to 1000 cubic feet (Example: 10’x10’x10’)]
17th Medium Rooms 9x [Up to 4,000 cubic feet (Example: 20’ x 20’ x 10’)]
19th Large Rooms 10x [Up to 16,000 cubic feet (Example: 40’ x 40’ x 10’)]

The space to be manipulated must have a well defined outer edge, and it must be able to be closed. In other words, a complete cabin would work, but an open three sided structure would not.

If the spell is cast on a flexible vessel like a bag or pocket, it functions much like a Bag of Holding, but if it is cast on a fixed vessel like a box or room, the interior expands proportionally. So, if a caster expanded a 2’ x 3’ x 3’ box by 10x, the interior would grow to approximately 5’ x 6’ x 6’.

The interior orientation (up and down) of a fixed vessel will remain the same as when it was cast. For example, if the spell is cast on a chest with the opening on top, the bottom will always be the bottom regardless of which way the chest is turned. Once the spell expires however, the orientation will return to that of a normal vessel, and the contents will shift to adjust. This could be quite unfortunate if there are heavy or fragile items within the vessel.

Access to an expanded space can vary depending on the vessel being expanded. For example, if the spell were cast on a small bag, then — just like a Bag of Holding — the caster would just reach their hand in, think about the item they want to retrieve, and it would be placed in their hand. A box or chest on the other hand might need some sort of ladder or rope to reach the bottom, depending on it orientation. In the case of a room or building, one would simply enter by the door or window.

If there are any objects already in the space to be expanded, they would stay where they are and the space would expand around them.

If the expanded vessel is overloaded, breached (from inside or outside), or expires with too many items for the original vessel to hold, the vessel ruptures and is ruined and all contents are lost forever. If an expanded vessel is able to be turned inside out, its contents spill out, unharmed, and the spell is canceled. If living creatures are placed within the vessel, they can survive indefinitely if it is left open, but if it is closed, they will suffocate once the air runs out. How long the air lasts will depend on the size of the vessel’s interior.

Retrieving a specific item from a small vessel (like a bag or small box) is a bonus action — unless it contains more than an ordinary backpack would hold, in which case retrieving a specific item is 1 action. Retrieving items from a larger vessel may require going inside, and so would take whatever time would normally be required for such a task.

If an expanded vessel is placed within a portable hole, a rift is torn violently into the Astral Plane causing everything within 10 feet to be sucked into the void; forever lost. The same thing happens if a portable hole or a Bag of Holding is placed within an expanded vessel.

If an expanded vessel is placed into another expanded vessel however, nothing happens. The reason for this is not known. Dimensional travel is not possible within an expanded space. So, a spell caster in an expanded room, could not cast rope trick, dimension door, teleport, plane shift, etc., nor could a spell caster outside the expanded space teleport inside it. These dimensional limitations also apply to any sort of scrying, clairvoyance, detection and so on. Basically, anything or anyone inside an expanded space is out of touch with the multiverse.

Undo

4th-level transmutation Casting Time: 1 reaction Range: 60 feet Components: V Duration: Instantaneous

This spell allows the caster to undo one undesirable action that he himself set in motion. It can only undo something that has just happened within the last 6 seconds (1 round), and does not offer the opportunity to do anything differently in its place. For example, if the caster accidentally threw a dagger at a friend, they could undo the throw, but they could not re-throw the dagger at another target in the same round. The dagger would simply appear back in their hand, and no one but the caster would be any the wiser.

In other situations, the caster could take back a short statement, restore a fragile object that they just knocked off the shelf, or decide not to add the wrong ingredient to their expensive potion.

Unseen Lackey

3rd-level conjuration (ritual)

Similar to the spell Unseen Servant, this spell also creates a mindless, shapeless force that does the caster’s bidding. But unlike that spell, the Unseen Lackey is not invisible, appearing as a shimmering, vaguely human shaped figure. The lackey springs into existence in an unoccupied space within range, and remains until the spell ends.

This construct is a bit more robust than its counterpart (AC of 13, 5 hit points, and a Strength of 10) and is intended to scout ahead in dangerous situations. It is meant to simulate a human body, and so it has normal weight, heat and even a faint aura of life. This allows it to fool most non-sentient creatures and trigger most traps.

Once on each of your turns as a bonus action, you can mentally command the lackey to move and perform simple tasks like opening a door or picking up an object. The lackey is unable to perform any complex actions that require fine manual dexterity. Once you give the command, the servant will continue to perform the task to the best of its ability until it completes the task, receives another command from you, or the spell expires.

The lackey cannot directly attack anyone, but it could carry something harmful. For example, it could carry a torch into a room filled with flammable oil.

If the lackey moves out of range for any reason, the spell ends.

Water Blast

2nd-level evocation

The caster directs a burst of high pressure water at their target, making a ranged spell attack that inflicts 3d6 points of bludgeoning damage. Additionally, the target must make a successful Dexterity save or be knocked back 10 feet by the blast. The spell produces about 1 gallon of water per hit point of damage, for example, 10 hit points of damage would mean that 10 gallons of water were created. The water remains after the attack. In addition to being used as a weapon, it could be used to provide drinking water, extinguish a fire or blow open a door if it causes sufficient damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damaged is increased by 1d6 for each slot level above 2nd.

Water Wave

4th-level evocation

This spell creates a wall of water directly in front of the caster that rolls away from him, pushing any creatures or objects in the area along with it. The 5 foot thick, 25 foot wide wave instantly rears up to a height of 10 feet and roars away from the caster for 50 feet before collapsing. The approximately 10,000 gallons of water does not vanish, and so could potentially flood an area or cause other problems (DM’s discretion). Creatures caught in the wave take 1d8 hit points of force damage, and must make a Dexterity saving throw or be pushed backwards 25 feet and knocked prone. Any objects in the way that are not secured down are swept along with the wave.

If the spell is cast next to a large body of water, the size and distance are doubled.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage is increased by 1d8 for each slot level above the 4th.

Weaken Hide

2nd-level transmutation

This spell weakens any sort of non-living hide or skin, making them more susceptible to damage. If used on leather or hide armor, its armor class protection is reduced by 2 (to a minimum of 0) until it is repaired by a professional armorer. The target gets no saving throw against this, unless it is wearing magical armor. When cast upon other objects, such as water skins, belts or backpacks, they simply tear apart if any pressure is applied. For example, an empty water skin will seem normal until one tries to fill it. An already full backpack will simply come apart, spilling the contents to the ground.

A mending spell can undo the effects of weaken hide.

Web Shot

2nd-level conjuration

This spell allows the caster to project streams of webbing from his hand. These webs can be used to incapacitate a creature, seal a door, or to make climbing a vertical surface easier. When directed at a creature, the caster must make a ranged magical attack. A successful hit means that the creature is entangled by the web. Each round thereafter, the victim can make a Strength check (DC 14) to break the webbing, or they can be released if an ally takes a full round action with an edged weapon to free them.

When used on inanimate objects or surfaces, no attack roll is necessary. If used like a rope for climbing or to support an object, it can hold up to 500 pounds before breaking. If used to seal something like a door or chest, it can be opened by cutting or using a Strength check as above. The web can also be burned away, though this is likely to burn anything the web is touching at the time.

Any webs created by this spell will last for 1 hour.

At Higher Levels. When cast using a spell slot of 4th level or higher, range increases by 30 feet for each slot level above 3rd.

Unrefined Spells

Karmic Scale: 1st level Cleric/Paladin/Bard spell. Casting time 1 action. Allows you to visually measure in greyscale the overall weight of an individual's sins; this provides a general number between -100 and 100. While this number is fairly precise, it is not court-admissible as proof of guilt in most locations.

Hookshot: 1st level Warlock/Wizard/Bard spell. Make a melee spell attack against a target within 30 feet. If this successfully hits, inflict 2d4 piercing damage, and move the target into melee range.

Implosion: 9th level Wizard/Cleric spell. All targets within a 30 foot radius make a Dex save (for half damage) or suffer 12d6 + 40 force damage, + 1d6 damage per other Medium or larger sized creature, object, or construct caught within the radius. Nonmagical objects or structures within the area are automatically destroyed.

Envenomate: 1st level Ranger spell. Casting time 1 bonus action. As Hex, but inflicts poison damage and removed via cure poison effects.

Kinesis: 1st level Wizard/Bard spell. Casting time 1 bonus action. As Hex, but inflicts force damage and removed via Dispel Magic.

Lock-On: 1st level Wizard/Bard spell. Casting time 1 bonus action. As Hunter's Mark, but only works with spell attacks.

Cantrip Reconfiguration: Swapping cantrips can be done by spending an hour attuning to the new cantrip and removing the old one from memory. This allows people to make use of the various cantrips they pick up.