7th-level conjuration (alkemancy)
You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard’s tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn’t form.
Any creature that tries to move through the gate, other than those selected by you when the spell was cast, takes 10d6 acid damage and is teleported 1d100 Ã 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can’t be teleported by this portal, but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.
7th-level evocation
A storm made of gelatinous, acidic droplets appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube.
Each creature in the area must make a Dexterity saving throw. It takes 4d10 acid damage on a failed save, or half as much damage on a successful one, each round that the creature ends its turn in the storm and for one round afterwards.
7th-level transmutation
You transform a normal body of water into a pool of thick, bubbling acid. The spell affects an area up to 100 ft. by 100 feet by 20 feet deep. The acid is black and opaque and reeks of sulfur. Anyone splashed by the acid takes 2d6 acid damage. A creature that starts its turn in the acid or that enters the acid takes 10d6 acid damage, or half damage with a successful Constitution saving throw.
7th-level enchantment
This spell enables you to sway a large group of people toward accomplishing a specific goal. You must speak emphatically on the subject for 10 minutes, playing on the crowd’s emotions and reason, to inflame their fervor for or against a cause or person. You must be clear about the specific goal you want to achieve. For example, shouting that “The Academy of Wizards is evil and corrupt!” might make people dislike the academy, but it won’t spur them to action because it doesn’t tell them what to do. Adding “Follow me, and we’ll burn it to the ground!” will send a crowd of torch-bearing arsonists to the academy tower.
The spell affects all sentient creatures that are able to hear and understand you within 60 feet.
When you finish casting the spell, all potential targets of the spell who fail a Wisdom saving throw are compelled to follow your instructions for the duration of the spell, as long as those orders are in keeping with the goal stated in the speech and you personally lead them. If these conditions aren’t met, the spell ends and the crowd becomes hostile toward you. The spell also ends when the goal has been achieved.
7th-level transmutation (temporal)
You control the currents of time, affecting all creatures within 30 feet of yourself. You can choose to deliver either a haste or slow effect (as the spell) to each creature in the area. An unwilling creature makes a Constitution saving throw, avoiding the effect on a success. Each unwilling creature must make a new saving throw if it remains in the affected area at the end of its turn. Any affected creature returns to normal if it exits the area, but if a creature reenters the area while the spell is still active, it is subject to the effect of the spell (and receives another saving throw, if unwilling).
7th-level transmutation (ritual)
You prepare a special fluid inside of a glass orb, a process that takes ten minutes.
At any time in the next 24 hours, you may break the orb, releasing the blob within. The blob has the same attributes as the ochre jelly (Monster Manual pg.243). At the end of the 24 hours, if the blob has not been released, the fluid breaks down and becomes useless.
The blob has no ability to discern friend from foe and will attack indiscriminately.
7th-level transmutation
Casting Time: 1 action Range: 100 feet Components: V, S, M (a piece of lead) Duration: Concentration, up to 1 minute
This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.
7th-level transmutation (ritual)
This spell creates a link between you and a nearby source of arcane power, allowing you to draw on its strength to bolster your spellcasting ability. When you cast a spell, you can use a bonus action to draw on the link. Doing so means you expend no spell slots to cast the spell, the energy instead comes from the external power.
The more you draw on the link, the harder it is to maintain. Each spell you cast in this manner decreases the duration of the arcane parasite spell by 10 minutes per level of the spell you cast using the link. For example, if you cast a fireball spell using the link, you would not expend a spell slot in the casting, but the duration of this spell would decrease by 30 minutes. If you cast a spell using the link and your remaining duration is equal to or less than the spell’s level x 10 minutes, then this spell ends as soon as that spell is cast.
7th-level transmutation (dragon)
This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less. You assume the hit points and Hit Dice of the new form.
When you revert to your normal form, you return to the number of hit points you had before you transformed.
If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.
7th-level evocation
You create a smoky cloud whose area consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. When casting this spell, and as a bonus action on each of your turns afterwards, you may move the cloud 30 feet. It is capable of moving through a crack 1 inch wide without squeezing. This cloud is lined with dark mouths which are filled with gleaming black teeth. Each living or undead creature in the area must make a Dexterity saving throw. A creature takes 10d6 piercing damage on a failed saving throw, or half as much on a successful one.
7th-level conjuration (winter)
A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow.
When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.
7th-level evocation
You fire a burst of energy from the Positive plane at one target you can see within range. That creature must make a Constitution saving throw. The creature takes 10d10 radiant damage on a failed saving throw, or half as much on a successful one. Celestials are not affected by this spell and fiends and undead are at disadvantage on the saving throw.
7th-level enchantment
You cause two willing creatures to become linked with a psychic bond. Each becomes perpetually aware of the other’s location accurately enough to find the other even when blindfolded. They are aware of each other’s physical and emotional condition at all times. This knowledge doesn’t give any information about the subject’s surroundings — one of the spell’s recipients could know that the other is 10 miles away in a castle and distraught, for example, but wouldn’t know that the other person is chained to a wall and awaiting trial for witchcraft.
A person can be under the effect of only one bound hearts spell at a time, and it’s not possible for more than two people to be simultaneously linked by this spell.
At Higher Levels: If bound hearts is cast using a 9th-level slot, the duration becomes permanent.
7th-level transmutation
Burning rain transforms natural rain into droplets of liquid fire. It affects a cylindrical area 100 feet in radius and 50 feet high. A creature that starts its turn in the affected area or enters the area takes 4d6 fire damage. The spell has no effect unless rain is already falling.
Burning rain also damages objects in the area and ignites unattended, flammable objects, but the extent of this damage must be determined by the GM.
7th-level enchantment (ritual only)
You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities.
They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creature’s agenda or alignment.
Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts.
The effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th.
Ritual Focus. If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.
7th-level evocation
You fire a bolt of negative energy at one creature you can see. Make a ranged spell attack against the target. On a hit, the bolt does 12d6 necrotic damage and the creature must make a successful Constitution saving throw or gain two levels of exhaustion. The bolt then leaps to another target within 50 feet of the previous target that hasn’t already been targeted by the spell; you choose which target to attack, if more than one is available. The effect continues attacking creatures one after another in a chain until it misses or there are no more creatures eligible to be hit.
7th-level enchantment
For the duration of this spell, you add your Charisma modifier to your AC. In addition, each creature within 50 feet of you that targets you with an attack or a harmful spell must make a Wisdom saving throw. If the saving throw fails, the creature must target another creature or lose the action, and it can’t target you again for the duration of the spell. If you attack or cast a harmful spell against that creature, the spell’s effect against that creature is broken, and it can target you normally.
7th-level enchantment
The creature you touch when you cast this spell is filled with the deep chill of evil. The targeted creature must make a Wisdom saving throw. If the saving throw fails, the creature’s compassion is stripped away and it becomes cruel and paranoid for the duration of the spell.
This is a subtle effect calling for adjudication by the GM. The affected creature doesn’t go berserk or turn into a serial murderer. Most often, this spell causes the affected creature’s normal acts to become twisted perversions of their original intent. For example, a noble knight afflicted by the chill of evil might decide that defeating his opponent honorably on the field of battle isn’t enough “justice” for the harm that opponent caused. Instead, that foe must be “purified” through pain, so the knight imprisons him and tortures him to death over the week of the spell’s duration. An artist could turn to portraying only evil or grisly subjects in his paintings, and a merchant might suddenly start hawking poisons on the street. Essentially, the affected creature acts as if its alignment is aggressively Neutral Evil; it greedily seeks its own interests with no regard for how others are hurt. If the creature was Evil to begin with, this might not be much of a change.
People who know the target well can make a Wisdom (Insight) check to determine why the person is acting so uncharacteristically.
Chill of evil is most often used by evil clerics against paladins and good clerics. Their victims are likely to fall from grace for the duration of the spell at least, and their reputations might be ruined for far longer. The target of the spell recalls everything after it ends. Since the person doesn’t necessarily know they were enchanted, a Good character is likely to feel tremendous remorse over his or her actions.
7th-level transmutation
A willing creature you touch becomes disconnected from time and doesn’t age for the duration of the spell.
The spell’s magic is erratic. Each day, there is a 5% chance that time slows for the creature for 24 hours, causing the creature to act as if under the influence of a slow spell for the entire day. In addition, the creature has disadvantage on any saving throw against any magic involving time or aging during that 24-hour period.
7th-level necromancy
You create a 60-foot-long cone originating from your hand. All unattended, nonliving, organic matter within the cone crumbles to dust.
Each creature in the cone must make a Constitution saving throw. If the saving throw fails, all the creature’s nonmagical, organic gear (food, drink, cloth, leather, etc.) is destroyed.
Undead creatures additionally lose 4 points of Constitution, or 2 points if they made a successful Constitution saving throw.
7th-level conjuration
You summon a minor spirit that takes the form of either a ghostly or elemental animal.
Choose one of the following options for what appears:
Depending on what sort of spirit you summon, it has one of the following templates:
Each beast is considered to be undead (ghost-beast) or elemental (the others), and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns.
They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher Levels. When you cast this spell using a higher-level spell slot, you choose one of the summoning options above, and more creatures appear: twice as many with a 8th-level slot or three times as many with a 9th-level spell slot.
7th-level conjuration
You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears:
Summoned creatures disappear when they drop to 0 hit points or when the spell ends.
The summoned creature doesn’t attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature’s turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn’t disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can’t dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it.
At Higher Levels. When you cast this spell using a 9th level spell slot, you summon a deathwisp or two ghosts instead.
7th-level conjuration (shadow)
You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan’s statistics are identical to a stone giant’s, with two differences: its camouflage ability works in dim light instead of rocky terrain, and the 'rocks' it hurls are composed of shadow-stuff and cause cold damage.
The shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions.
The shadow titan disappears when it drops to 0 hit points or when the spell ends.
7th-level conjuration (druid)
You call forth an shambling mound created from any vegetation around you. Choose an unoccupied area near a source of vegetation that you can see within range. A shambling mound will rise from the ground in this location.
The mound disappears when it drops to 0 hit points. The mound is friendly to you and your companions for the duration. Roll initiative for the mound, 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 mound, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken before the spell’s duration is reached, you lose control of the mound and it becomes hostile toward you and your companions. A hostile shambling mound can’t be dismissed by you. It disappears when its hit points reach 0 or 1 hour after you summoned it, whichever happens first. The GM has the creature’s game statistics.
At Higher Levels. When you cast this spell using a 9thlevel spell slot, you summon two shambling mounds in unoccupied area that you can see.
7th-level conjuration (Void)
You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the creature, which takes its own turns.
It attacks the nearest creature on its turn. At the start of the fiend’s turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn.
If your concentration is broken, the spell ends but the creature doesn’t disappear. Instead, you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears doing so would mean its own death. You can’t dismiss the creature, but it disappears 1 hour after you summoned it.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.
7th-level conjuration (ritual) (sorcerer, warlock, wizard)
You summon a dragon wyrmling of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The color of dragon scales used in the casting determines the type of wyrmling summoned. The wyrmling disappears when it drops to 0 hit points or when the spell ends. The wyrmling is friendly to you and your companions for the duration. Roll initiative for the wyrmling, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the wyrmling, it defends itself from hostile creatures but otherwise takes no actions. The GM has the wyrmling’s statistics. You can only have one wyrmling conjured at a time with this spell. Any additional castings of the spell within the duration will cause the prior wyrmling to cease existing or to extend the duration, depending on the scale used.
At Higher Levels. When you cast this spell using an 8th-level spell slot, the duration is up to 24 hours. When using a 9th-level spell slot, the duration is a year and a day.
7th-level abjuration
Components: V, S Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: Self Area of Effect: Self Saving Throw: Dexterity half damage
You are surrounded by three small orbs of multicolored force that can absorb certain spells. When you cast containment orbs, you choose a school of magic for each orb (e.g., abjuration, evocation, transmutation). Any spells of the appropriate type that would affect you are absorbed by the corresponding orb and have no further effect.
Each orb can absorb only one spell. Once an orb has absorbed a spell, you can use an action to cause it to explode. All creatures within 20 feet of you take 2d6 damage per level of the spell the orb absorbed, or half damage with a successful Dexterity saving throw. The DC for the saving throw is set by you, not by the spell’s original caster.
As an action, you can instead choose an orb to discharge the absorbed spell with no effect.
An orb is destroyed after it has discharged a spell or exploded. All orbs disappear with no further effect when the spell ends.
7th-level necromancy (ritual)
You or one person you touch may transfer your soul to temporarily animate a fresh humanoid corpse (dead for less than 1 day).
The corpse will not decay during this time, but will still look recently dead.
While in the corpse, you may move and act through it, and you can use your class abilities normally. You retain your Intelligence, Wisdom, and Charisma but you have the Strength, Constitution, and Dexterity of the host’s, as well as its original hit points.
You use the corpse’s senses as your own.
Your own body is paralyzed and does not need to eat or drink, and must remain within 5 miles of your host body. However, you are still linked to your body, and you may use your action to transfer your senses to your original body.
If your host body drops to 0 hit points for whatever reason, or the link between your host body and your real body is abruptly severed (such as by a dispel magic or antimagic field), you must make a DC 16 Constitution saving throw. On a failure, the shock of the destruction of the link was too great; your own body immediately drops to 0 hit points as well. You may choose to end the link between the two at any time and return to your own body without harm.
7th-level conjuration
Components: V, S, M (an iridescent gem worth 500 gp) Casting Time: 1 round Duration: Concentration, up to 1 minute Range: 120 ft. Area of Effect: 1 creature Saving Throw: None
You create a field of malign, chaotic energy adjacent to you and choose a creature you can see to be its target. The field is a 5-foot cube that appears adjacent to you. At the end of each of your turns, the cube moves 30 feet toward its target along the shortest path. The field can fly and can pass through creatures and solid objects. Creatures that occupy the same space as the cube at any time must make a Charisma saving throw. On a failure, roll 1d10 on the table below to discover its effect on their behavior.
You can change the field’s target to another creature you can see as a bonus action; the field then pursues that target.
d10 | Behavior |
---|---|
1 | Creature is incapacitated until the start of your next turn. If it moves, it must move as far as it can in a random direction. |
2-6 | The creature is stunned until the start of your next turn. |
7-8 | The creature immediately makes a melee attack against the nearest creature within its reach. |
9-10 | The creature is unaffected. |
7th-level necromancy
Components: V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 100 gp) Casting Time: 1 action Duration: Permanent Range: 30 ft. Area of Effect: 1 corpse Saving Throw: None
You animate one medium or large corpse you can see into a crypt thing (see Fifth Edition Foes from Frog God Games). The newly-created crypt thing guards the area where it was created.
7th-level transmutation
Components: V, S, M (a translucent gemstone worth at least 100 gp) Casting Time: 1 action Duration: Permanent Range: 200 ft. Area of Effect: Up to 8,000 cu. ft. of water Saving Throw: None
You freeze seawater to create a chunk of ice with a volume of up to 8,000 cubic feet. Sufficient seawater must be present to support the iceberg, or the spell fails. A simple way to envision 8,000 cubic feet is a cube with 20-foot sides, or a cone 20 feet high and 40 feet in diameter at the base.
Unless the iceberg is in arctic conditions, it melts at a rate determined by the GM, but usually 5 cubic feet per hour in temperate conditions.
7th-level transmutation
After you cast create thunderstaff on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound.
After 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a thunderstaff, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a thunderwave spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged.
If the final charge is not expended within 60 days, the staff becomes nonmagical again.
7th-level necromancy
You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.
7th-level necromancy
You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.
Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:
7th-level conjuration
You call forth a whirlwind of great strength, which forms beneath your feet in the shape of a chariot. It is capable of carrying you and up to eight other creatures of your choice and can fly at a speed of 120 feet as high as 20 feet above the ground. You control the chariot’s horizontal and vertical movements mentally. You can cross rivers, chasms, and so forth, floating level with the last solid surface it touched until reaching solid ground again, at which point you can alter its altitude.
Any nonmagical missile lighter than a boulder aimed at the chariot is blown aside.
Melee attacks aimed in or out of the chariot are at disadvantage; melee attacks from one rider to another are unaffected. The chariot itself is immune to physical attack.
The chariot can be used as a weapon by ramming it into a target. Each creature of Large size or smaller that is outside of the chariot and that touches the chariot must make a Strength saving throw at disadvantage. On a failure, the creature takes 8d10 bludgeoning damage and is flung in a random direction and knocked prone. If the target hit a solid object, such as a wall or floor, it takes 1d6 bludgeoning damage for every 10 feet it was thrown.
7th-level conjuration
Components: V, S, M (a dagger) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 150 ft.
You conjure a cloud of daggers into existence and select one creature you can see for them to attack. The targeted creature takes 6d4 + 30 piercing damage at the start of each of its turns, or half damage with a successful Dexterity saving throw. The daggers follow the creature as it moves. If the creature teleports or moves to another plane, the daggers stay where they are and don’t follow. They attack only the creature they’re targeted against; others can walk through them without harm.
As an action, you can redirect the daggers to attack another creature you can see within 100 feet of their current position.
The daggers disappear when the spell ends.
7th-level necromancy
This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.
7th-level transmutation
You touch a creature and attempt to freeze its body. The creature must make a Constitution saving throw. If the saving throw fails, the creature is restrained for the duration as its body becomes covered in ice, and it takes 3d8 cold damage at the start of each of its turns. On a successful save, it takes 5d8 cold damage immediately but suffers no other effect.
A creature restrained by the spell repeats the saving throw at the end of each of its turns. If the saving throw fails, the creature completely freezes and becomes ice; treat it as petrified. If the creature makes three successful saving throws (which don’t need to be consecutive), the spell ends and it is no longer restrained. Note that the creature continues making Constitution saving throws even while petrified, unless the condition becomes permanent (see below).
If the caster maintains concentration for the full minute, a creature turned to ice is permanently frozen in that form; it stops making Constitution saving throws to end the effect. It remains frozen, however, only if the ambient temperature is below freezing. The creature can be returned to normal by being gradually thawed.
7th-level necromancy
You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful Constitution saving throw.
At Higher Levels. When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.
7th-level transmutation
Components: S Casting Time: 1 action Duration: Instantaneous Range: Touch Area of Effect: 1 object, up to 100 lbs. in weight Saving Throw: Wisdom negates
One constructed object you touch falls to pieces, separating into its component parts. For instance, a sword separates into a blade, handle, guard, and pommel, while a chariot collapses into nails, wood, and metal. If the item is in the possession of a creature, the creature can make a Wisdom saving throw. On a successful save, the item is unaffected.
7th-level abjuration
You sever the connection between one creature you can see and its deity. If the creature fails a Wisdom saving throw, it can’t cast divine spells or channel divinity for the duration of the spell. At the end of each of its turns, the creature can repeat the saving throw with disadvantage; a successful save ends the spell’s effect.
7th-level abjuration
Components: V, S, M (holy symbol) Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: 60 ft. Area of Effect: 1 creature Saving Throw: Wisdom negates
One creature you can see within range is protected from the magic of other gods. If the creature is unwilling, it can make a Wisdom saving throw to negate the effect. If the creature is affected, it has advantage on saving throws against divine spells granted by deities other than your own. Divine spells that are beneficial (and thus require no saving throw) have a 50% chance of failing when cast on the creature, if they originate from a different deity than yours.
7th-level transmutation
You become completely two-dimensional, having height and width with no depth. You are completely invisible when turned sideways and can slip through the thinnest of cracks. While you are two-dimensional, you take double damage from piercing and slashing weapons.
For the duration of the spell, your third dimension exists on the Astral Plane. You cannot see or interact with anything on the Astral Plane, but creatures there can see and interact with you, including attacking you.
You take normal damage from such attacks.
7th-level evocation (shadow)
A wave of withering darkness erupts from you, filling a 120-foot-radius sphere and extinguishing any nonmagical light sources in the area. Any light produced by spells of 6th level or lower is dispelled. Magic items (but not artifacts) that give off light have that property suppressed while in the spell’s area. Any light sources brought into the area during the spell’s duration are likewise extinguished.
Light-producing spells of 7th level or higher function within the area.
Nonmagical light sources removed from the area can be reignited. Magic items regain their ability to give off light 1 round after leaving the area. This magical darkness foils darkvision, except for creatures that can see in magical darkness, such as devils. You can see within the area of the spell as if it were brightly lit.
Each creature you choose to be affected that ends its turn in the darkness takes 4d8 necrotic damage and gains one level of exhaustion. A successful Constitution saving throw halves the damage and negates the exhaustion.
7th-level evocation
Ebon lightning streaks from your fingers as you cast this spell. Each creature in the line must make a Dexterity saving throw. If the saving throw fails, the creature takes 8d8 lightning damage and loses (expends) its highest-level spell slot for no effect. On a successful save, the creature takes half damage and doesn’t lose a spell slot. Creatures with innate spellcasting lose one use of their highest-level spell instead.
At Higher Levels: For each spell slot used higher than 7th level, the damage increases by 1d8.
7th-level evocation
The surrounding air within 100 feet of you erupts in a violent electrical storm. Each creature in the affected area other than you takes 12d6 lightning damage, or half damage with a successful Dexterity saving throw.
The electrical storm sets fire to combustibles and damages objects in the area. It can melt metals with a low melting point such as lead, gold, copper, silver, or bronze. The extent of this damage must be determined by the GM. If the damage caused to an interposing barrier shatters or breaks through it, the burst can continue beyond the barrier to the limit of the spell’s range. Otherwise, it stops at the barrier, the same as any other spell effect.
7th-level enchantment
You begin dancing wildly. All creatures within range who can see you must make a Wisdom saving throw. A creature who fails drops whatever it is holding and begins dancing with you. The creature may make a new saving throw each minute.
After the first minute, the creature begins taking 1d8 force damage each round until the spell ends or, the creature successfully makes a saving throw, or the creature dies.
7th-level transmutation (ritual)
You cause stone to rise up from the ground beneath you, in either a circle with a 60-foot diameter or a square with 60-foot sides, centered on you. The stone is solid and stable and perfect for use as a building foundation. The foundation is 20 feet thick, and you can choose to have it flush with the ground or as much as half of it above ground level.
At Higher Levels: When you cast establish foundation with a 9th-level spell slot, you can raise dirt as well as stone in a 60-foot radius around you; this will effectively fill in marshes or lakes.
7th-level evocation
Two bright streaks of energy, one red and one blue, flash from your pointing finger to a point you choose within range. The red streak explodes in a 20-foot-radius sphere centered on that point; a split-second later, the blue streak explodes. Each creature within that radius must make a Dexterity saving throw. A creature takes 6d6 fire damage and 6d6 cold damage, and then 3d6 bludgeoning damage due to the resultant shock wave on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the fire and cold damage increases by 1d6 for each slot level above 7th.
7th-level evocation
You walk around a copse of trees, a field, or another flammable area for an hour, laying a magical trap. Afterwards, you set a specific condition that will spring the trap.
When these conditions are met, the area will burst into flames. All creatures within the area who were unaware of the trap take 10d8 fire damage. Creatures who were aware of the trap (which is only detectable through magic) may make a Dexterity saving throw.
A creature takes 10d8 fire damage on a failed saving throw, or half as much on a successful one.
After the initial blast, the fire will burn normally, inflicting 1d8 fire damage to any creature that ends its turn in the area, until it burns itself out.
7th-level evocation
One creature you can see must make a Dexterity saving throw to evade a hammer and anvil of pure force that are trying to crush it. If the saving throw fails, the creature takes 10d10 force damage and is incapacitated. On a successful save, the creature takes half damage and is not otherwise affected.
An incapacitated creature can repeat the saving throw at the end of each of its turns; a successful save ends the incapacitation.
7th-level evocation (winter)
As you cast this spell, a 30-foot-radius sphere centered on a point within range becomes covered in a frigid fog. Each creature that is in the area at the start of its turn while the spell remains in effect must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage and gains one level of exhaustion, and it has disadvantage on Perception checks until the start of its next turn. On a successful save, the creature takes half the damage and ignores the other effects.
Stored devices and tools are all frozen by the fog: crossbow mechanisms become sluggish, weapons are stuck in scabbards, potions turn to ice, bag cords freeze together, and so forth. Such items require the application of heat for 1 round or longer in order to become useful again.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.
7th-level transmutation
Up to 100 pounds of glass or crystal that you touch gains the tensile strength and durability of steel.
7th-level transmutation (ritual)
One boat you touch that is no more than 100 feet long gains the ability to fly. You can control the vessel’s altitude up, and can cause it to rise to no more than 500 feet in the air. The vessel is still dependent on the winds to move forward, however.
When the spell ends, the ship gently lowers itself to ground or sea level.
7th-level conjuration (ritual)
You create a magical road, 10 feet wide and extending 10 feet ahead of you and 20 feet behind you, and that hovers anywhere from three to thirty feet above the ground, for as long as you continue to walk forward.
If you stop walking for longer than 15 minutes, the road slowly sinks and vanishes.
The road is approximately one foot thick and has the texture and color of black marble. It is an object that has AC 20 and hit points equal to your hit point maximum, and is resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons.
If it is destroyed, it turns to black mist, dropping all creatures on it to the ground below.
7th-level conjuration
You pour water from the vial and cause two ice soldiers to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts. Ice soldiers have the statistics shown below.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier.
Medium construct, unaligned
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
21 (+5) | 9 (-1) | 10 (+0) | 7 (-2) | 12 (+1) | 7 (-2) |
* Damage Vulnerabilities fire
Heavy Blows. Creatures struck by two slam attacks from an ice soldier in the same round must make a DC 13 Strength save or be knocked prone.
7th-level evocation (Void)
You summon the cold, inky darkness of the Void into being around a creature that you can see. The target takes 10d10 cold damage and is restrained for the duration; a successful Constitution saving throw halves the damage and negates the restrained condition. A restrained creature gains one level of exhaustion at the start of each of its turns. Creatures immune to cold and that do not breathe do not gain exhaustion. A creature restrained in this way can repeat the saving throw at the end of each of its turns, ending the spell on a success.
7th-level transmutation
You multiply the power of one currently existing natural phenomena or condition. For instance, a light rain becomes a downpour, while a heavy rain becomes a torrential downpour that causes flooding. Gentle snow becomes a blizzard and even cause white outs. Heat waves and cold snaps become incredibly intense and damaging. Breezes become hurricanes and stiff winds become tornadoes. Light fog completely obscures the area.
7th-level evocation (cleric, wizard)
You create a beam of radiant energy that burns undead creatures in a 20-foot radius cylinder up to 100 feet tall centered on a point that you can see within range. The cylinder is considered difficult terrain for undead creatures.
When an undead creature enters the cylinder for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the undead creature takes 6d10 radiant damage or half as much on a success. Incorporeal undead automatically fail the save and take maximum damage from the spell. Living creatures are unaffected by the cylinder and it is not difficult terrain for them.
Additionally, the cylinder sheds bright light for 60 feet from its center and dim light for another 20 feet.
If you’re within 60 feet of the cylinder, you can move it up to 30 feet as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.
7th-level evocation (illumination)
Casting Time: 1 action Range: 40 feet Components: V, S Duration: Instantaneous
A burst of searing heat explodes from you, dealing 6d6 fire damage to all enemies within range. Immediately afterward, a wave of frigid cold rolls across the same area, dealing 6d6 cold damage to enemies. A creature that makes a successful Dexterity saving throw takes half the damage.
At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increases by 1d6 for each slot level above 7th.
7th-level divination (dragon)
You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.
7th-level enchantment (ritual)
One target with an Intelligence of 5 or higher that you see within range is permanently compelled to follow one specific law prevalent in the area in which you and the target both currently reside. A creature immune to being charmed is unaffected by this spell.
Each time the creature attempts to break that law, it must make a Charisma saving throw in order to do so.
This does not place any moral restrictions on the target and only requires that it obey the letter of the law, so it is perfectly capable of thinking up and exploiting loopholes.
7th-level enchantment
You attempt to beguile up to 12 humanoids you can see within range. They must succeed on a Wisdom saving throw or be charmed by you for the duration. This spell is otherwise identical to dominate person.
At Higher Levels. When you cast this spell using a 8th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 9th-level spell slot, the duration is concentration, up to 1 hour.
7th-level enchantment
You completely suppress the personality of a single humanoid, turning its body into a mindless automaton. It follows your telepathic orders, as long as you are within 300 feet.
You can force the target to perform any sort of task that it normally could. You can force it to speak, although its voice will be nearly inflectionless. You can also use your action to see and hear through the target’s senses. You can make the target engage in combat or use its class abilities, including spells, but it requires your full concentration; you can take no other actions while commanding the target.
You may control the target for a number of days equal to twice your spellcasting ability modifier. At any point during that time, you may dismiss the spell and let the target’s mind reassert itself. The target will know that you have controlled it and will remember what actions you have forced it to do. In addition, this spell can be broken with a greater restoration or remove curse.
If you allow the spell to continue, then when it expires, the creature’s personality dies and body die. In addition, you must make a Constitution saving throw or take 5d6 psychic damage.
7th-level enchantment
You become blindingly beautiful. Any humanoid within range who can see you must make a Constitution saving throw or become blinded. A lesser restoration spell will be needed to remove this effect.
If you remove your clothing or are already naked, any creature who sees you and who is not blinded takes 10d8 psychic damage.
This spell can be used by both men and women and affects both men and women equally.
7th-level necromancy (sorcerer, warlock, wizard)
You spit an oath at a creature within range, who must succeed on a Wisdom saving throw or take 5d12 necrotic damage. They take half as much on a successful save.
Additionally, on a failed saving throw, the creature is frightened of you and is incapacitated. The creature also takes 2d12 necrotic damage at the end of each of its turns, after which it may make the saving throw again. On a success, the spell ends.
7th-level transmutation
You turn one creature or object in range that you can see into a full-color, two-dimensional image on the surface you have provided. The creature or object is reduced to 12:1 scale; it must be able to fit on the writing surface in its reduced form for the spell to work. An unwilling creature may make a Charisma saving throw to avoid the effect.
You decide whether the creature is to remain animate (in which case, it counts as restrained, although it still can move slowly about its canvas in a stilted manner), or if it to become a still picture. If you choose to allow it to remain animate, it can see and hear, but cannot speak, attack, or cast spells. If you choose for the creature to become a still picture, the creature is put in stasis. In both cases, the creature does not age, eat, drink, sleep, or breathe. Inanimate objects remain in the picture indefinitely.
A trapped creature may make a new saving throw each day. On a success, this effect ends and the creature is freed. A dispel magic, remove curse, or wish spell can also end this effect.
7th-level divination
You turn a pool of water that is anywhere from 1 foot to 30 feet in diameter into a storyteller. It shows, in images only, the deeds of any one person you name, living or dead.
You must name which deeds you wish to see (i.e., the deeds must be publicly known), but the pool will show even unknown details. It will show the event in real time. If there are details that the named person does or did not want known, you must make a DC 18 Intelligence check to reveal them.
7th-level enchantment
You pick a point within range. All creatures within a 20-foot radius that have 30 or fewer hit points fall asleep instantly. Creatures with a greater number of hit points may make a Wisdom saving throw or fall asleep. A sleeping creature will stay asleep until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the creature awake.
7th-level transmutation (temporal)
You accelerate the aging of one creature within range, causing it to take on the state of a decrepit version of its type. The target suffers three levels of exhaustion that cannot be removed by normal means. A greater restoration spell partially reverses the effect of this spell, removing one level of exhaustion. Constructs and undead are unaffected by this spell, and creatures who live to great age without negative effects, such as dragons, are also unaffected.
7th-level conjuration
You draw a magical rune on the ground.
An unusually dark, cursed storm develops over the next half-hour (if a storm is already present, the spell takes place immediately).
You choose the nature of the rain from the following: ash, bats, blood and bits of flesh, centipedes, fish, lumps of gelatinous slime, putrid black, yellow, or red water, salamanders, small birds, small lizards, small snakes, spiders, toads, or worms. If the rain consists of living creatures, only around half of the animals will survive the fall. None of these animals are capable of harming anyone.
7th-level conjuration (bard, cleric, wizard)
You summon warriors to fight for you and your allies with a blast through a war horn that calls them to arms. Choose between a Knight or a Veteran; the chosen creature appears within range, as well as a squad of auxiliary warriors composed of 2d4+4 Guards or Bandits, respectively.
The summoned warriors are friendly to you and your companions for the duration. Roll initiative for the warriors, 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 the warriors, they defend themselves from hostile creatures but otherwise take no actions.
If your concentration is broken, the warriors don’t disappear. Instead, you lose command of them, and they become neutral to you and your companions, following the command of the Knight or Veteran (as appropriate).
Uncontrolled warriors can’t be dismissed by you and disappear 1 hour after they are summoned. The GM has the warriors’ statistics.
At Higher Levels. When you cast this spell using a spell slot of 8th level, the number of auxiliary warriors you may summon increases to 2d6+6. When you cast it using a spell slot of 9th level, this number increases to 2d8+8, or you may summon 12 auxiliary warriors and an additional Knight or Veteran, which must be of the same type as the initial choice.
7th-level transmutation
You become larger, more powerful, and far more commanding.
Your size doubles in all dimensions and your weight is multiplied by eight, and you increase in size by one category. Your Strength increases by 1d6 and can increase to 22. Your clothing and equipment enlarge with you and your weapons do an additional 1d4 damage, plus your new Strength modifier. You also gain advantage on Strength checks and Strength saving throws.
You become outlined in a faint but mesmerizing aura, which gives you the ability to make powerful commands. You can magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect.
This suggestion must me no more than one or two short sentences and must be reasonable and non-suicidal in nature. Each target may make a Wisdom saving throw to resist.
This part of right of might works like the spell mass suggestion.
7th-level divination (temporal)
Casting Time: 10 minutes Range: Self Components: V, S, M (seven black candles and a circle of powdered charred bone or basalt) Duration: 1 hour
You subtly warp the flow of space and time to enhance your conjurations with cosmic potency. Until the spell ends, the maximum duration of any conjuration spell you cast that requires concentration is doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on Charisma checks and Charisma saving throws.
7th-level abjuration (ring)
Casting Time: 1 action Range: Self Components: V, S, M (an iron ring worth 200 gp, which the spell consumes) Duration: Concentration, up to 1 hour
The iron ring you use to cast the spell becomes a faintly shimmering circlet of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protected area have advantage on saving throws against spells, and all affected creatures gain resistance to one type of damage of your choice.
7th-level abjuration (ritual)
You seal a creature or object against any sort of divination that would reveal its destiny, fate, or role in epic events.
7th-level abjuration (ritual) (angelic)
You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 50 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 10d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.
Aberrations, elementals, fey, and undead that are within 50 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 2d8 radiant damage at the start of its turn.
Creatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 50 feet of the seal.
The seal has AC 18, 50 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal is reduced to 0 hit points.
7th-level abjuration
You conjure seven magical orbs that float about your head in a ring five feet in diameter. For the duration, you have advantage on all Wisdom (Perception) ability checks that rely on sight, you gain 360°-vision, and you gain truesight with a range of 60 feet.
Each eye has two additional abilities: First, you can use your action to use one eye can cast a spell as if you were using a 7th-level spell slot. Secondly, the eyes can protect you from an attack, without you needing to use an action. Each eye can only be used once to either attack or defend once, after which it vanishes. The seven eyes are as follows:
7th-level evocation
You create a large, boulder-sized unbreakable sphere of force that can be fired from a catapult or trebuchet (and thus uses that siege equipment’s range). You designate what form you wish the sphere to take:
7th-level abjuration (mythos)
You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area.
Choose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:
7th-level evocation (illumination)
A soft, white radiance spreads out from a point just above your head, creating bright light in a 30-foot radius around your present location. If you move from your present location, the area of light remains fixed. A creature in the area other than a fiend or an undead regains 1 hit point at the start of each of its turns while within the bright light.
Each fiend or undead in the area takes 2d4 radiant damage at the start of each of its turns.
7th-level enchantment
You tie the target’s life force to a particular building, an estate, or another place with a clearly-defined border, unless the target succeeds at a Wisdom saving throw. While this spell is in effect, the target cannot leave that place unless you or the building’s owner (if that is not also the target) grant permission, or a dispel magic or remove curse spell is successfully cast on the target.
If the target attempts to leave, the area outside the border becomes difficult terrain, and the target takes 1d10 force damage each time it ends its turn outside the designated place.
7th-level abjuration
A glistening, transparent globe forms around one creature you touch and moves with that creature. Other creatures may remain within the sphere as well if they stay close to the target.
The globe contains a self-renewing supply of air and allows no inanimate objects in (it does not prevent undead or constructs from entering). Creatures within the sphere are immune to gasses and respiratory attacks and can breathe underwater or even in a vacuum.
At Higher Levels. If you cast this spell with a 8th-level or higher spell slot, the duration increases to 1 week.
7th-level divination
This spell acts as compelling fate, except as noted above (starry vision can be cast as a reaction, has twice the range of compelling fate, and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus to AC increases by 1 for each slot level above 7th.
7th-level evocation
You channel the power of extreme magical force and strike a Large or smaller rock or object (or portion of an object) made primarily of stone, such as a stone wall. When you touch the stone, brilliant magical light flares out and a huge glowing crack grows in the rock. At the end of your next turn, the rock crumbles into rubble.
At any point between your casting the spell and the end of your next turn, this spell can be countered by dispel magic or a similar effect, preventing the rock from crumbling.
If cast on a creature made from stone, such as a stone-based earth elemental (a gargoyle) or a stone golem, the creature may make a Constitution saving throw. The creature suffers 10d10 force damage on a failed saving throw, or half as much damage on a successful one.
At Higher Levels. This spell can affect a Huge object and do 11d10 damage if cast with an 8th-level spell slot, and can affect a Gargantuan object and do 14d10 damage if cast with a 9th-level spell slot.
7th-level necromancy
You draw the breath out of all creatures in range. Each creature in range must make a Constitution saving throw to resist. On a failure, the creature begins to suffocate.
7th-level evocation
You draw an arcane symbol on an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the symbol, that act triggers an arcane explosion. Each creature in a 60-foot cone must make a successful Wisdom saving throw or be stunned.
A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. After this symbol explodes or when the duration expires, its power is spent and the spell ends.
7th-level evocation
You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide three?quarters cover to creatures behind them. You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick).
When the lines appear, each creature in their area must make a Dexterity saving throw. Creatures takes 8d8 slashing damage, or half as much damage on a successful save.
A creature can move through the lines at the risk of cutting itself on the exposed edges. For every 1 foot a creature moves through the lines, it must spend 4 feet of movement. Furthermore, the first time a creature enters the lines on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 8d8 slashing damage on a failure, or half as much damage on a success.
When you stop concentrating on the spell, you can cause the obsidian spikes to explode, dealing 5d8 slashing damage to any creature within 15 feet, or half as much damage on a successful Dexterity save.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage from all effects of the lines increases by 1d8 for each slot level above 7th.
7th-level abjuration
You and up to seven other willing targets become completely intangible to metal items.
A target is immune to bludgeoning, piercing, and slashing damage from nonmagical metallic weapons. It can pass through metal bars, gates and the like as if they were difficult terrain (a creature takes 1d10 force damage if it ends its turn inside a metal structure).
Each target may specify one metal object that they are holding while you cast this spell. The target will be able to continue holding that item for the duration. If that item is a container of some sort, it can continue hold other metal items inside of it.
7th-level transmutation (temporal)
When you cast this spell, you step outside the normal time stream, seeming to vanish as 1 round of time passes. You can make minor alterations to the scene being played out, becoming visible for an instant each time you make an adjustment that aids an ally or hinders foes. To everyone else, you disappear when the spell is cast, then flicker into and out of view during the next round, before reappearing for good in the space you vanished from 1 round later, whereupon the spell ends. You cannot be attacked by any means while under the effect of this spell.
As the round progresses, you can choose to bestow a single effect on each creature involved in the combat, choosing from the list below. You cannot take any other actions during the round.
An adventuring party encounters four trolls in their lair. Initiative is rolled, and the order is fighter 20, cleric 15, rogue 14, trolls 12, wizard 10. Events unfold in this way:
7th-level transmutation (ritual)
You touch an inanimate object and it put in stasis. The object can be handled, moved, or carried, but it cannot be damaged, opened, or otherwise affected in any way, even by yourself.
This spell lasts for as long as you wish, up to for 1 month, plus a number of months equal to your spellcasting ability modifier.
You may use an action to dismiss the spell at any time.
7th-level enchantment
One creature you touch must make an Intelligence saving throw or completely forget the events of the previous 24 hours. These memories are forever gone and can only be retrieved by the use of a wish spell.
7th-level transmutation (apocalypse)
You elevate your body to a higher form. When you cast the spell, choose three of the forms described below and indicate which one’s effects will occur first. While the spell lasts, you can use a bonus action to exchange one of your choices for an unused one, or to make a new choice when the current one ends. The spell ends when its duration expires or when you expend all the available uses of the third form you adopt.
7th-level transmutation (winter)
You transform one of the four elements - air, earth, fire, or water - into ice or snow. The affected area is a sphere with a radius of 100 feet, centered on you. The specific effect depends on the element you choose.
Air. Vapor condenses into snowfall. If the effect of a fog cloud spell, a stinking cloud, or similar magic is in the area, this spell negates it. A creature of elemental air within range takes 8d6 cold damage - and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked prone (no falling damage).
Earth. Soil freezes into permafrost to a depth of 10 feet.
A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take 8d6 cold damage.
Fire. Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.
Water. Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is paralyzed for 1d6 rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain.
7th-level transmutation
You cast this spell on anything that has been burned within the last 24 hours. It conjures of a hand-sized black flame that radiates cold and shadow, which proceeds to “unburn” the burnt material, taking it back to its pre-fire state. Anyone who touches this flame will take 1 point of cold damage. It will not reverse burn damage to living creatures and will not restore hit points lost to fire damage. If a living creature died due to fire damage, this spell will remove the burns from the corpse, but will not restore the creature to life.
Like normal fire, this black flame spreads and grows, consuming all burnt items until 24 hours have passed or it runs out of burnt material to consume.
If the original fire reduced an object to ashes, and some of those ashes have blown away, then this spell will restore the item with gaps.
Because rust is a form of oxidation, the black flame will reverse the effects of rust, tarnish, and corrosion on metal.
7th-level transmutation (ritual; chaos)
Casting Time: 1 action Range: Self Components: V, S, M (the bill of a platypus) Duration: 1 hour
You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll a d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; you can roll a d10 twice and choose the result you prefer, but you gain one level of exhaustion. At the end of the spell, your body returns to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.
d10 | Mutation |
---|---|
1 | A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools. |
2 | Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table in the frenzied bolt spell description). |
3 | A puckered orifice grows on your back. You can forcefully expel air from it, granting you a flying speed of 30 feet. You must land at the end of your turn. In addition, as a bonus action, you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw with a DC equal to 10 + your Constitution modifier. |
4 | A second face appears on the back of your head. You have darkvision out to a range of 120 feet and advantage on sight-based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself. |
5 | You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons. |
6 | Your hindquarters elongate, and you grow a second set of legs. Your base walking speed increases by 10 feet, and your carrying capacity becomes your Strength score multiplied by 20. |
7 | You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal. |
8 | Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal 1d6 bludgeoning damage. |
9 | Your head fills with a light gas and swells to four times its normal size, causing your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground. |
10 | You grow three sets of feathered wings that give you a flying speed equal to your walking speed and the ability to hover. |
7th-level necromancy (wizard)
A necrotic aura emanates from you, leeching the life out of your foes. When you cast this spell, you can designate any number of allies you can see to receive its benefit. When you or any allies within 30 feet of you damage an enemy, they gain half of the damage done as temporary hit points.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can extend the radius by 10 feet for each slot level above 7th.
7th-level abjuration
You touch a willing creature and create a shimmering shield of energy to protect it. The shield grants the target a +5 bonus to AC and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration of the spell.
In addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes the spell’s new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and is affected by the spell as if it came from a spellcaster of the caster’s level.
7th-level transmutation
This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can’t take the Dash action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it. The wall can’t use reactions. Each successful attack deals 4d6 slashing damage, and the damage is considered magical.
The wall has AC 12 and 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If it is reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the miniature axes fall to the ground in a tidy heap.
7th-level transmutation (chaos)
You create a 30-foot cube of magical instability that causes spell effects passing through it to diverge wildly from their original paths. When a spell with a visible or tangible manifestation (such as fireball, lightning bolt, or a ray or projectile such as magic missile or ray of frost) passes through the area, roll a d8. On a 1, the spell continues on its original path or toward its original target; on a 2, it diverts 45 degrees to the right; on a 3, it diverts 90 degrees to the right; on a 4, it diverts 135 degrees to the right; on a 5, it turns 180 degrees, back the way it came (striking the caster if it is a targeted spell); on a 6, the spell diverts 45 degrees to the left; on a 7, it diverts 90 degrees to the left; on an 8, it diverts 135 degrees to the left.
A spell that affects anything in its path, such as lightning bolt, continues to do so along its new trajectory, up to the limit of its range. A fireball spell will travel in the new direction up to the limit of its range before detonating.
A targeted spell will strike the first viable target it encounters along its new trajectory.
7th-level conjuration
Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial’s statistics.
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
Spell Lists. Cleric
7th-level conjuration
Casting Time: 1 action Range: 60 feet Components: V, S, M (food worth at least 100 gp, which the spell consumes) Duration: Concentration, up to 1 hour
You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends.
The hezrou’s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrou’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check.
If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss.
As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts.
Spell Lists. Sorcerer, Wizard
7th-level transmutation
Casting Time: 1 hour Range: Touch Components: V, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed) Duration: Instantaneous
While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell.
When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a Wish spell can undo this reduction to your hit point maximum.
Any magen you create with this spell obeys your commands without question.
Spell Lists. Wizard
7th-level evocation
Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour
Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.
Spell Lists. Sorcerer, Warlock, Wizard
7th-level evocation
Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Spell Lists. Sorcerer, Wizard
7th-level evocation
Casting Time: 1 bonus action Range: 30 feet Components: V Duration: Instantaneous
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.
Spell Lists. Cleric
7th-level Transmutation
Casting Time: 1 Bonus Action Range: Self Components: V, S, M (a statuette of a dragon, worth at least 500 gp) Duration: Concentration, up to 1 minute
With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:
Spell Lists. Druid, Sorcerer, Wizard
7th-level conjuration
Casting Time: 10 minutes Range: 20 feet Components: V, S, M (a magic item or a willing creature from the destination world) Duration: 6 hours
You and up to eight willing creatures within range fall unconscious for the spells’ duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world’s existence, even if you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all other creatures, with none of you being transported.
Spell Lists. Bard (Optional), Sorcerer (Optional), Warlock (Optional), Wizard (Optional)
7th-level transmutation
Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Spell Lists. Bard, Cleric, Sorcerer, Warlock, Wizard
7th-level necromancy
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Spell Lists. Sorcerer, Warlock, Wizard
7th-level evocation
Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Spell Lists. Cleric, Druid, Sorcerer
7th-level evocation
Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.
Spell Lists. Bard, Warlock, Wizard
7th-level illusion
Casting Time: 10 minutes Range: Sight Components: V, S Duration: 10 days
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion.
Spell Lists. Bard, Druid, Wizard
7th-level conjuration
Casting Time: 1 minute Range: 300 feet Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) Duration: 24 hours
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects inside the extradimensional space are expelled into the open spaces nearest to the entrance.
Spell Lists. Bard, Wizard
7th-level evocation
Casting Time: 1 action Range: 60 feet Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) Duration: Concentration, up to 1 minute
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
Spell Lists. Bard, Wizard
7th-level conjuration
Casting Time: 1 action Range: Touch Components: V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence) Duration: Instantaneous
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM’s discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
Spell Lists. Cleric, Druid, Sorcerer, Warlock, Wizard
7th-level enchantment
Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous
You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.
While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.
A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.
Spell Lists. Sorcerer, Warlock, Wizard
7th-level evocation
Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous
Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
d8 | Color | Ray Effect |
---|---|---|
1 | Red | The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. |
2 | Orange | The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. |
3 | Yellow | The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. |
4 | Green | The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. |
5 | Blue | The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. |
6 | Indigo | On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. |
7 | Violet | On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a creature that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) |
8 | Special | The target is struck by two rays. Roll twice more, rerolling any 8. |
Spell Lists. Bard, Sorcerer, Wizard
7th-level illusion
Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Spell Lists. Bard, Wizard
7th-level transmutation
Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer wheel and holy water) Duration: 1 hour
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
Spell Lists. Bard, Cleric, Druid
7th-level necromancy
Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous
You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such affects aren’t removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
Spell Lists. Bard, Cleric
7th-level transmutation
Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone and iron filings) Duration: Concentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.
At the end of the duration, affected objects and creatures fall back down.
Spell Lists. Druid, Sorcerer, Wizard
7th-level transmutation
Casting Time: 1 action Range: Touch Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes) Duration: Until dispelled
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensors created by the divination of spells.
If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.
You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakes.” This spells also ends if the target takes any damage.
Spell Lists. Wizard
7th-level illusion
Casting Time: 12 hours Range: Touch Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.
Spell Lists. Wizard
7th-level abjuration
Casting Time: 1 minute Range: Touch Components: V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes) Duration: Until dispelled or triggered
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Spell Lists. Bard, Cleric, Druid (Optional), Wizard
7th-level conjuration
Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
Familiarity | Mishap | Similar Area | Off Target | On Target |
---|---|---|---|---|
Permanent circle | — | — | — | 01-100 |
Associated object | — | — | — | 01-100 |
Very familiar | 01-05 | 06-13 | 14-24 | 25-100 |
Seen casually | 01-33 | 34-43 | 44-53 | 54-100 |
Viewed once | 01-43 | 44-53 | 54-73 | 74-100 |
Description | 01-43 | 44-53 | 54-73 | 74-100 |
False destination | 01-50 | 51-100 | — | — |
Spell Lists. Bard, Sorcerer, Wizard
7th-level conjuration
Casting Time: 1 hour Range: 120 feet Components: V, S, M (a holy symbol worth at least 5 gp) Duration: 24 hours
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.
Spell Lists. Cleric
7th-level necromancy (dunamancy)
Casting Time: 1 action Range: 60 feet Components: V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes) Duration: Concentration, up to 1 hour
Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.
Spell Lists. Wizard
7th-level evocation
Casting Time: 1 action Range: 300 feet Components: V, M (a piece of straw) Duration: Concentration, up to 1 minute
A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends.
When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Spell Lists. Druid, Wizard
7th-level transmutation
One acre of land you can see becomes blighted. The soil becomes incapable of supporting plant life, and all plants in the area immediately wither and die. Plant creatures take 6d10 necrotic damage, or half damage with a successful Constitution saving throw.
7th-level abjuration
A shield that you touch gains a shimmering aura in the shape of a boar that inspires whoever wields it. A creature wielding the shield has advantage on attack rolls, ability checks, and skill checks based on Strength or Constitution. In addition, the creature does 1d6 additional damage with melee weapons. At the beginning of each of the creature’s rounds, it gains 10 temporary hit points. The temporary hit points vanish if the shield is relinquished or when the spell ends.
When a creature wielding the shield drops to 0 hit points, it does not drop unconscious, but can keep acting normally. The creature must make death saving throws, however, and it dies if it fails three times. It can’t be stabilized while it continues fighting and casting offensive spells at 0 hit points, either by a Wisdom (Medicine) skill check or by a third successful death saving throw. If it relinquishes the shield or the spell ends, the creature drops to 0 hit points and all normal rules for that situation take over.
7th-level transmutation
One ship you touch rises up until it hovers 5 feet above the water or ground. If it has sails, it can travel at its normal speed. Rowing won’t work, but a vessel without sails could be propelled by poling.
When the spell ends, the ship sinks slowly and safely to rest on whatever surface is beneath it. If that isn’t water, the ship is likely to keel over.
The ship can travel over almost any terrain, but extremely rugged ground presents problems because it has only 5 feet of ground clearance. It can’t cross sheer chasms or other steep-sided escarpments. If it is propelled over a cliff more than 10 feet high, it plunges to the ground and crashes. The extent of the damage must be determined by the GM, but it’s likely to be severe.
7th-level transmutation
This mighty spell assists ships moving through ice-locked seas. While the spell is in effect, you can point your finger at any sheet of solid ice and, as an action, cause the ice to shatter into small chunks that the ship’s hull can easily push aside. The area affected is always a strip 35 feet wide, 15 feet deep, and 600 feet long, permitting all but the largest of vessels safe passage. This only affects ice that has formed over a body of water.
7th-level abjuration
You grant a willing creature you touch immunity to one of the following damage types (your choice) for the duration of the spell: acid, cold, fire, lightning, or thunder.
7th-level evocation
A ball of liquid fire speeds from your outstretched hand to a point you can see, where it explodes. Every creature within 30 feet of the explosion takes 10d6 fire damage and catches fire, or takes half damage and doesn’t catch fire if it makes a successful Dexterity saving throw. A creature that’s on fire takes 5d6 fire damage at the end of each of its turns. The fire burns out naturally after three rounds, or a creature can spend an action extinguishing the fire on itself or an adjacent creature.
7th-level conjuration
You cause the ground to explode and spew forth a geyser of molten rock that showers down in a 40-foot-radius, 30-foot-high cylinder. Creatures in the cylinder when the geyser erupts take 6d6 fire damage and 6d6 bludgeoning damage, or half damage with a successful Dexterity saving throw.
Rocks and ash continue falling for the duration of the spell; each creature in the area at the end of its turn takes 2d6 fire damage and 2d6 bludgeoning damage, or half damage with a successful Dexterity saving throw. The area is treated as difficult terrain.
The geyser ends at the end of the spell. The remaining lava melts away into the ground 1d3 rounds later, leaving behind scorched earth.
7th-level evocation
You create an enormous, glowing, blue-white foot of magical force in an unoccupied space that you can see within range. The Medium-size foot hovers in the air, 3 to 4 feet above the ground. At the beginning of your turn, you can use a bonus action to move it up to 60 feet to an unoccupied space. The foot is immune to damage and all conditions.
As an action, you can direct the foot to stomp on a creature adjacent to it. Make a melee spell attack against that creature. If it hits, the foot does 10d8 force damage, knocks the target prone, and restrains it. A successful Strength saving throw halves the damage and prevents the target from being knocked prone or restrained. A restrained creature takes 4d8 force damage at the end of each of its turns. The restraint ends automatically if the foot moves or attacks again. Otherwise, a restrained creature can escape by using an action to make a successful Strength check against your spell saving throw DC.
Instead of stomping, you can also command the foot to kick; this also does 10d8 force damage, but instead of being knocked prone and restrained, the target is pushed up to 60 feet. A successful Strength saving throw by the target creature halves the damage and negates the push effect.
The foot is big enough to provide cover and to prevent movement through its space.
7th-level necromancy
You curse one living creature to never enter a location you name, upon pain of death. The location can’t be larger than 1 square mile. If the creature approaches within 100 feet of the banned location, it becomes aware of the danger it is in. If the creature voluntarily enters the location, the creature immediately drops to 0 hit points, and it can’t regain hit points while inside the area.
The mark of exile is an invisible sigil on the creature. It can be viewed with detect magic and similar magic.
The mark of exile can be removed with magic that lifts a curse, but only if the spell is cast with a 7th-level or higher spell slot.
7th-level enchantment
Components: V, S, M (diamond dust worth 500 gp, which is consumed) Casting Time: 1 action Duration: 1 minute Range: 150 ft. Area of Effect: 1 creature Saving Throw: Cha / negates effect
Select one creature within range. That creature must make a Charisma saving throw. If the saving throw fails, it loses all ability to cast arcane spells for the duration of the interdiction. It can repeat the saving throw at the end of each of its turns; a successful save ends the effect.
7th-level necromancy
Components: V, S, M (a pinch of bone dust) Casting Time: 1 action Duration: Instantaneous Range: 30 ft. Area of Effect: 1 living creature Saving Throw: Constitution half damage
Select one living creature you can see. That creature’s body is attacked by spirits of the underworld. It must make a Constitution saving throw. If the saving throw fails, the creature takes 8d6 + 20 necrotic damage and its maximum hit points are reduced by the same number; on a successful save, the creature takes half damage and its maximum hit points are not reduced. If the creature is killed by this spell, its soul is ripped from its body and imprisoned on one of the lower planes. If this happens, the creature’s soul can be freed only by the use of a resurrection or wish spell; raise dead has no effect on it.
7th-level conjuration
Components: V, S Casting Time: 1 action Duration: 24 hours Range: 100 ft. Area of Effect: Sphere, 300-ft. radius Saving Throw: None
You render a performance in song, oration, or music that evokes the image of a lush paradise. As the performance continues, your description grows more vivid in the minds of the viewers, until after one minute all willing creatures within range find themselves physically transported to the location you’ve described.
The exact design is left to you, but typical paradises resemble balmy tropical islands, silk-strewn seraglios, or crystal towers atop craggy mountains. Whatever the appearance, the total area of the paradise is a 300-foot-radius sphere.
Those within the paradise find themselves the subject of pampered treatment at the hands of a staff of illusory servitors. Delicious food and drink are plentiful. The paradise has a soothing effect on the minds of those within it. Creatures who rest at least one hour in the paradise find themselves cured, healed, or recovered from all exhaustion, fright, poison, and stun.
A creature can opt to leave the paradise at any time before the spell’s duration expires. Once someone leaves, they can’t return. If you leave, the spell ends and everyone remaining inside is ejected as well, returning to the spot they came from during your performance. Any items you take from the paradise vanish when you leave.
7th-level enchantment
Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 60 ft. Area of Effect: Sphere, 20-ft. radius Saving Throw: Wisdom partial
You cause the air in a 20-foot-radius sphere around a point you can see to take on a purplish tinge. Each creature that starts its turn in the area becomes confused (per the spell) for as long as it remains in the area unless it makes a successful Wisdom saving throw. If the saving throw succeeds, the creature is not confused but it instead becomes poisoned for as long as it remains in the area of the spell.
7th-level conjuration
Components: V, S, M (a piece of granite thrown into the sea) Casting Time: 1 minute Duration: 7 days Range: 300 ft. Area of Effect: 1 rock slab, 1,000 ft. sq., 10 ft. thick Saving Throw: None
You conjure a slab of bare rock 1,000 feet square and 10 feet thick that floats, immobile, on the surface of a body of water. The water must have enough surface area to accommodate the rock slab; it can’t be conjured in a swimming pool, for example.
7th-level abjuration
Components: V, S Casting Time: 1 action Duration: Concentration, up to 10 minutes Range: Self Area of Effect: Sphere, 30-ft. radius Saving Throw: None
You create a field of energy in a 30-foot sphere around you that reveals the true forms of everything in it. The field moves with you. All illusions are suppressed for as long as they are in the field, and creatures with altered shapes are perceived in their original form, although the spell doesn’t cause them to physically revert to that form. Disguised or invisible creatures are also revealed.
7th-level transmutation
Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 minute Range: 30 ft. Area of Effect: Self plus 1, 2, or 3 creatures Saving Throw: None
You summon from the heavens a great spear of white light that touches you and up to three creatures of your choice that you can see. For the duration, each creature touched by the light emits dim light in a 10-foot radius and has advantage on Strength, Dexterity, and Constitution saving throws. In addition, affected creatures add 1d6 to their attack rolls.
7th-level necromancy
Components: V, S Casting Time: 1 action Duration: Concentration, up to 1 hour Range: 50 ft. Area of Effect: 3 beasts Saving Throw: None
You use your blood as a catalyst to create mystical creatures based on living animals. You can conjure up to three beasts of challenge rating 3 or lower. Sacrifice up to 10 hit points when you cast the spell. Each creature gains triple the amount you sacrificed as temporary hit points. The creatures also have +2 AC.
The creatures are friendly to you and your companions. They act as a group on their own initiative, and obey verbal commands you give them (as bonus actions on your turn).
The creatures vanish when the spell ends or when they are reduced to 0 hit points.
7th-level evocation
Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 150 ft. Area of Effect: Sphere, 40-ft. radius Saving Throw: Constitution half damage
You cause the air in a 40-foot-radius sphere centered on a point you can see to heat to intense temperature for an instant. Each creature in the area when the spell is cast must make a Constitution saving throw. If the saving throw fails, it takes 5d8 + 20 fire damage and gains two levels of exhaustion. On a successful save, it takes half damage and gains one level of exhaustion.
7th-level evocation
Components: V, S Casting Time: 1 action Duration: Instantaneous Range: 50 ft. Area of Effect: 1 creature Saving Throw: Constitution half damage
One creature you can see within range must make a Constitution saving throw as a bright bolt of light streaks from your hand to its eyes. If the saving throw fails, the creature takes 8d6 + 20 radiant damage and is permanently blinded; on a successful save, it takes half damage and is not blinded.
7th-level abjuration
Components: V, S Casting Time: 1 action Duration: 10 minutes Range: Self Area of Effect: Self Saving Throw: None
You surround yourself with an aura of electrical sparks and flames. For the duration of the spell, you gain resistance against lightning and fire damage. If you are struck by a melee weapon attack by a creature within 5 feet of you, the attacker takes 2d8 fire damage plus 2d8 lightning damage.
The flames shed bright light in a radius of 10 feet around you, and dim light to a further 10 feet.
7th-level transmutation
Components: V, S, M (two silver coins) Casting Time: 1 bonus action Duration: See text Range: Self Area of Effect: Self Saving Throw: None
Sleep of power must be cast on the same turn that you cast any other spell of level 6 or lower that has a duration longer than instantaneous. You fall into a deep, trancelike sleep in which you do not age, breathe, or need food or water. For the duration of the sleep, your other spell doesn’t expire, even if it requires concentration.
When you cast sleep of power, you must indicate conditions that will cause you to awaken. You always awaken if you take damage or if the original spell ends (by being discharged or dispelled, for example).
This spell is typically used by wizards to provide an ongoing benefit to another adventurer; for instance, an Immunity to Energy spell could be maintained throughout an extended trip to the plane of fire. NPC wizards typically charge large sums of money and magic items to cast this spell.
7th-level abjuration
Components: V, S, M (a bent willow wrapped with strands of gut) Casting Time: 1 action Duration: 8 hours Range: Touch Area of Effect: 1 creature Saving Throw: None
You weave a ward of protection about one willing creature. That creature gains the ability to use its reaction to turn one spell that allows a saving throw back at the spell’s caster.
The target of the reflected spell makes a saving throw against it. If the save is successful, the spell rebounds again, back to the original target. That creature then makes its own saving throw, and if successful, the spell rebounds again. The spell continues to rebound between the original caster and the original target until one or the other fails its saving throw; at that point, the spell takes full effect and stops rebounding. If this hasn’t happened by the time six saving throws have been made (three from each target), the spell dissipates harmlessly.
In the case of an area effect spell, only that portion of the spell that would affect the warded creature is volleyed; the rest of it goes off and affects other creatures in the original target area as normal. If several creatures in the area of effect are warded by this spell, the original caster could take the effect of the spell several times over!
7th-level abjuration
Classes: sorcerer, wizard
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (gold dust worth 500 gp)
Duration: Until dispelled
This spell functions as secure seal, but it can be cast even on an opening without a door or similar barrier, such as an archway, alleyway, corridor, or similar opening, preventing creatures from passing through the sealed location. If cast upon an actual door, gate, chest, or similar object, it increases the object’s damage threshold by 10, its break DC (if any) by 5, and increases its hit points by 5 per caster level. The warded object is always entitled to make saving throws as if it were you. A greater secure seal can be removed with dispel magic, but the caster level check to dispel gains disadvantage.
Like a secure seal, if the portal or opening guarded by this spell is destroyed or forced open, it explodes in a 20-foot-radius burst, dealing 15d6 force damage. Unlike a secure seal, this explosion does not end the spell, though it cannot explode again until 24 hours have passed.
7th-level transmutation
Casting Time: 1 minute
Range: touch
Components: V, S, M (a glass marble or piece of soap)
Duration: Concentration, up to two hours
When this spell is cast upon a vessel, the ship is surrounded by a protective bubble of constantly replenishing, breathable air and sinks beneath the waves. For the duration of this spell, the ship has magical propulsion that gives it a maximum speed of 2 miles per hour in travel, or 120 feet in combat with an acceleration of 30 feet. The ship’s pilot uses the normal sailing skill to control the ship while under this spell’s effects and can command it to dive and ascend as part of the vessel’s normal movement.
Despite the magical propulsion, the ship still requires its crew to perform its normal functions.
The spell protects the ship and all aboard from the dangers of drowning and pressure, but not from damage from outside obstacles or creatures.
The bubble cannot be used offensively and prevents an affected ship from rising into a space that won’t accommodate it (like a sea cave too small to contain it, or under another vessel). Creatures can enter or leave the bubble at will, but those outside the sphere cannot be forced inside against their will, the sphere proving substantial enough that such creatures may choose whether to enter it or to slip away along its sides. At the end of the spell’s duration the bubble pops causing a ship still underwater at that time to gain the sinking condition. This spell has no effect if cast upon a ship in water that cannot cover the vessel entirely.
Although largely beneficial, this spell can be cast on a ship whose pilot does not want to submerge her vessel, which allows the pilot to make a Charisma saving throw to avoid having the spell affect her ship.
7th-level conjuration
When you cast this spell, you designate up to nine creatures that you can see (which can include yourself) within range to receive the benefits from this spell. For the duration, an ancient but potent ballad plays and up to nine indestructible, spectral beings appear next to the creatures you designated, one for each.
These spectral beings represent the nine muses.
Each creature that is targeted by this spell receives a muse by their side. At any time during this spell’s duration, the creature can channel their muse and gain advantage on one roll.
Once a creature channels their muse, the muse disappears from their side.
7th-level evocation
Casting Time: 1 Action Range: Touch Components: V, S, M* (a gold piece equivalent to the object’s worth, which is consumed) Duration: 10 Minutes
An icy ball of magic forms above you, expanding into a 5-foot radius comet, which you then send at a point you can see within range. Upon impact on the ground or against something solid, the comet detonates in an icy explosion. Any creature that was within a 30-foot radius of the center of this comet must make a Dexterity saving throw.
A creature who was under the 5-foot radius comet who fails takes 12d8 cold damage, or half on a success. A creature who was not under the 10-foot radius comet but was within the 30-foot radius explosion takes 6d8 cold damage on a failure, and half on a success.
Any creature who takes damage this way has their movement speed halved until the end of their next turn.
At Higher Levels. When you cast this spell at 8th level or higher, the damage increases by 1d8 per spell slot.
7th-level illusion
Casting Time: 1 action
Range: Self (50-foot radius, 30-foot tall cylinder)
Components: V, S, M* (a conducting baton made of silver worht at least 1000 sp)
Duration: Concentration, up to 10 minutes
You conjure an illusory arena theater with a stage centered on you that appears below your feet, with audience seating on all four sides. The audience is filled with illusory, spiritual audience members. The theater is an illusion and its boundaries can be walked through. You determine what the theater looks like. This theater covers a circular area with a radius of 50 ft., and the illusion seems to overlay the area that it is created within.
While you are in this illusory theater, you can use your reaction to give another creature you can see that is within the theater’s area advantage or disadvantage on an attack or saving throw.
While you are in the theater’s area, you cannot be affected by any enchantment spells against your will.
7th-level necromancy
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Instantaneous
You beckon forth a surge of harmful, crippling dark energy that pulses from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 6d12 radiant or necrotic damage (your choice) and has disadvantage on attack rolls until the end of their next turn. A creature that succeeds on its saving throw takes half as much damage and does not have disadvantage.
At Higher Levels. When you cast this spell at 8th level or higher, the damage increases by 1d12 for each slot level above 7th.
7th-level enchantment
Casting Time: 1 action
Range: 60 ft.
Components: V
Duration: Instantaneous
You speak a word of power that causes a wave of drowsiness to wash over one creature you can see within range. If the target has 100 hit points or fewer, it immediately falls asleep and is unconscious. Otherwise, the spell has no effect on it. The creature remains unconscious until it takes damage.
A target is also unaffected if it is immune to being charmed.
7th-level conjuration
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Concentration, up to one minute Choose a target in range. That target must attempt a Wisdom saving throw. On a failed save the target is teleported to a planet in a solar system where the sun has died and the planet’s temperature is almost absolute zero.
The target takes 10d6 cold damage at the start of its turns and must attempt another Wisdom saving throw to end this spell and return to its original point in range, or the nearest point in range if its original position is unavailable.
The curse bestowed by this spell cannot be dispelled, but dispel good and evil or wish can remove this spell. A casting of remove curse allows the subject a second saving throw on the spell.
7th-level evocation (wizard)
Casting Time: 1 action Range: 30 feet Components: V Duration: 7 days
A non-celestial creature within range is bombarded with a fraction of energy stolen from some slumbering, deific source, immediately taking 40 radiant damage. This spell ignores resistances but does not ignore immunities. A creature killed by this spell does not decay and cannot become undead for the spell’s duration. Days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. This effect ends early if the corpse takes necrotic damage.
7th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a rod of amber, crystal, or glass)
Duration: 1 minute
You create a bolt of lightning that strikes a target you can see within range. The target must make a Dexterity saving throw. On a failure, the target takes 10d8 lightning damage, and the lightning persists (see below). If the saving throw succeeds, the target takes half as much damage and the lightning doesn’t persist. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If the lightning persists, each time the target moves, takes damage, or uses an action, a bonus action, or a reaction, it takes 2d8 lightning damage. In addition, once per round when the target takes lightning damage, a bolt of lightning arcs from the target to the closest creature within 30 feet. That secondary target must succeed on a Dexterity saving throw or take 2d8 lightning damage. The target and secondary targets have disadvantage on saving throws against this spell if they are wearing metal armor or made of metal.
7th-level enchantment
[Warlock, Wizard] Casting Time 10 minutes Range Special Components V, S, M (a caterpillar cocooned in spider silk) Duration 24 hours after target wakes
You may alter the dreams of a creature known to you the next time it sleeps, allowing you to manipulate its subconscious on a very deep level.
You cannot control the details of dream (e.g., the time of day, the location, the color of the sky, etc.), nor can you use to dream to deliver a specific message to the creature, but you can choose the overall tone of dream and how you appear within it. The creature can attempt a Wisdom saving throw during dream in order to mitigate the spell’s effects. If this saving throw succeeds, the details of dream become hazy upon waking, but some of the emotions linger.
Based on how you choose to appear within dream, you can affect the creature in different ways upon waking:
Infatuation: You dominate dream as the object of the creature’s desire, lust, or intense curiosity. For 24 hours after the creature wakes, it is considered charmed by you, and it has disadvantage on saving throws against any enchantment spells you cast. If the creature succeeds on its saving throw during dream, it isn’t charmed and doesn’t take disadvantage on saves, but it remains friendly toward you and you have advantage to Persuasion checks against it.
Terror: In dream, your image assumes an aspect of unspeakable malevolence and dread. For 24 hours after waking, the creature is overcome with terror at the sight of you. It must make a Wisdom saving throw versus your spell DC or fall unconscious from fright for 1d6 minutes. Even when the creature is conscious, it has the frightened condition in your presence and will attempt to get as far away from you as it can by any means available. If the creature succeeds on its Wisdom saving throw during dream, it is not terrified by the sight of you, but it senses something frightening about you that it can’t quite place, giving you advantage on Intimidation checks against it.
Inspire/Erode Confidence: In dream you appear as an idol or authority figure whom the creature deeply respects and seeks the approval of. This version of the spell may have positive or negative effects. If you so choose, you may use the authority figure to boost the creature’s confidence, granting it advantage on a skill or ability check of your choice for 24 hours after it wakes. Conversely, you may have the authority figure express deep disappointment and repulsion toward the creature, granting it disadvantage on a check instead. When you use this spell to inspire confidence, the creature need not make a Wisdom saving throw during dream.
At the GM’s discretion, you may be able to accomplish other effects with this spell, provided that they are no more powerful than those outlined above.
7th-level conjuration
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell.
Choose one or more of the following: celestials, elementals, fey, fiends, or undead.
If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
7th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (a small silver mirror)
Duration: 1 minute
While under the effects of this spell, attacks that deal you damage are mirrored back on your attacker. The spell does not prevent damage done to you but replicates the same wounds on those who inflict them.
Anyone who deals damage to you must make a Wisdom saving throw or suffer the same number of hit point or ability score loss they inflicted on you, as well as the damage type. The spell does not protect you for other effects, and if an effect that causes you damage has a secondary effect that does not, only the damage is replicated on the attacker. If you are reduced to 0 hit points by an attack, the attacker must succeed on a Constitution saving throw or immediately be reduced to 0 hit points as well.
7th-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You create four orbs of energy that float around you, like sentries guarding from attack. For each orb, choose one of the following types of spells; Conjuration, Enchantment, Evocation, Necromancy, or Transmutation.
Whenever you are the target of an appropriate spell type, the orb you have affiliated with that type automatically absorbs the spell, negating its effect. An orb that has contained a spell can no longer absorb further spells. You may choose to have such an orb explode, releasing a magical blast in a 20- foot radius centered on you. Creatures within this area must make a Dexterity saving throw, taking 1d6 force damage per spell level that the orb absorbed. While you are immune to this damage, you cannot use abilities that allow you to select allies or creatures to protect from this effect.
Remaining orbs simply vanish after the duration of the spell, taking any stored energy with them.
7th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Instantaneous
You cause a large spectral hammer and anvil to appear next to your target, which smash together with a tremendous clang. The target must make a Constitution saving throw. On a failed save, the target takes 10d8 thunder damage and is stunned for 1d4+1 rounds, or half as much damage and is not stunned on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 8th or higher, the damage increases by 1d8 for each slot level above 7th.
7th level conjuration
Casting Time 1 action
Range 60 feet
Components V, S, M (a clear or blue gemstone worth 50 gp)
Duration Up to 7 days
You call forth an aerial servant that appears in an unoccupied space within range. The servant disappears when it drops to 0 hit points or when the spell ends.
Once summoned, you may assign the servant one task. It can be sent forth to retrieve an object or creature, deliver a message, or perform some other service. Upon completion of the task, the spell ends. A conjured servant that is unable to complete its mission within the allotted time returns to the caster and attacks it in a mad fury.
7th level conjuration
Casting Time: 1 minute
Range: 90 ft.
Components: V, S
Duration: Concentration, up to 1 hour
This spell functions like conjure celestial except that it conjures a fiend instead of a celestial.
7th level transmutation
Casting Time: 1 action
Range: 30 ft.
Components: V, S
Duration: 6 uses
When you cast this spell, a section of wall within range up to 20 sq. ft. in area and up to 2 ft. thick is altered such that you and the wall are in opposite phases. Up to six times, you may pass through the wall as if it weren’t there. For others, the wall appears and acts as a solid wall. When you walk into the doorway, it appears to others as if you walk into the wall and disappear.
Ray of Exhaustion 7th level necromancy
Casting Time: 1 action
Range: 120 ft.
Components: S
Duration: Instantaneous
You send a ray of negative energy at a creature you can see within range. If you hit, the target must attempt a Constitution saving throw. If it fails the saving throw, the creature gains two levels of exhaustion. If it succeeds, it gains one level of exhaustion. The exhaustion can be removed normally through magic or rest.
Runes of Submission 7th level enchantment
Casting Time 10 minutes
Range touch
Components V, S, M
Duration Until dispelled
As you cast this spell, magic runes appear on a nonmagical collar, bracelet, or other wearable item of your choosing. At the end of the spell, you pronounce a command word. Thereafter, you can use the command word to open and close the item. If you close the item on a creature, it must succeed on Wisdom saving throw or be subject to your commands while it wears the item. A creature will not perform obviously suicidal commands. A creature that succeeds on its saving throw is immune to those runes of submission for 24 hours.
Screen 7th level illusion
Casting Time: 10 minutes
Range: 30 ft. cube
Components: V, S
Duration: 24 hours
This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area with a crystal ball or other magic automatically detect the image stated by you. Sight and sound are appropriate to the illusion created. Direct observation may allow an Intelligence saving throw, if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a saving throw, assuming that hidden beings take care to stay out of the way of those affected by the illusion.
At higher levels. If you cast this spell using a spell slot of 8th level or higher, you can increase the duration of the illusion. If you use an 8th level slot, it lasts for one year, and if you use a 9th level spell slot to cast this spell, it lasts until you dispel it.
Spell Siphon 7th level enchantment
Casting Time 1 action
Range 240 ft
Components V, S, M
Duration Concentration, up to 1 minute
Developed by the Grand Vizier of the City of Brass to fuel his arcane aspirations, this spell is a much sought-after incantation that is guarded jealously by its creator. If the target fails a Wisdom saving throw, you create a mental link with your target, draining it of your choice of up to 6 1st level, 3 2nd level, 2 3rd level, or 1 4th level spell slot and gaining that amount as bonus spell slots that you use to power your magic. You can store no more than 40 total spell slot levels.
The drain continues each round you maintain concentration while the host remains in range. If you choose to drain spell slots from a level that the target is out of, or never had, you gain no spell slots that round.
As a host is drained, the slots are wiped from its mind just as if they had been cast that day.
You cannot use the bonus slots to cast a spell of a level you couldn’t normally cast. Bonus spell slots remain until you complete a long rest or until expended.
Lead to Gold 7th-level (ritual) Transmutation
Casting Time: 1 action Range: Touch Components: V, S, M (a lump of lead weighing at least one pound, which the spell consumes) Duration: Instantaneous Classes: Wizard, Artificer
When Lead to Gold is cast on a lead object, a ripple of gold permeates the lead and envelops it whole, turning it into solid gold.
This transmutation comes at a cost however, when cast, roll a d20 and consult the table below. for every additional pound of lead transmuted, add a -1 penalty to the d20 rolled.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the roll made after the transmutation has a cumulative +2 modifier per level past 7th.
d20 | Effect |
---|---|
0 or less | The lead and the caster are turned into solid gold and are petrified. |
1 | The lead and casters arm turns into solid gold, rendering the arm useless, although it can be used as a spell focus and for somatic conponents. |
2-4 | The spell works as normal, however it is incredibly draining on the caster. The caster gains 3 levels of exhaustion. |
5-15 | The spell works as normal, however it is very draining on the caster. The caster gains 2 levels of exhaustion. |
16-20 | The spell works as normal, however it is draining on the caster. The caster gains 1 level of exhaustion. |
21+ | The lead turns into platinum instead of gold, re-roll this table (keeping any modifiers) to determine the effect but replace any mention of gold with platinum. |
7th-level necromancy
Upon casting this spell, you target a humanoid corpse within range. The corpse reanimates into a Revenant, which uses the statistics provided in the Monster Manual, with the following modifications:
The Revenant loses its Vengeful Glare attack.
Replace the Revenant's Vengeful Tracker feature with Duty Bound:
Duty Bound. The revenant knows the distance to and direction of any creature, object, or location in which it seeks to complete its task, even if the creature, object, or location and the revenant are on different planes of existence.
As part of the spell, you give the Revenant a specific task or duty to perform.
The Revenant is single-mindedly dedicated to completing this task and will pursue it relentlessly.
While the Revenant is still performing its task or duty, you are unable to regain the spell slot used to cast this spell.
The only ways to regain the spell slot are for the Revenant to finish its task or duty or for the Revenant to be banished using the Banishment spell or similar magic.
Once the Revenant completes its task or duty, or is banished, it collapses into a lifeless corpse, and you can regain the expended spell slot over a long rest.
If the Revenant is killed before completing its task, it reanimates 24 hours later to continue pursuing its goal, unless it is banished.
7th-level Illusion
Upon casting Tales of Legend, you create an illusory doppelganger whose sole goal is to improve your reputation and increase your fame.
The doppelganger has your appearance, mannerisms, and knowledge of your personal history and accomplishments.
It can interact with others, perform tasks, and participate in activities to enhance your renown.
The doppelganger cannot engage in combat and is intangible, immune to damage, and unaffected by spells or abilities.
Every 10 days at dawn, roll a d100 and consult the table below to determine the effectiveness of the doppelganger's efforts:
1-5 | No progress made, or negative rumors spread, harming your reputation. |
6-20 | Minimal progress made; a few people may have heard of your exploits. |
21-45 | Moderate progress made; the local community starts to recognize your name. |
46-70 | Significant progress made; you become well-known within the local area. |
71-85 | Impressive progress made; your fame starts to spread across the region. |
86-98 | Extraordinary progress made; your reputation becomes legendary, reaching far and wide. |
99-100 | Astounding progress made; your fame rapidly spreads, making you a household name. |
At the end of the spell's duration, the doppelganger vanishes.
The fame and reputation it helped you build will persist, but it will be up to you to maintain and build upon that status.
At Higher Levels: When you cast this spell using a 9th-level spell slot, the duration of the spell becomes permanent until dispelled, allowing the doppelganger to work on enhancing your reputation indefinitely.
Meek's Minute Mercenaries 7th-level Conjuration
Casting Time: 1 minute Range: 60 feet (300gp in coins or valuable trade good, which is consumed) Components: V, S, M Duration: 1 hour Classes: Wizard, Sorcerer, Warlock, Bard When casting Meek's Minute Mercenaries, you open a shimmering portal to an extraplanar mercenary company.
Through it steps a variety of skilled combatants of your choosing, ready to serve you — for a limited time.
The summoned mercenaries can belong to any creature type, and you can call forth any number of them, but their total Challenge Rating (CR) must not exceed 6. These entities are well-disciplined, following your commands to the letter.
Once an hour has elapsed, the mercenaries prepare to depart through the portal from whence they came.
However, they can be persuaded to stay for another hour if compensated with an additional fee amounting to half of the spell's gold cost. Failure to pay this sum will see them promptly return to their home plane.
For every mercenary that dies, the mercenary company will charge you 10gp per 1/8 CR of the mercenary.
Failure to pay this fee will result in the inability to cast this spell until the debt has been paid.
It should be noted that these mercenaries fight for the stipulated time and reward, not out of any sense of loyalty or altruism. They won't take actions that are obviously suicidal or well beyond the terms of their brief “contract” with the caster.
At Higher Levels: Every time this spell is cast using a spell slot higher than 7th, the gold cost for summoning the mercenaries doubles.
At the same time, the maximum sum of CR of the mercenaries you can summon increases by 2 for each slot level above 7th.
For example, casting Meek's Minute Mercenaries with a 8th-level slot would require 600gp (with the retaining fee increasing to 300gp), and the mercenaries' total CR could go up to 8.
7th-level conjuration
Casting Time: 1 Action Range: 60 feet Components: VSM (Animal stomach or insect abdomen) Duration: Instantaneous Classes: Druid You summon up to three bulbous bees that fly over three different points you can see within range and drop their honey-filled stomachs, popping them at each point you chose, splashing magical honey in a 5-foot radius sphere around that point. The bees and magical honey then disappear. Any creature within a 5 foot radius of the balloons' honey burst regains 5d8 + your spellcasting ability modifer hit points. A creature may be affected by more than one honey burst.
At Higher Levels. When you cast this spell using a spell slot of 9th level, a fourth bulbous bee delivers a honey burst to a point you can see within range.
Flower Field 7th-level transmutation
Casting Time: 1 action Range: Touch Components: VSM (a lotus flower) Duration: 1 round Classes: Bard, Druid You imbue a creature you touch with a transmutative effect which changes the very ground they walk on. For the duration, the target transmutes a 15-foot square of ground, centered on where they touch the ground, into flowery terrain- soft dirt that rapidly sprouts a thick layer of flowers. Ground transmuted into flowery terrain stays transmuted until the spell ends. Flowery terrain has the following properties:
The movement speed of an allied creature who begins their turn on flowery terrain (including the target creature) increases by 10 feet until the end of their turn. Difficult terrain becomes normal terrain. Any creature that begins its turn on or up to 30 feet above flowery terrain may not move upward until the end of their next turn. At the beginning of your next turn, the flowery terrain violently withers, spouting insects which attack anything around. All creatures who are on or up to 30 feet above flowery terrain must make a Constituion saving throw, taking 8d4 piercing damage + 20 necrotic damage on a failure, or half as much damage on a success. The initial target creature has advantage on this saving throw.
After the flowery terrain withers, all affected terrain is transmuted back into normal terrain of the material it was previously.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the piercing damage increases by 1d4 for each level above 7th.
7th-level evocation
Classes: Wizard, Bard Casting Time: 1 Action Range: 60 feet Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) Duration: 1 minute Replaces: Mordenkainen's Sword You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command:
Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.
7th-level evocation
Classes: Bard, Warlock, Wizard Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour Replaces: Forcecage An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart, and provides half cover.
A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.
The cage has an AC of 10 + the spell's level (17), and has 20 hit points per spell level (140).
This spell can't be dispelled by dispel magic.
7th-level necromancy
Classes: Sorcerer, Warlock, Wizard Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Replaces: Finger of Death You send a blast of negative energy at a creature you can see within range. Make a spell attack roll, dealing 8d10+30 necrotic damage on a hit, or half as much on a miss. If the target is a humanoid and dies within 1 minute of being damaged by this spell, they rise at the start of your next turn as a zombie that is permanently under your control.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each level above 7th.
7th-level abjuration
Classes: Bard, Cleric, Wizard Casting Time: 10 minutes Range: Touch Components: V, S, M (500 gp worth of gem dust, dependent on effect, which the spell consumes) Duration: Until dispelled Replaces: Symbol When you cast this spell, you mark a surface with a complicated arcane inscription, occupying a 5-foot diameter circle. If the glyph is broken or the surface is destroyed, the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. A creature has advantage on this check if they are able to perceive magical effects, such as by casting detect magic. The glyph activates when a creature steps on or over it. You can specify conditions, limiting the glyph to only activate for certain creatures or creature types. You can also exempt certain creatures, or designate a password a creature can speak as a reaction to prevent the glyph from affecting it.
When you create the glyph, choose one of the options below, expending its material component. When the glyph triggers, it flares with colored light until destroyed. The effect immediately occurs, targeting every non-exempt creature within 60 feet.
Weakness (Amethyst). Each target must make a Strength saving throw. On a failure, they suffer crippling weakness for 1 hour. Their speed drops to 15 feet, and all their weapon attacks deal damage as if they rolled the minimum result.
Binding (Topaz). Each target must make a Dexterity saving throw. On a failure, they are restrained by magical lines of force for 1 hour.
Death (Black Sapphire). Each target must make a Constitution saving throw, dropping to 0 hit points on a failure or suffering 10d8 necrotic damage on a success.
Bafflement (Citrine). Each target must make an Intelligence saving throw. On a failed save, it loses its ability to understand the world for 1 hour. It cannot cast spells, and has disadvantage on all ability checks and attack rolls.
Rage (Garnet). Each target must make a Wisdom saving throw. On a failed save, it becomes hostile to all other creatures and attacks the nearest target. It can repeat the save at the end of each of its turns.
Stupor (Emerald). Each target must make a Charisma saving throw, or enter a dazed state, their mind disconnected from their body. A creature takes no actions, and their speed is reduced by half. They recover after 1 hour or when they take any damage.
7th-level evocation
Classes: Cleric, Druid, Sorcerer Casting Time: 1 action Range: Self (120 feet) Components: V, S Duration: Concentration, up to 1 minute Replaces: Fire Storm You create a whirling storm of fire in the air, calling down destruction upon your enemies. The firestorm appears at a height of your choice between 20 and 300 feet above you, centered above your current location. When you cast the spell, and as a bonus action on subsequent turns, you can call down a 5-foot radius column of fire on five locations you can see within 120 feet. Creatures within the fire must make a Dexterity saving throw, taking 8d6 fire damage on a failure or half as much on a success. A creature can't be hit more than once in the same turn. The fire ignites flammable objects that aren't being worn or carried.
7th-level transmutation
Classes: Bard, Cleric, Druid Casting Time: 1 action Range: Touch Components: V, S, M (a lizard's tail) Duration: 10 minutes Replaces: Regenerate You touch a creature and imbue it with miraculous life, causing its flesh to knit back together and repair itself. For the duration of the spell, the target gains 10 hit points at the start of each of its turns. If you reach your maximum hit points while affected by this spell, then scars are healed, missing limbs or digits regrow, and permanent wounds are removed.
The spell ends early if the target takes a single instance of fire or acid damage equal or greater to 2 x your level.
7th-level evocation
Classes: Sorcerer, Wizard Casting Time: 1 action Range: Self (60-foot cone) Components: V, S Duration: Instantaneous Replaces: Prismatic Spray You send a shimmering wave of force outward, striking each creature within a 60-foot cone with a random blast of magic. Roll 1d8 on the table below for each target struck by the blast. That creature must make a Dexterity saving throw, suffering the effects below on a failure or half the initial damage and no additional effects on a success.
Acid. The target takes 12d4 acid damage and another 12d4 acid damage at the end of their next turn. Cold. The target takes 9d8 cold damage and is restrained until the end of their next turn. Fire. The target takes 14d6 fire damage. Lightning. The target takes 6d12 lightning damage, and until the end of their next turn, cannot take reactions and has disadvantage on Dexterity saving throws. Poison. The target takes 6d12 poison damage and is poisoned until the end of their next turn. Psychic. The target takes 9d8 psychic damage and is stunned until the end of their next turn. Thunder. The target takes 9d8 thunder damage, is knocked backwards 30 feet, and falls prone. Multiple. The target is struck by multiple blasts. Roll twice more, rerolling any 8's.
7th-level necromancy
Classes: Wizard Casting Time: 1 minute Range: Self Components: V, S, M (a tiny ornate container worth at least 500 gp) Duration: Until dispelled Replaces: Magic Jar Your body falls unconscious as your soul enters the spell's material component. You perceive from the component using your senses, but can't move or use reactions. You can only use your action to project your soul up to 100 feet, either to return to your living body (ending the spell) or to try to possess a humanoid's body that you can see. Creatures warded by a protection from evil and good or magic circle spell can't be possessed.
The target must make a Charisma saving throw. On a failure, its soul is trapped in the component, and you take control of its body. You use its physical statistics and features, but retain your alignment and mental ability scores, and your DM determines which mental features you may use. You can use your action to return to the component if it is within 100 feet, returning the target creature's soul to its body. If the target succeeds at its Charisma saving throw, you can't attempt to possess it again for 24 hours.
The possessed creature can perceive from the component using its senses and can repeat its saving throw as an action after every hour. It can take no other actions. On a success, the target returns to its body and you return to the component if it is within 100 feet; otherwise, you die.
If the target's body dies while you possess it, the creature dies, and you must make a Charisma saving throw against your spellcasting DC. On a success, you return to the component if it is within 100 feet; otherwise, you die.
If the spell ends or the container is destroyed, each affected soul attempts to return to its body if it is alive and within 100 feet; otherwise, it dies.
Nothing other than the wish spell can prevent these soul-deaths.
When the spell ends, the container is destroyed.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the possessed creature can repeat its saving throw once per day. When you cast this spell using a spell slot of 9th level, the possessed creature can repeat its saving throw once per year.
7th level necromancy
Casting Time: 1 action Range: 30 feet Components: V, S, M (a chicken’s heart, crushed when casting the spell) Duration: Instantaneous
You wrap a spectral hand around the heart of a giant-sized target or smaller within range and squeeze. The target must make a Constitution saving throw, and then roll a d12 and consult the following table. If they pass their saving throw they may add 3 to the roll.
D12 | Spell Effect |
---|---|
1 | Heart explodes causing instant death. |
2-4 | Heart collapses reducing target to 0 HP. |
5-10 | Heart attack. Target is paralyzed for 1d4 rounds, taking 4d6 damage each round. |
11-12+ | Target suffers excruciating heart tremors doing 4d6 damage. |
At Higher Levels. When you cast this spell using a 8th level spell slot or higher you can target one additional creature per spell slot expended.
Azuth’s Spell Shield 7th-level abjuration Casting Time: 1 action Components: V, S Range: Self Duration: 1 round You are completely immune to all magical spells and effects until the start of your next turn. Any magical effect already on you is suppressed for one round, but its duration is not increased.
Brilliant Blade 7th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S
Duration: Concentration, up to 10 minutes When you cast this spell, one weapon of your choice or up to twenty pieces of ammunition within range glow with radiant energy. An affected weapon sheds dim light in a 10-foot radius, deals radiant damage instead of its normal damage type, and ignores nonliving 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.
Changestaff 7th-level transmutation Casting Time: 1 action Components: V, S, M (a staff, see the description) Range: Touch Duration: Concentration, up to 1 minute You transform a specially prepared staff into a creature thatis identical to a treant, exceptit cannot speak or animate trees. The creature is friendly to you and follows your commands to the best of its abilities. If you do not issue commands, it takes no action on its turn other than to defend itself.It acts onyourinitiative,beginningitsturnassoonasyours ends. If it is reduced to 0 hit points, it reverts to a staff andshatters.You canonlyhaveone changestaff spell active at a time, and you must wait 24 hours before casting it again. The staff used for this spell must be prepared over the course of a lunar month. Each night you carve intricate runes into it while muttering eldritch invocations. At the end of the cycle, the staff is ready for use.
7th-level conjuration (ritual)
Casting Time: 1 minute Components: V, S, M (a fire source the size of a torch, some yew wood, and a ruby worth 500gp which is consumed by the spell) Range: Touch Duration: 12 hours
You summon a large chariot and two horses made of flame. You and up to seven Medium sized creatures can fit into the chariot. Anyone other than yourself and your designated passengers takes 2d4 fire damage per round if it enters the chariot. The horses only respond to your spoken commands. The chariot and horses each have AC 20 and 40 hp and are immune to fire damage and vulnerable to cold damage. When pulled by the fiery horses, the chariot has a flying speed of 60 feet. The chariot and the horses can be banished back to their home plane of fire by you at any time.
7th-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 a young remorhaz. It appears in an unoccupied space that you can see within range. The celestial functions in all ways as a remorhaz. The remorhaz disappears when it drops to 0 hit points, or the spell ends. The remorhaz is friendly to you and your allies for the duration. The remorhaz 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 remorhaz any commands, it defends itself, but takes no other actions.
7th-level necromancy (ritual)
Casting Time: 10 minutes Range: 10 feet Components: S, M (the corpse of a blackbird and one black onyx stone worth 250 gp) Duration: Concentration, up to 24 hours
You raise one corpse of a Medium or Small humanoid as a revenant under your temporary influence. (The DM has game statistics for revenants).
Once raised, the revenant is friendly to you and your companions for the duration. It obeys any verbal commands that you issue to it. The revenant is under your control for 24 hours, after which time it stops obeying any command you have given it.
When you cast this spell, you must choose one unfriendly creature within 1 mile of you on which you wish to seek revenge, and against whom the revenant also swears vengeance (though only for the duration).If you do not choose a target for vengeance, the revenant ceases to be under your control.
If you don't issue any commands to the revenant, it attacks the subject of its sworn vengeance, moving toward that creature if it can, and defends itself from hostile creatures. If you cast this spell while you already have a revenant under your control from a prior casting of this spell, the previous spell ends and the existing revenant leaves your service as described above.
The revenant will not seek revenge against you for animating it with this spell. Once this spell ends, however, if you wronged it during its life, or if you stirred its vengeance against you by any of the deeds you committed or forced it to commit during its service to you, it may make you a target for its vengeance.
If the revenant has vengeance in its heart towards another creature, it will seek revenge against it once your control ends. If the revenant does not burn with the need for vengeance, it becomes a dead corpse once more.
Once a corpse has been the subject of this spell, it cannot be transformed into a revenant again by this spell for 100 years.
Creeping Doom 7th-level conjuration Casting Time: 1 action Components: V, S Range: 100 feet Duration: Concentration, up to 1 minute You summon seven swarms of poisonous snakes. These swarms have maximum hit points and increase their bite damage to 4d6 piercing. While you remain within 100 feet of the swarms, they will follow your commands. You may summon the swarms in the same space as a creature, and the swarms will immediately attack. The swarms will not move unless you command them to move, but will attack creatures in their vicinity without prompting.
Death Dragon 7th-level necromancy
Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 hour
When you cast this spell, spectral black scales appear and form a protective coat all over your body. Attack rolls made against you are made at disadvantage for the duration.
In addition, spectral claws sprout from your fingers, allowing you to use your spellcasting ability instead of Strength for the attack and damage rolls of your unarmed strikes, and to roll a d6 in place of the normal damage for your unarmed strikes.
Finally, as an action on each of your turns, you can either project a 30-foot cone of fear, or cast inflict wounds as a 3rd-level spell without using a spell slot. The cone of fear has the same effect as the fear spell.
Elemental Body 7th-level transmutation CastingTime:1action Range: Self Components: V, S, M (a bit of the chosen element from a plane other than where the spell is cast) Duration: Concentration up to 4 hours
When you cast this spell, it transforms your body and all the gear you are carrying into a new form, composed of your choice of one of the following elements: air, earth, fire, or water. You retain your previous size and statistics, except as noted below, but until the spell ends, your creature type becomes elemental, and you gain the following benefits: □ You are attuned to the environments where this element completely surrounds you, breathing and existing in such places comfortably. □ You are immune to poison, sleep, paralysis, and stunning. □ You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
In addition, you gain the following special abilities depending on the elemental type you chose: Air. You can fly at your normal speed. Creatures have disadvantage on their attack rolls against you while they are flying or hovering. Earth. You gain a +1 bonus to hit and damage against foes that are touching the ground. You gain advantage on any ability check you make to shove a creature. Your Armor Class cannot be lower than 13 + your Dexterity modifier, no matter what armor you are wearing. Fire. You are immune to fire. Any creature that grapples you, or is within 5 feet of you when it hits you with an attack roll, takes 1d6 fire damage. When you hit with an unarmed strike, you inflict an extra 1d6 fire damage.
Water: You can swim at your normal speed. You gain a +1 bonus to attack and damage rolls if you and your opponent are both touching water. You can use your action to put any nonmagical fire within 5 feet of you, or to put out any magical fire within 5 feet of you as if casting dispel magic as a 7th-level spell.
Glasya’s Stride 7th-level transmutation Casting Time: 1 action Range: 5 feet Components: V, S Duration: Instantaneous You summon the strength and horrific majesty of a terrifying princess of the Nine Hells to wreak havoc upon your enemies. As part of the action used to cast this spell, you can move up to 30 feet. For each 5 feet you move, you can choose one creature within 5 feet that you haven’t attacked as a part of this spell, and make a melee spell attack against that creature. On a hit, the target takes 8d6 necrotic damage, and you push it 5 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of feet you move as part of this spell is increased by 10 feet for each slot level above 7th.
Hiss ofSleep 7th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute As you softly speak the words that finish this spell, a soft droning sound sweeps out from you. Choose up to six creatures in range. Each chosen creature must make a Wisdom saving throw or fall unconscious. A creature rendered unconscious by this spell does not awaken until the spell ends, it takes damage, or someone uses an action to shake or slap it awake. HolyStar 7th-level abjuration Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 1 minute As you finish casting this spell, a glowing mote of energy rises and hovers over your shoulder, and it sheds dim light in a 20-foot radius. The first time during the duration that a spell either forces you to make a saving throw or targets you with a spell attack, roll 1d4+5. If the number rolled equals or exceeds the level of the spell, that spell fails to affect you, and is turned back upon the caster. If that spell required a saving throw, its caster is now the one that must make the saving throw; if it was targeting you with a spell attack, the caster is now the target of that spell attack. For the spell’s duration, each additional time a spell forces you to make a saving throw or targets you with a spell attack, you roll 1d4+5 again for the same protective effect. However, whenever you make the roll, you subtract the total number of spell levels from which this spell has protected you against during its duration from the total. If the total still equals or exceeds the level of the spell, it is turned back on the caster as described above. If it does not, the only protection you gain is either advantage on your saving throw against that spell or the spell attack has disadvantage against you (whichever is appropriate), and the spell ends at the beginning of your next turn. This spell only protects you. Other targets caught in a spell's area are affected normally. The holy star has two other effects. It grants a +4 bonus to your Armor Class for the spell’s duration. Also, as a bonus action on each of your turns, you can launch a fire bolt (as the cantrip) from the star at a target you can see within 120 feet. The fire bolt uses your spell attack bonus, and deals 3d10 fire damage on a hit.
Holy Word 7th-level evocation Casting Time: 1 action Components: V Range: 50 feet Duration: Instantaneous You speak a word that holds holy power from one of the Outer Planes, power which corresponds strongly to certain ethical or moral alignments and inflicts extra damage against certain types of creatures. When you cast this spell, choose one of these four planes: □ Elysium (Good): Aberrations, dragons (chromatic only), elementals, fiends, or undead. □ Hades (Evil): Beasts, celestials, dragons (metallic only), humanoids, or plants. □ Limbo (Chaos): Constructs, celestials (angels only), dragons, fiends (devils only), or giants. □ Mechanus (Law): Aberrations, fiends (demons only), fey, monstrosities, oozes, or undead. Creatures within 50 feet of you that are of the types listed for the chosen plane must make a Wisdom saving throw. On a failed save, a creature is frightened for 1 minute or, if it is immune to being frightened, it suffers disadvantage on attack rolls against you for 1 minute instead. In addition, if a creature that failed its saving throw is not on its native plane, it is banished there, and cannot return for 1 hour. On a successful save, a creature isn't affected by this spell. Your alignment (if you have one) may limit your choice of planar energues 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.
Ice Claw 7th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (white leather glove and a piece of clear rock crystal) Duration: Concentration, up to 1 minute When you cast this spell, a large reptilian-like claw surrounded by a cold chill appears in an unoccupied spot of your choice within range. On the turn you cast this spell, and on each of your turns for the spell’s duration, you can use a bonus action to direct the claw to move up to 30 feet and make one grapple attack against a creature. The claw’s bonus for the grapple check is equal to 7 + your spellcasting ability modifier. A grappled creature is also restrained, and takes 2d6 cold damage at the start of each of its turns. The claw can be attacked. It has an AC of 20, and a number of hit points equal to your normal hit point maximum. In addition, the claw makes saving throws using your bonuses, but has immunity to cold damage, and vulnerability to fire. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the claw’s grapple bonus and Armor Class both increase by 1, and the amount of cold damage increases by 1d6 for each slot level above 7th.
InevitabilityoftheGrave 7th-level necromancy Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You recite a deadly cursing dirge, predicting impending doom for a creature you can see within range. You place this curse upon the chosen creature, and until the spell ends, the target has disadvantage on Wisdom checks, and your attacks deal an extra 1d8 psychic damage against it. Also, whenever the target misses you with an attack roll during its turn, it takes 1d8 psychic damage. If the target drops to 0 hit points before this spell
ends, you can use a bonus action on your next turn to place the curse upon a new creature. When you move the curse in this way, the newly cursed creature takes 4d10 psychic damage and is frightened until the end of its next turn if it saw the previous target drop to 0 hit points.
Instill Vulnerability 7th-level necromancy CastingTime:1action Range: 30 feet Components: V, S Duration: 24hours You select a target within range. The creature must make a Constitution saving throw. On a failed save, the creature is vulnerable to the energy type you select (acid, cold, fire, lightning, or thunder) for the duration of the spell. If the saving throw is successful, the spell ends. If a creature is immune to the selected damage type, but fails its saving throw, it is affected, and it is no longer immune to that damage type. Instead, it has resistance to the damage type for the duration of the spell.
Ironguard 7th-level abjuration CastingTime:1action Range: Touch Components: V, S, M (a tiny shield of wood, glass, or crystal) Duration: Concentration, up to 1 minute This spell functions like lesser ironguard, except the person touched is immune to both nonmagical and magically imbued metals.
KissoftheVampire 7th-level necromancy CastingTime:1action Range: Self Components: V, S, M (a black onyx worth at least 50 gp that is carved to resemble the face of a vampire) Duration: Concentration, up to 1 minute You temporarily transform into the likeness of a vampire. While transformed, you gain resistance to necrotic damage, and to bludgeoning, piercing, and slashing damage from nonmagical weapons. In addition, you have the following abilities for the spell’s duration: □ You can cast the charm person, gaseous form, or vampiric touch spells without using a spell slot. When you cast gaseous form in this way, you can only target yourself. □ You gain a climbing speed equal to your walking speed □ You regenerate 10 hit points at the start of each of your turns. In addition, while under the effects of this spell, you have hypersensitivity to sunlight, taking 20 radiant damage when you start your turn in direct sunlight.
MarkoftheUnfaithful 7th-level enchantment (ritual) CastingTime:1action Range: Special Components: V, S, M (a book or scroll inscribed with the target’s name and especially consecrated for this purpose, detailing the crimes (real or imagined) for which the subject is being condemned) Duration: Permanent You permanently place a mark upon a character or creature that identifies it as an enemy of your faith. The chosen creature suffers the following effects: □ Any member of your faith feels innately hostile towards the chosen creature, giving it disadvantage on Charisma (Deception, Performance, or Persuasion) checks against members of your faith. This hostility might not induce the viewer to attack, but the creature will instinctively distrust or disbelieve anything the marked one says. □ Members of your faith have advantage on Wisdom checks against the chosen creature. □ The marked creature cannot benefit from any of your faith’s services, such as spellcasting provided by a temple of your faith, or naming, marrying, or burial services. You can place the mark of the unfaithful upon any creature, even if it is on a different plane. You cannot cast this spell on someone who is already dead. Clerics, druids, paladins, and rangers of your faith automatically detect this effect simply by looking at the subject. The effect is permanent until lifted, either by you or another member of your faith of high enough level to cast this spell. This spell is unaffected by dispel magic or counterspell, though it can be copied or undone using a wish.
Master Earth 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous You travel instantaneously through the earth to any destination you choose on the same world. If you do not choose an exact location, the spell brings you to a point near where you envision.
Radiant Assault 7th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Instantaneous You cause a blast of radiant energy in a 20-foot radius centered on a point within range. Any creature caught in the blast takes 12d6 radiant damage, or half as much on a successful Dexterity saving throw. In addition, a creature caught in the blast must make a Constitution saving throw or be stunned until the end of its next turn. Blinded or sightless creatures are not affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the amount of radiant damage increases by 1d6 for each slot level above 7th.
Simbul’s Spell Sequencer 7th-level enchantment Casting Time: 1 action Components: V, M (pieces of amber worth a total of 5,000 gp, which are consumed in the casting of this spell) Range: Self Duration: 1 year You use several pieces of ancient amber to create a matrix that contains spells you cast, frozen in time until you need them. While casting this spell you cast up to three spells of 1st through 3rd level, and you choose a command word. When the command word is spoken, all three spells take effect immediately, in the order they were cast, as if you had just cast all three of them in the same turn, and the spell ends. You make all decisions for this spell (targets, area, etc.) you would normally make as the caster. You may only have one Simbul’s spell sequencer active ata time. Only spells with a casting time of 1 action or 1 bonus action can be cast into your spell sequencer. When you create the sequencer, you reduce your maximum Hit Dice by a number equal to the total combined levels of the spell slots used to cast the spells you place in it. Your maximum number of Hit Dice does not return to normal until the spell ends. If the duration expires and you did not speak the command word, the spells are lost.
7th-level transmutation
This spell functions like stone shape, but you may shape a stone object of Huge size or smaller. The stone object you touch can be up to 15 feet in any dimension. You can also mold intricate detail into your creation, such as a stone set of double doors carved with intricate designs and up to four hinges.
7th-level transmutation
You cast this spell on three small stone pebbles in range, no two of which can be more than 30 feet apart. The pebbles grow and turn into constructs that look like stone spiders. The constructs can grow up to huge in size. However, all the constructs must be the same size. The constructs you create with this spell are friendly to you and your 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. Each stone spider has the same statistics as a giant spider, with the following exceptions.
7th-level conjuration
A furious storm erupts in a 40-foot radius, 100-foothigh cylinder centered on a point you choose within range. When you cast this spell, and again at the beginning of each of your turns until the spell ends, the storm produces one of the following effects, starting with the first, and then progressing down the list.
1st turn. The storm buffets the area with a raging windstorm. No creature within the area can make ranged attacks or be the target of a ranged attack. A Small or smaller creature caught in the storm’s area must make a Strength saving throw. On a failed save, the creature is swept up, thrown 2d6 × 10 feet in a random direction, and takes 1d6 bludgeoning damage per ten feet thrown. A Medium creature must succeed on a Strength saving throw or be knocked prone. A Large or larger creature must succeed on a Strength saving throw or its speed drops to 0. A Large flying creature that fails its saving throw is blown 1d6 × 5 feet in a random direction, Medium flying creatures are blown 1d6 × 10 feet, and Small flying creatures are blown 2d6 × 10 feet away. For the spell's duration, any creature must make a Constitution saving throw the first time it tries to cast a spell inside the area. If it fails, it cannot cast spells within the area until the spell ends. A creature that failed its saving throw can make another Constitution saving throw at the beginning of each of its turns. If it succeeds, it can cast spells normally again.
2nd turn. Rocks fall from the sky, pummelling creatures caught in the storm’s area. Each creature caught in the area takes 5d6 bludgeoning damage no save).
3rd turn. Heavy rain pours into the area, automatically extinguishing unprotected flames, and extinguishing protected flames 50% of the time. Visibility within the area is reduced to 5 feet, and the entire area of the spell becomes difficult terrain.
4th turn. Gouts of flame rain down from the sky into the storm’s area. Any creature caught within the area must make a Dexterity saving throw. On a failed save, a creature takes 14d6 fire damage, or half as much if successful.
7th-level enchantment
A creature you touch loses its ability to sleep restfully for the duration of the spell. Instead of peaceful fantasies, the subject’s dreams are filled with a discordant orchestra. Starting when the subject next finishes a long rest, it has disadvantage on Wisdom checks and Wisdom saving throws for the duration of the spell.
In addition, until the spell ends, whenever the subject finishes a long rest, it must roll a Wisdom saving throw. If it fails, it does not gain the benefits of that long rest.
The subject is immune to the dream spell while under the influence of this spell. This spell can be ended by a remove curse or greater restoration spell cast using a 7th-level or higher spell slot, in addition to being dispelled normally.
7th-level transmutation
When you cast another one of your spells, you can cast this spell in tandem as a reaction (this is an exception to the normal rule about casting more than one spell in the same turn). The spell you cast is channelled by synostodweomer into healing energy. Until the end of your next turn, you can use a bonus action to touch a creature and heal its wounds by 1d8 hit points for every spell slot level of the triggering spell.
For example, you could cast this spell in tandem with the mind blank spell using an 8th-level spell slot, and then heal a creature you touch for 8d8 hit points.
7th-level conjuration
Casting Time: 1 action Range: 20 feet Components: V, S Duration: Concentration, up to 1 hour When casting this spell, choose up to seven creatures within range (one of whom may be you). For the duration, each creature regains 1 hit point at the beginning of each of its turns. This spell does not regenerate lost limbs, or heal damage from thirst, starvation, or suffocation. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of hit points a creature regains increases by 1 for each slot level above 7th.
Vipergout 7th-level conjuration Casting Time: 1 bonus action Range: Self Components: V, S, M (a snakeskin, which you swallow during the casting of the spell) Duration: Concentration, up to 1 minute You summon vipers which leap forth from your mouth to attack your enemies. Choose three unoccupied spaces that you can see within 30 feet. Three giant poisonous snakes under your control leap from your mouth to land in each space. Until the spell ends, on each of your turns, you can summon up to three more giant poisonous snakes from your mouth as a bonus action. Giant poisonous snakes created by this spell are considered fiends. They are immune to fire damage and poison damage, and they can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. The snakes are friendly to you and your companions. They act on your initiative,immediately after your turn ends, but 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. Each snake vanishes when it drops to 0 hit points or when the spell ends, leaving only an empty snakeskin. The spell ends early once you have summoned a total of 24 snakes or if you choose to stop concentrating on it. Until the spell ends, you cannot speak, cast spells with verbal components, or activate items that require speech.
7th-level evocation
When this spell is cast, a 20-foot radius sphere of swirling air appears at a point you select within range. A creature caught in the area must make a Dexterity saving throw or take 2d6 bludgeoning damage from the battering winds. A creature that starts its turn in the area must also make the same saving throw.
Thereafter, the spellcaster can call bolts of lightning from the vortex during each of their turns, effectively casting a 6th-level chain lightning spell emanating from a space within the vortex as an action without using a spell slot. The lightning bolt streaks out toward a target you choose within range.
This lightning bolt functions exactly like the chain lightning spell, can target any creature or object within 300 feet of the vortex. The primary target takes 10d8 lightning damage. Four bolts then leap out toward up to four secondary targets. Each additional target must be within 30 feet of the first target. Each targeted creature can make a Dexterity saving throw for half the lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bludgeoning damage from the winds increases by 1d6, and one additional bolt leaps from the first target for each slot level above 7th.
Apathy 7th-level enchantment Casting Time: 1 action Range: 300 feet Components: V, S, M (a small white stone) Duration: 1 hour Through this enchantment, the caster begins to radiate a vast aura of listlessness and indifference, effecting every intelligent creature (excluding allies) within range. Anyone in the area of effect immediately suffers a level of exhaustion, and for every 20 minutes thereafter, suffers one additional level of exhaustion until the spell ends or they move outside of the spell’s influence.
The first level of exhaustion causes the victim to have a
disadvantage on skill checks, the second level halves their movement speed, and the third gives them a disadvantage on saving throws and attacks.
Once a creature is no longer under the influence of this spell,
the exhaustion abates at a rate of one level per minute.
Divine Presence 7th-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S, F Duration: 1 minute This spell causes the caster to radiate the very essence of their deity, inspiring incredible awe in all those who are nearby. Any creature that fails a Wisdom saving throw immediately falls to the ground and prostrates themselves before the caster, believing that they bow before a divine presence. Any flying creatures that are incapable of hovering must land immediately in order to prostrate themselves. Those effected are considered to be incapacitated for the duration of the spell. Each round, effected creature may use an action to attempt a new saving throw to end the effect. Any creature that succeeds on their saving throw is at a disadvantage to all actions for the duration of the spell.
7th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute
When cast on a creature, they immediately attract any loose rocks nearby at high velocity. They must make a successful Dexterity saving throw each turn or suffer 6d6 bludgeoning damage. Making their save means taking only half damage. If they take maximum damage during any turn, they are stunned for the next turn. The barrage of stones ends after one minute.
7th-level conjuration Casting Time: 10 minutes Range: 500 feet Components: V, S, M (a sphere of glass filled with Ethereal Vapor) Duration: Instantaneous
When cast, this spell connects with another plane of existence and summons a portion of it to the prime material plane. This can be from any plane of which the caster has knowledge, though they have no control over what comes through. The fragment of plane is a 100 foot diameter sphere, and includes everything that was in that area at the time of the summoning. Once the fragment has appeared, it immediately begins to interact normally with the physics of its surroundings. For example, a fragment from the elemental plane of water would appear for an instant as a sphere, but would immediately cause a deluge as one might expect. Everything summoned in this way remains permanently on the prime, and the specific repercussions of this incursion will depend on the plane from which it was drawn.
There is a 20% chance that 1d4 creatures that are native to that plane will come through as well, and they are not likely to be in a good mood.
Ethereal Vapor. This exotic vapor must be collected from the Ethereal plane, and must remain isolated from the surrounding environment. To harvest the vapor, a caster must take a glass container into the ether to fill and seal it. The going market price for a vial of ethereal vapor is 5000 gold pieces due to the extreme difficulty in gathering it.
7th-level evocation
This spell causes a wall to rise from an unoccupied area of ground, made of the substance from which it was drawn. For example, in the forest it might be made of dirt. In a dungeon, the wall might be made of stone. Near large enough body of water, the caster might even raise up a wall of water. The wall can be up to 5 feet wide, 10 feet high, and 50 feet long, and the caster can choose its specific shape each time it is created. Unlike similar spells, the wall created by this one is movable.
On each of his turns, the caster can move the wall, or even recreate it, anywhere within range. The wall can move at the same rate as the caster, always staying within 120 feet, whereas recreating the wall in another spot collapses the old. This means that the caster can move and have the wall follow him to provide cover, or have it keep rising from the ground near him. The wall can only be created in empty spaces with range, and must be of the same material from which it was originally drawn. For example, the caster couldn’t make a stone wall in a building, step outside and make a dirt one, though he could have the stone one follow him outside.
The wall can sustain up to 75 hit points of damage before it is destroyed, ending the spell. However, if the wall is not completely destroyed, it can be recreated at full hit points while the spell lasts.
At Higher Levels. When this spell is cast using a spell slot of 8th level or higher, the wall’s hit points increase by 25 every slot level above 7th.