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Wild Cunning (Ritual) [1/2]

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:

• If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.

• If there is edible forage within range, you know it and where to find it.

• If there is clean drinking water within range, you know it and where to find it.

• If there is suitable shelter for you and your companions within range, you know it and where to find it.

Druid 1st level Transmutation

Read Object (Ritual) [2/2]

  • casting time 10 minutes
  • range Touch (1 object)

  • components V, S
  • duration Concentration, up to 1 hour

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, if the object has been handled by multiple creatures within the last week, you get the same information about each creature who handled it during that time the same way you would normally receive about the last creature who handled it.

Wizard 6th level Divination

Read Object (Ritual) [1/2]

  • casting time 10 minutes
  • range Touch (1 object)

  • components V, S
  • duration Concentration, up to 1 hour

You can concentrate on an object you are touching, reading psychic impressions left on it by recent events. At the end of the time you spend casting this spell, you learn of any events within the past 24 hours that occurred within 30 feet of the object. You see, hear, and smell those events from the object’s point of view, as if you had been there at the time.

You also see a mental image of the last creature that handled the object, also from the object’s perspective, no matter how long ago the object was last held. The only information you receive about the creature is its appearance at that time (including a sense of its size), whether it was alone (although you can’t see any other creatures that might have been there), and a one or two-word description describing that creature’s emotional state the last time it touched the object (such as “Enraged”, “Extremely Agitated”, “Relaxed”, “Satisfied”, “Utterly Emotionless”, etc.). If the creature was not capable of emotion, or if its mental state was too alien for you to understand, you will learn that instead.

Wizard 6th level Divination

Shadow Walk [1/2]

  • casting time 1 action
  • range Self

  • components V, S
  • duration 8 hours

To cast Shadow Walk, you must be in an area of dim light. You and up to 8 other creatures are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Shadowfells. The effect is largely illusory, but the path is quasi-real.

In the region of shadow, you move at a rate of 15 times your normal movement, moving normally on the borders of the Shadowfells but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping into the Shadowfells, moving the desired distance, and then stepping back onto the Material Plane.

Because of the blurring of reality between the Shadowfells and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. When the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object you are shunted to the nearest empty space available, but the strain of this activity renders any affected creature with one level of exhaustion (no save).

Warlock 7th level Illusion

Shadow Walk [2/2]

  • casting time 1 action
  • range Self

  • components V, S
  • duration 8 hours

Shadow Walk can also be used to travel to other planes that border on the Shadowfells, but this usage requires the transit of the Shadowfells to arrive at a border with another plane of reality. The transit requires 1d4 hours.

Any creature affected by this spell can also make the transition to the borders of the Shadowfells. They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Shadowfells receive a Wisdom saving throw, negating the effect if successful.

Warlock 7th level Illusion

Acid Rain

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a drop of acid

You unleash a storm of swirling acid in a cylinder 20-foot wide and 30-foot high centered on a point you can see. The area is heavily obscured by driving rainfall. A creature that starts its turn in or enters the area for the first time must make a Dexterity saving throw. On a failed save, the creature takes 6d6 acid damage, or half as much damage on a successful one.

When a creature leaves the area, it takes 3d6 acid damage at the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d6, and the secondary damage increases by 1d6 for every two slot levels above 5th.

Sorcerer 5th level Conjuration

The Queen's Wrath

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

You spew magical energy from your mouth in a 30-foot cone. Choose acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw, taking 8d6 damage of the chosen type 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Sorcerer 3rd level Evocation

The Queen's Mantle

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 hour

This spell transforms yourself into a draconic form. The transformation lasts for the duration or until your new form drops to 0 Hit Points or dies. The draconic form can be any dragon that you have consumed.

While in this form your physical statistics are changed, but you retain your alignment, personality, Intelligence, Wisdom, Charisma, and skill proficiencies. You assume the Hit Points of the new form. When you revert to your original 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 are limited in the actions you can perform by the nature of your new form. You can cast spells at the cost of 1 sorcery point per spell level. Your gear melds into your new form. You cannot activate, use, wield, or otherwise benefit from any of your equipment.

Sorcerer 6th level Transmutation

Draconic Breath

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

You spew magical energy from your mouth in a 30-foot cone. Choose acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw, taking 8d6 damage of the chosen type 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 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Sorcerer 3rd level Evocation

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Summon Draegloth

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

humanoid blood inside a ruby vial worth at least 600 GP

You call forth a fiendish spirit. It manifests 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. If the draegloth is reduced to 0 hit points, it cannot be summoned again until the following day.

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

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, it can summon the draegloth after it has grown in power.

Warlock 6th level Conjuration

Dragon Form

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 hour

This spell transforms yourself into a draconic form. The transformation lasts for the duration or until your new form drops to 0 Hit Points or dies. The draconic form can be any dragon that you have consumed.

While in this form your physical statistics are changed, but you retain your alignment, personality, Intelligence, Wisdom, Charisma, and skill proficiencies. You assume the Hit Points of the new form. When you revert to your original 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 are limited in the actions you can perform by the nature of your new form. You can cast spells at the cost of 1 sorcery point per spell level. Your gear melds into your new form. You cannot activate, use, wield, or otherwise benefit from any of your equipment.

Sorcerer 6th level Transmutation

Tasha's Otherworldly Guise

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

an object engraved with a symbol of the Outer Planes, worth at least 500 gp

Uttering an incantation, you draw on the magic of the Lower Planes to transform yourself. You gain the following benefits until the spell ends:

* You are immune to fire and poison damage.
* You are immune to the poisoned condition.
* Spectral wings appear on your back, giving you a flying speed of 40 feet.
* You have a +2 bonus to AC.
* All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls.
* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

Warlock 6th level Transmutation

Imbue Undead with Spell Ability (Ritual)

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a blank scroll, on which you write with ink mixed with blood during the casting

You grant an undead servant the ability to cast a spell you know one time. Choose a spell you could cast using a spell slot. You sacrifice the spell slot you would use to cast it, and the undead creature you touch gains the ability to cast that spell once before the next time you finish a long rest. You cannot force the undead to cast the spell unless you have some other means of controlling it.

Wizard 6th level Necromancy

Wild Cunning (Ritual) [2/2]

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

• Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.

• Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

Druid 1st level Transmutation

Guiding Hand (Ritual)

  • casting time 1 minute
  • range 5 feet

  • components V, S
  • duration Concentration, up to 8 hours

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.

When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.

If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Druid 1st level Divination

Hibernate (Ritual)

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration 1 week

fur of a bear

You touch a willing creature, and they fall asleep for one week. Any conditions or spells effecting the target are suspended while they are asleep. Once the creature awakes, they suffer the full effect of any conditions or spells effecting them. The subject cannot be awakened by any means once the spell puts them to sleep. Hit point damage effects the creature as normal, but the creature will not wake up. A creature can only be under the effects of one hibernate at a time. The caster can use an action to end the spell.

Druid 1st level Enchantment

Projected Magnification (Ritual)

  • casting time 1 minute
  • range 1 mile

  • components V, S, M
  • duration Concentration, up to 1 minute

a magnifying glass

Choose a 5 foot square within the range. That square is recreated within 10 feet of you. The image is purely visual, with no sound or smell. The image is an obvious illusion, and creatures can see through it. The spell creates a snapshot of the 5 foot area you chose when you cast the spell, but nothing in the area moves or changes. The area appears exactly as it does at the time of the spell, and you do not gain any special means of vision. For instance, if the area is covered in darkness, either natural or magical, then so is the snapshot.

Bard 2nd level Divination

Sorcerous Scribe (Ritual)

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Concentration, up to 1 hour

You summon a magical quill that writes down anything you say. The quill can write on any surface. The quill will not scribe magic spells, but any command words you would use to activate some kind of magical effect can be recorded. The quill continues writing and does not run out of ink for the duration.

Wizard 1st level Conjuration

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Ripen (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

While casting this spell, you touch an immature plant. The plant transforms into a mature member of its species. If the plant is a fruit-bearing variety, then it is laden with ripe fruit. You can pick 1d4+1 pieces of fruit. The fruit remains ripe and nourishing for 24 hours, then rots. When a creature eats one or more pieces of this fruit that are still ripe during a short rest, if it regains hit points by spending Hit Dice at the end of that rest, it regains extra hit points equal to your spellcasting ability modifier. If that creature has also received any magical healing during that rest, the number of extra hit points it regains from this spell is doubled.

Druid 1st level Transmutation

Snow Boots (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

You create pockets of air around your legs and feet, which allows you to hover slightly above snowy surfaces. For the duration, moving through difficult terrain made of ice or snow doesn't cost you extra movement and you don't risk slipping.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can touch and effect one extra creature for every two slot levels above 1st.

Druid 1st level Transmutation

Secret Page (Ritual) [1/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

powdered herring scales and essence of will o' wisp

You transform the contents of a page to appear totally different. A map could be made to look like a poem, a business ledge, or even a blank page. A comprehend languages spell doesn't reveal the true nature of the page. You can use a command word to reveal the page's true contents or speak it twice in succession to end the spell.
The page will radiate a dim aura of transmutation magic. If dispel magic is cast on the page, the spell ends if the this spell was cast using a spell slot of 2nd or 3rd level and page's true contents are revealed, however, if this spell was cast using a spell slot of 4th level or high and the attempt to dispel its magic fails, the page is destroyed, and its contents are unrecoverable.
A true seeing spell will reveal the true nature of the page, but it does not give its caster knowledge of any languages required to decipher the text.

Wizard 2nd level Transmutation

Secret Page (Ritual) [2/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

powdered herring scales and essence of will o' wisp

At higher level. When you cast this spell using a spell slot higher than 2nd level, you can affect one additional page, and the difficulty of dispelling its magic increases accordingly.

Wizard 2nd level Transmutation

Pool of Deeds (Ritual)

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration Instantaneous

a mirror

You enchant a body of water of any size and name a creature. This can be a living or dead individual. The creature you name, or their corpse, does not have to be physically present. The most important events of that creature's life will play out in the water. The whole event will take about an hour.

You can also choose to view a specific story from the target's life. You must have general knowledge of the story, but you don't need to know specifics. If you name a creature that does not want to have its life events displayed, it can make a Charisma saving throw to resist the spell. On a success, the pool shows a series of random images.

Bard 4th level Divination

Coalstone (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 year

a burning coal and a diamond worth at least 25 gp

You fuse a diamond and a burning coal into one stone called a coalstone. The coalstone radiates dim light out to 5 feet and is always hot. Holding the coalstone without protection deals 1 point of fire damage every round. Placing the coalstone in flammable liquid or material will cause it to instantly ignite. Placing the coalstone in 5 gallons or less of water will make the water boil after 1 round. The coalstone stays lit for 1 year, then it goes out. You may only have one coalstone active at a time.

Wizard 1st level Transmutation

SPIRIT SHROUD

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You call forth spirits of the dead, which lit around you for the spell’s duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

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

Warlock 3rd level Necromancy

Imoen's Icy Terrain

  • casting time 1 action
  • range 20 feet

  • components S, M
  • duration Concentration, up to 1 minute

a ball of ice

You surround the ground around a point you choose within range with a treacherous patch of ice that freezes and hampers your foes. Each creature in a 10-foot square centered on that point must make a Constitution saving throw, taking 2d4 cold damage on a failed save or half as much on a successful one.
The area becomes difficult terrain until the spell ends. For the duration, when a creature enters the spell area or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 2d4 for each slot level above 1st.

Sorcerer 1st Level Evocation

Paralysis

  • casting time Bonus action
  • range 30 ft

  • components N/A
  • duration 1 minute

Spend a spell slot and a hit die to force a creature within 30 feet of you to pass a DC 15 Wisdom save or be paralyzed for 1 minute. A paralyzed creature can repeat the save at the end of each of its turns, ending on success. Constructs and undead are immune.

You may expend a higher level spell slot and additional HD to increase the DC by 1 per level/HD up to 19 for a 5th level spell slot and 5 HD.

This power may be used once per day.

Warlock Power

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Mind Sliver

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

At Higher Levels. This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sorcerer Enchantment cantrip

PULSE WAVE

  • casting time 1 action
  • range Self (30-foot cone)

  • components V, S
  • duration Instantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one, and every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

Warlock 3rd level Evocation

PSIONIC BLAST

  • casting time 1 action
  • range Self (30-foot cone)

  • components V
  • duration Instantaneous

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone.

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

Warlock 3rd level Evocation

OTHERWORLDLY GUISE [1/2]

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

an object engraved with a symbol of the Shadowfells, worth at least 500 gp

Uttering an incantation, you draw on the magic of the Shadowfells to transform yourself. You gain the following benefits until the spell ends:

* You are immune to necrotic and poison damage. You are resistant to nonmagical bludgeoning, piercing, and slashing damage. You are vulnerable to radiant damage.

* You are immune to the grappled, poisoned, prone, and restrained conditions.

* You become amorphous and insubstantial. You can move through other creatures and objects. You have advantage on Dexterity (Stealth) checks.

Warlock 6th level Transmutation

OTHERWORLDLY GUISE [2/2]

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

an object engraved with a symbol of the Shadowfells, worth at least 500 gp

* You have a +2 bonus to AC.

* All your weapon attacks are magical, and when you make a weapon attack, you can use your spell casting ability modifier instead of Strength or Dexterity for the attack and damage rolls.

* You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

Warlock 6th level Transmutation

SUMMON FEY

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

a gilded flower worth at least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood. Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

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

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

Ranger 3rd level Conjuration

Wristpocket (Ritual)

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

Wizard 2nd level Conjuration

Locate Animal (Ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 4 hours

a bit of fur, a scale, a feather, or another physical remnant from the type of beast you seek

You focus on a specific type of beast. If it is within 15 miles of you, you learn the direction and distance, and if it is within 15 moving you know the direction of its movement. This spell doesn’t locate a beast if running water at least 10 feet wide blocks a direct path between you and the beast.

The spell can locate a specific beast known to you, or the nearest beast of the same kind (bear, tiger, or wolf), so long as you have seen such a beast up close—within 30 feet—at least once. If the beast you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the beast.

Druid 3rd level Transmutation

Probe Thoughts (Ritual)

  • casting time 1 action
  • range 50 feet

  • components V, S
  • duration Concentration, up to 10 minutes

Your target must make a Wisdom saving throw. If it fails, its mind opens itself to you. You gain access to all of its memories and knowledge, even things the target has buried deep in its subconscious. You may learn the answer to one question per round. Your question and the answer are conveyed telepathically, and you do not need to speak the same language. Creatures with an Intelligence less than 3 may only answer in mental pictures.

The target is not aware of the probe unless you wish it to be. If the target resists the probe successfully, they know that someone has tried to cast a spell on them, but not what the spell was nor who cast it.

Wizard 6th level Divination

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Dream Sight (Ritual)

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

a mithral orb worth at least 5,000 gp

Your body falls into an enchanted slumber or reverie and your spirit ventures into the world. Your spirit is invisible and has a fly speed of 100’. You can move through creatures and objects as if they are difficult terrain. Your spirit cannot be paralyzed, petrified, grappled, or restrained. You can see and hear as if you were standing in the same location as your spirit. Your spirit cannot attack or cast spells, it can just observe. Creatures and spells that can detect invisible or ethereal creatures can see your spirit.

When the spell ends, your spirit returns to your body, and you wake up. If something attacks your body while your spirit is absent, the spell ends.

Wizard 6th level Divination

Gemjump (Ritual)

  • casting time 10 minutes
  • range Unlimited

  • components V, S, M
  • duration Until dispelled

two gems worth at least 500 gp each

This spell links two specially prepared gems. One of the gems is usually kept at a safe location, and the other one carried until it is needed. Once you cast this spell, you can be transported to the location of one of the gems by holding the other one in your hand and speaking its command word as a bonus action.

You can transport up to six willing Medium size or smaller creatures with you, none of which can be carrying gear in excess of their carrying capacity. Once you transport yourself with this effect, the spell ends and the gems are consumed.

Wizard 6th level Conjuration

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