You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.
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.
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.
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.
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects, if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails.
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.
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the
target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall, it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot,
the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.
The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.
At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell’s duration.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
- Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
- Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
- Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
- Mindfire. The creature’s mind becomes
feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
- Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
- Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
You use your knowledge of the ethereal plane. Swap places with a spirit within range. Once you do so, your movement does not provoke opportunity attacks until the start of your next turn.
Target a spirit and creature in range. The spirit is immediately destroyed, and all creatures except the one targeted within 15ft must make a Dexterity save. On a failed save, they take 10d6 necrotic damage. For each spell slot cast above 5th, you deal an additional 1d6 damage, and can target an additional creature to be immune from the effects.
This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
- Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
- Query Soul. You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
- Borrow Experience. You can use a bonus action to bolster
yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.
- Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
which can act as a spell focus. While you hold his ashes, summoning spirits costs bonus actions instead of actions. If you drop his ashes, an explosion causes spirits within 30ft to be healed for 2d12, as his ashes return to his final resting place.
which can act as a spell focus. While you hold his ashes, your spell save DC is increased by 2, and you can cast Command at will as a 2nd level spell. If you drop his ashes, an explosion causes creatures within 15ft to make a Constitution save. On a failed save, they take 2d8 acid damage and are blinded until the end of their next turn. His ashes return to his final resting place. You are not affected by this explosion.
which can act as a spell focus. While you hold his ashes, your damaging spells deal an extra 2d10 necrotic damage. If you drop his ashes, an explosion causes creatures within 5ft take 2d12 thunder damage, as the ashes return to his final resting place. You are not affected by this explosion.
which can act as a spell focus. While you hold her ashes, you are under the effects of the spell Haste. If you drop her ashes, an explosion causes creatures within 5ft to make a Dexterity save. On a failed save, they take 2d8 thunder damage and are knocked back 10ft. Her ashes return to her final resting place. You do not feel the wave of lethargy that normally follows the end of the effects of Haste.
which can act as a spell focus. While you hold his ashes, you have +2 to attack rolls and +2d4 to damage rolls with weapons. If you drop his ashes, an explosion causes creatures within 15ft to make a Wisdom save. On a failed save, they take 2d8 Psychic damage and are frightened until the end of their next turn. His ashes return to their final resting place. You are not affected by this explosion.
which can act as a spell focus. While you hold his ashes, you have +4AC. As a reaction, after an attack is made against a target within 5ft, you may choose to be the target of the attack instead. Your AC is then used for the attack, causing it to potentially miss. If you drop his ashes, an explosion envelops the bodies of creatures of your choice within 15ft, granting them +2AC until the end of their next turns, as his ashes return to his final resting place.
which can act as a spell focus. While you hold her ashes, you have resistance to non-magical attacks, and have advantage of saving throws against conditions. If you drop her ashes, an explosion causes creatures within 10ft to make a Strength save. On a failed save, they are knocked prone. Her ashes return to her final resting place. You are not affected by this explosion.
You point at a location and gently lift your hand, summoning a glowing orb from beneath the ground. The orb rises and the rift explodes open, letting loose a flurry of lost spirits. Each creature within 30ft radius must make a Wisdom save. On a failed save, the creatures take 3d10 necrotic + 3d10 psychic damage. A creature must also make a saving throw when it enters the spells area or ends its turn here.
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.
Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration.
The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
You offer one of your spirits an unseeable attack. Choose a spirit within range. Its next attack has advantage.
Summon a Spirit of Pain (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d4 necrotic damage. (This damage is increased to 1d6 at 5th level, 1d8 at 11th level, 1d10 at 17th level)
You point at a creature in range, and a dark bolt shoots out, striking the creature.A nearby spirit also shoots a bolt. Target must succeed on a Dexterity saving throw or take 1d8 necrotic damage. If you are within 30ft of a spirit, target takes an extra 1d4 necrotic damage.
The damage and bonus damage is increased to 2d8(+2d4) at 5th level
3d8(+3d4) at 11th level
4d8(+4d4) at 17th level)
Summon a Spirit of Binding (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d4 necrotic damage. If the attack hits, the target creature must make a Constitution save. On a failed save, that creature's movement speed is halved until the end of its next turn.
You imbue your spirits with power from the material world, augmenting their attacks. Choose a damage type: Bludgeoning, Cold, Fire. Until the end of your next turn, your spirits within 60ft deal this damage type with their attacks.
You solidify the bond between your spirits and the material plane, strengthening their resolve. Select a number of spirits within range equal to your Wisdom modifier. These spirits gain resistance to non-magical attacks for the duration.
Target a creature within range. The target must make Consitution Save. On a failed save, the creature is bonded to your vengeful spirits. Spirits which attack this creature have advantage. If a spirit kills this creature, the spirit heals by your Wisdom modifier+Spirit Maximum. For each spell slot cast above 2nd level, you can target one additional creature.
You grant your spirits some of your vision to aid their actions. For the duration of this spell, you can only see up to 15ft. Beyond this is magical darkness. Your spirits within range have double range for their actions.
You create a spiritual passage between a spirit and an ally, allowing energy to transfer through. Select a spirit within range. That spirit loses up to 10hp to heal yourself or an ally for that amount. For each spell slot cast above 2nd level, the maximum hp loss increases by 10.
You augment a weapon with spiritual energy to dull its attack. Target a creature in range that is wielding a weapon. That creature then makes a Wisdom saving throw. On a failed save, for the duration of this spell, that creature has -1d4 to attack rolls, and its attacks deal 1 less damage, plus an additional 1 less damage for each spirit within 30ft of the creature.
Summon a Spirit of Anguish (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d8 necrotic damage. For each spirit that has successfully hit the creature on this turn (including this one), deal an additional 1d4 necrotic damage.
Summon a Spirit of Shadowsong (aggressive), with 30ft range. On its turn, the spirit makes ranged/melee attack using your spell modifier, dealing 1d6 necrotic damage. If the attack hits, the creature must make a Wisdom save. On a failed save, the creature is blinded until the end of their next turn.
You augment a weapon with spiritual energy. When you or an ally successfully makes an attack with that weapon, ghostly splinters break off dealing 1d4 force damage to all enemies within 5ft of the target.
Your body becomes ethereal. You can move to a place within range without provoking attacks of opportunity. Any spirits of your choice within 60ft when casting this spell may move as well (without provoking attacks of opportunity) to destinations of your choice, provided their destinations are also in range.
You choose an enemy creature in range and summon the hatred within you for this creature. Spirits within 30ft of this creature mirror your emotions, and stare at it with rage. That creature must make a Wisdom saving throw. on a failed save, that creature is frightened and takes 1d8 Psychic damage, plus an additional 1d8 Psychic damage for each spirit within 30ft. The creature can repeat the saving throw at the end of each of its turns. If the creature dies while frightened, a Spirit of Fury (aggressive) rises in its place, with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d12 necrotic damage.
Summon a Spirit of Earthbind (passive). Every turn, this spirit can cast Hold Person at a 2nd level, using your Spell Save DC. For every turn that a creature is successfully affected by Hold Person in this way, this spirit sacrifices 10% of its maximum hp (this sacrifice does not prompt a Constitution saving throw to maintain concentration, but taking damage from other sources does so as normal)
Summon a Spirit of Vampirism (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d10 necrotic damage, granting you temporary hp equal to half of the damage dealt. For each spell slot cast above 4th level, the damage is increased by an addition 1d10
You mark the soul of a target within range, allowing your spirits to leech of its lifeforce. Target creature must make a Consitution Save. On a failed save, the target suffers 2d10 necrotic damage plus an additional 1d10 for each spirit within 30ft. You then distribute the damage dealt as healing amongst the spirits within 30ft.
Summon a Spirit of Agony (passive). On its turn, this spirit damages creatures of your choice within 15ft for 1d4 necrotic damage. This spirit loses double that amount in health.
Summon a Spirit of Bloodsong (aggressive), with 30ft range. On its turn, the spirit makes a ranged/melee attack using your spell modifier, dealing 1d6 necrotic damage. If it hits, spirits within 30ft heal for the damage dealt. This spirit has advantage on its attacks against creatures that are at maximum hp. For each spell slot cast above 5th level, the damage is increased by an additional 1d6
Summon a Spirit of Recovery (passive). This spirit has no actions. Allies within 30ft has advantage on Saving Throws (including death saves). Whenever an ally in range successfully passes a saving throw (including death saves), this spirit loses 10% of its maximum health.
Summon a Spirit of Rejuvenation (passive). On its turn, this spirit can cast Mass Healing Word at a 3rd level a number of times equal to your wisdom modifier. After it casts for the last time, the spirit fades out of existence.
Summon a Spirit of Destruction (passive). This spirit has no actions. As a bonus action, you can choose to teleport this spirit up to 60ft and immediately dismiss it. When dismissed, or when the spirit dies, the spirit damages all creatures within 10ft for 1d8 necrotic damage. For every extra turn this spirit was alive, it deals an additional 1d8.
Summon a Spirit of Life (passive). This spirit has no actions. As a bonus action, choose to dismiss this spirit. When dismissed, or until the spirit dies, this spirit heals all creatures within 30ft for 1d6. For every extra turn this spirit was alive, it heals for an additional 1d6.
Summon a Spirit of Shelter (passive). This spirit has no actions. Whenever an ally within 60ft would take fatal damage, this spirit absorbs the damage instead.
Summon three spirits (aggressive), with 30ft range: Spirit of Anger, Spirit of Hate, Spirit of Suffering. On their turn, the spirits make a ranged/melee attack using your spell modifier, dealing 2d10 necrotic damage.
Summon a Spirit of Preservation (passive). Every turn, this spirit alternates between casting Mass Cure Wounds at a 5th level, and Aid at a 4th level. Each spelllcast sacrifices 20% of the spirit's maximum hp.
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn’t need food or air and doesn’t age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut – something that can happen only when an effect specifically states that it does – your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is
a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
Drawing on your ultimate connections with spirits, you begin to warp the souls of other creatures and attempt to separate them from their body, pulling them into a single point. Each creature within a 30ft radius sphere centered on a point of your choice must make a Constitution saving throw. On a failed save, the creature becomes restrained, as its soul is being pulled away from its body. At the end of each restrained creatures' turns, it must succeed on a Constitution save, or take 5d10 necrotic damage. On a successful save, the spell ends for that creature. Spirits and other creatures which already have their bodies and souls separated are unaffected by this spell.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.