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Time Slight

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

  • components V, S
  • duration Instantaneous

You choose a number of creatures you can see within range. Each creature can take their turn on your turn, acting in order of their initiative results, giving up their next turn, skipping it. Each creature chosen can't be affected again until the end of the next round.

Wizard 5th-level Transmutation

Steps of a Tower (Ritual) [2/2]

  • casting time 1 action
  • range Touch

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

a bottle of white ink

State of Mind. You learn the creature's current emotional state: if it is feeling happy, sad, fear, anger, disgust, or surprise. The DM may or may not elaborate.
If you inscribe the same glyph on an area every day for a year, it becomes permanent, and you always gain the information as long as you are on the same plane. If you inscribe two glyphs on the same area, you only receive information from the newest one.

Wizard 3rd-level Divination

Steps of a Tower (Ritual) [1/2]

  • casting time 1 action
  • range Touch

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

a bottle of white ink

You inscribe a magic glyph onto a step or area of ground no larger than a 5 foot square. For the duration of the spell, you can inscribe additional glyphs onto similar areas as an action. The glyphs are invisible to creatures other than you, though they are easily visible with detect magic. You know when an area with a glyph is stepped on by a creature, a rough estimate of that creature's weight, and one more clue that you choose as a glyph variant when you cast the spell.
State of Nature. You learn the creature's type and one factoid about its anatomy, e.g. it has three arms, it has an exoskeleton, or it has blue eyes.
State of Strength. You learn generally how strong the creature is. The DM tells you if the creature is far below your own power, slightly below, about the same, slightly above, or far above.

Wizard 3rd-level Divination

Soul in the Mirror [1/2]

  • casting time 1 hour
  • range Self

  • components V, S, M
  • duration Instantaneous

a humanoid corpse,1,000 gp worth of silver powder, and a reflective surface

You touch a creature's body and call its soul back into its body to revive it. The creature must be willing and not more than 100 years old. The body need not be complete, and the spell regenerates lost organs and limbs. However, once revived, the creature is shunted into the reflective surface used for this spell (a mirror, glass, reflective metal, etc.) It exists in a mirror dimension within the reflecting item, imprisoned until that item is destroyed, setting the creature's soul free and returning its empty body. The prisoner exists in stasis, needing nothing to sustain.
While imprisoned, you can shapeshift into the prisoner as an action. Only your physical form changes, using the prisoner's Strength, Dexterity, and Constitution scores, gaining any racial benefits, and any other physical boons that might accompany the prisoner's body. You can revert to your form as an action.

Wizard 8th-level Necromancy

Soul in the Mirror [2/2]

  • casting time 1 hour
  • range Self

  • components V, S, M
  • duration Instantaneous

a humanoid corpse,1,000 gp worth of silver powder, and a reflective surface

You can have any number of prisoners, but only one prisoner per reflective surface. If a prisoner is freed while you are shapeshifted to their form, you immediately revert and must make a Charisma saving throw against your own spell save DC or lose your soul and die.

Wizard 8th-level Necromancy

Form of Stone and Space

  • casting time 1 action
  • range Self

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

a stone from the plane of earth and a light from the astral plane, both of which are consumed

Your form changes to your spirit for the duration, stone and space manifesting it. You gain the following benefits.
Stone. You are immune to non-magical bludgeoning, piercing, and slashing damage. You immediately gain 100 temporary hitpoints. Finally, you reduce all incoming damage you take by 10.
Space. You can spend 5 feet of movement to teleport to an unoccupied space you can see. If you are the target of an attack or effect, you can spend 5 feet of movement as a reaction, avoiding the attack or effect (if you leave its area). Finally, you can petrify a creature you reduce to 0 hitpoints and add its form to yours, healing you for an amount equal to its number of hitdice (no action required). The statue becomes gray dust.

Wizard 9th-level Transmutation

Requiem of a Soul

  • casting time 1 action
  • range Self (150-foot radius)

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

a soul, either trapped within a soul cage, a phylactery, or a signed contract of a creature handing off its soul, which is consumed in a spell

You hold a soul in your hands and begin a nuclear process that maximizes its power. Immediately or as an action on a later turn, you can release the soul, choosing a point you can see within 150 feet of you. Each creature within a 30-foot radius sphere centered on it must make a Charisma saving throw or take 12d6 force damage, or half as much on a success. You can increase the power of the explosion as an action, adding 2d6 to its eventual explosion.
If you lose concentration or end it without releasing the soul, it explodes centered on you. When charging, every creature within 1 mile can feel the presence of soul being burned away to its essence at your location.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the initial force damage increases by 3d6 for each slot level above 7th

Wizard. 7th-level Necromancy

Rashni's Iron Judgement

  • casting time 1 action
  • range Touch

  • components V
  • duration 1 rounds

You attempt to send a creature to the realm of broken weapons, what could be called the afterlife of everything forged to kill, to be judged by their metallic faces. The nature of such a place (whether it be a plane, a demi plane, or other) is up to the DM. The target must make a Charisma saving throw. It has disadvantage if it has a metal weapon in its hand.
On a failed save, the target is banished to that realm until the end of its next turn. Until then, it is judged by the broken weapons. If the target has killed with a metal weapon before, it takes 6d6 + 30 force damage. Otherwise, the weapons find the target innocent. If it has killed with a metal weapon in its hand, that weapon stays behind to join the broken weapons unless it is an artifact.
If the target succeeds on the save but has still killed with a metal weapon it is holding, the broken weapons reach across their realm, and the target take 6d6 force damage. Otherwise, the spell has no effect.
If a creature dies in the realm of broken weapons, its body becomes a weapon to join the armory.

Cleric 6th-level Conjuration

One Last Blow

  • casting time 1 attack, which replaces an attack you would make with the Attack action
  • range Touch

  • components S, M
  • duration Instantaneous

a melee weapon worth at least 1 gp, which the spell consumes

You make a last blow with your weapon, destroying it as part of the spell. The spell fails if used with an artifact. Otherwise, make a melee spell attack against a creature you can reach. On a hit, the target takes 10d6 force damage, or half as much on a miss. The weapon then crumbles to dust from the tip to hilt and can't be remade.
If you use a magic weapon with this spell, it adds 2d6 additional damage for each level of rarity, beginning with uncommon - 2d6 for uncommon, 4d6 for rare, and so on.

Wizard 6th-level Evocation

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Morning Ray

  • casting time 1 action
  • range Self (300-foot radius)

  • components S
  • duration Instantaneous

You create a ray of light from the sun and direct it in a line. The first creature in the line automatically takes 40 radiant damage. If it is reduced to 0 hitpoints the light creates a hole and continues. The next creature in the line takes any excess radiant damage. For example, if the first creature had 20 hitpoints remaining and took 20 damage, the second creatures takes the remaining 20. This continues until all 40 radiant damage has been dealt or the ray reaches the end of the spell's radius.
If you cast this spell in the morning and can feel the sun's light, it deals an additional 5 radiant damage.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 5 for each slot level above 6th.

Wizard 6th-level Evocation

Luck of the Dead

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You can only cast this spell if you have died at least once. When you cast this spell, you disappear nine coins into your hand and choose a creature you can see within range. The target must make a Wisdom saving throw or regurgitate the coins. Call heads or tails and flip the coins. The side you call is worth 2, and the side you didn't is worth 1. Multiply the value of all coins together. The target takes the result in necrotic damage.
On a success, the coins reappear in your other hand, and the target feels a sudden weight lifted from its chest.

Wizard 6th-level Evocation

Glaciers

  • casting time 1 action
  • range 120 feet

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

a snowflake

A glacier rises out of a point on a surface you can see within 120 feet of you, with a radius of 20 feet and a height of 40. Each creature in the glacier must make a Constitution saving throw or take 6d8 cold damage and is deafened until your next turn. On a successful save, it takes half as much damage and isn't deafened by this spell. Fey and oozes have disadvantage on this saving throw. The glacier shatters into nothing at the end of your turn.
You can create a new glacier as your action on any turn until the spell ends. If you create a glacier adjacent to or sharing area with a glacier you made on your last turn, it becomes 20 feet higher than the previous glacier.

Wizard 6th-level Evocation

Call Eladrin

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 1 round

an object beautiful to the eladrin, which is consumed

You call an Autumn, Spring, Summer, or Winter Eladrin, which appears in an unoccupied space within range that you choose (from Mordenkainen's Tome of Foes p. 195). The DM decides which Eladrin answers your call. The Eladrin will fight or do what you ask of it unless it goes against the Feywild or the Eladrin's personal interests.
It takes its turn immediately after yours and returns from whence it came at the end of your next turn (or returns early if it is reduced to 0 hitpoints or the spell ends early). You and creatures of your choice that you can see or hear are immune to the Eladrin's Presence feature for the duration.

At Higher Levels. When you cast this spell using a spell slot of 9th level, the DM chooses two different Eladrin to answer your call.

Wizard 6th-level Conjuration

Atlas Rises

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

at least one square inch of a piece of paper, which the spell consumes, and a set of cartographer's tools worth 15gp

A paper you hold rapidly unfolds into a map of the plane you are on. It continues unfolding until it reaches the end of the plane or the end of explored territory, whichever comes first. If a map exists of an area that is at least semi-accurate, and a creature of your type has been there in the last decade, it counts as explored.
The map is somewhat three-dimensional, with mountains rising from the paper and canyons folding downward. When the spell ends, the map folds back up and continues folding until nothing remains. If you cast this spell with the same set of cartographer's tools every day for a year, the cast that marks a year creates a permanent map.

Wizard 6th-level Divination

Naga's Poison

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

the fang of a poisonous reptile

You shape your fingers into the head of a naga and fling its poison at a creature you can see within range. The creature you can see within range. The creature must make a Constitution saving throw. The target takes 10d8 poison damage on a fail, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the poison damage increases by 1d8 for each slot level above 5th.

Wizard 5th-level Conjuration

Amelia's Painted Tie

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Up to 1 round

When you cast this spell, choose two creatures you can see within range. An infinity symbol appears between them, each of them in the center of a loop. When the first creature is damaged, the second creature regains an amount of health equal to the damage dealt. This lasts until the end of your next turn when the spell ends or 80 damage is dealt to the first creature, whichever comes first.

At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, the second creature regains health until the spell ends or an additional 20 damage is dealt per spell slot above 5th level.

Wizard 5h-level Necromancy

Mirror of Mage

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 minute

a clear crystal worth 50gp and a splinter of elderwood

You create an illusory duplicate of yourself in an unoccupied space within range. A creature can tell the real from the illusion with a Search action to make an Intelligence (Investigation) check against your spell save DC. As a bonus action, you can teleport to swap places with it, or move it up to your speed. If you would take damage, you can swap places with it as a reaction, and the duplicate takes the damage instead.
It has an AC equal to your own and 1 hitpoint. If damaged, it shatters. Each creature within 15 feet of it must make a Dexterity saving throw or take 4d8 force damage, or half as much on a success.

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

Wizard 4th-level Illusion

Magic Ballista

  • casting time 1 action
  • range 300 feet

  • components V, S
  • duration Instantaneous

You create three glowing javelins of magical force. Each javelin hits a creature of your choice that you can see within range. A javelin deals 2d8 + 1 force damage to its target. The javelins all strike simultaneously, and you can direct them to hit one creature or severl.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates one additional javelin for every two slot levels above 4th.

Wizard 4th-level Evocation

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Leaping Hands [1/2]

  • casting time 1 action
  • range 150 feet

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

at least 5 severed hands at any stage of decay, which are consumed by the spell

You string together bones and other organic matter to animate many hands in the likeness of the consumed hands, as well as those consumed, in a 30-foot square within range that reach up just below the surface of the ground, invisible and detectable only by magic. When you cast this spell you can designate any number of creatures to be ignore by the hands. Any other creature that moves within the square is instantly grasped by the hands below the ground.
A creature grasped by the hands must make a Dexterity saving throw or take 5d8 bludgeoning damage and be grappled. A grappled creature can repeat the saving throw at the end of each of its turns, ending the spell on itself on a success. As an action while the spell lasts, you can command the hands to crush dealing another 5d8 bludgeoning damage to all grappled creatures.

Wizard 4th-level Necromancy

Leaping Hands [2/2]

  • casting time 1 action
  • range 150 feet

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

at least 5 severed hands at any stage of decay, which are consumed by the spell

When the spell ends, the hands float to the surface, wrists planted in the ground, palms and fingers reaching to the sky. The consumed can be plucked and reused for this spell's casting, the others fade to dust at the next dawn.

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

Wizard 4th-level Necromancy

Dragon's Light

  • casting time 1 action
  • range 300 feet

  • components V
  • duration Instantaneous

You release pure energy from your mouth in a direction of your choice. If it impacts an object, it can obliterate up to 5 feet of nonmagical material in a 1 foot wide circle. If it impacts a creature, the creature automatically takes 30 force damage.

Wizard 4th-level Evocation

Call Treant Spirit

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a Large or Huge tree, awakening its spirit for a moment. You must immediately direct it to fight with you or to answer up to 3 questions it may or may not know the answer to, but will generally attempt to answer honestly unless you are known by it to be an enemy of wilderness.
If you direct it to fight, you choose a target within 30 feet of the tree, and the tree animates, uprooting itself, charging towards the target. The treant spirit has 50 hitpoints, AC of 15, and resistance to all damage except fire. It can make two attacks against the target, forgoing either or both for a shove or grapple attempt as normal. The treant spirit uses your spellcasting ability modifier for all its saves, ability checks, and attack rolls, and is proficient with its attacks and Athletics (your proficiency bonus). On a hit, the target takes 3d6+6 force damage, or half as much on a miss.
After answering 3 questions or making its attacks, the tree takes root in its current location, ends any grapples, becomes a normal tree once again, and the spell ends.

Wizard 4th-level Conjuration

Vacuum Hand

  • casting time 1 action
  • range 120 feet

  • components S
  • duration Instantaneous

You move your hand and create a thin vacuum between the hand and a Large or smaller object or creature you can see within the spell's range. A creature can make a Strength saving throw to avoid the effect. Otherwise, the target is pulled 60 feet closer to you in a line, or yourself 60 feet closer to the target (you choose when you cast the spell).

Wizard 3rd-level Transmutation

Ravenous Solitude

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Up to 1 round

You make a creature's thoughts turn against itself with attacks of rejectedness, anxiety, and loneliness. Choose a creature you can see within range and that isn't within 15 feet of one of its allies. The creature must make a Wisdom saving throw or take 5d6 psychic damage, or half as much on a success. If it ends its next turn more than 15 feet away from an ally, it must save again against another 5d6 psychic damage or half as much on a success.

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

Wizard 3rd-level Enchantment

Onyx Skull

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

  • components V, S
  • duration Instantaneous

An ethereal onyx skull spawns all around you and bites down. You choose a half ring 60 feet in diameter, 10 feet high, and 1 foot thick within range. The ring must be centered on you. Each creature caught with any part of the half ring in their space must make a Constitution saving throw. On a failure, the onyx skull's teeth scissor and crunch, and each creature takes 5d10 necrotic damage or half as much on a success. Undead creatures take an additional d10 of damage. The skull then collapses, leaving a thin layer of ash behind.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for every second slot level above 3rd.

Wizard 3rd-level Necromancy

Eyes of Life

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration 3 years

a pendulum

This spell allows you to recognize the ephemeral nature of life. From your point of view when you cast it, the world shifts around you to 3 years in the future. However, for the time, you have been petrified as a statue, until the duration of the spell is up or it has been dispelled.

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

Wizard 3rd-level Transmutation

Underside

  • casting time 1 action
  • range Touch

  • components V
  • duration Up to 1 hour

You touch the shadow of a creature and your physical form disintegrates and your soul moves within the shadow. For the duration you exist in the creature's shadow, moving with it. If light causes the shadow to disappear, the spell ends, or you end it early as an action, you reappear next to the shadow fully physical.
While in the shadow, you can't be attacked or affected by spells or other magical effects, but you can see out of the shadow.

Wizard 2nd-level Transmutation

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Opposing Force

  • casting time 1 reaction, which you take when you take bludgeoning, piercing, or slashing damage from a melee attack
  • range Self

  • components S
  • duration Instantaneous

You revert some or all of the force of an attack against you back against the foe. Roll 1d10 + your spellcasting ability modifier (minimum of 1). You reduce the oncoming damage by the result, and the attacker takes the amount reduced in damage of the same type it dealt.

Wizard 2nd-level Abjuration

Opening Down

  • casting time 1 reaction, which you take when you can see an explosion begin within range
  • range 30 feet

  • components S
  • duration Concentration, up to 1 minute

You contain an explosion that you see begin within 30 feet of you. If the explosion was caused by a 2nd-level or lower spell, the spell's effect are delayed until you lose concentration. If it is from a spell of 3rd-level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell's explosion is contained. If you lose concentration while containing an explosion, it immediately resumes exploding. If you concentrate on it for the full duration, you can implode it, causing it to disappear without harm.

At Higher Levels. When you cast this spell using a spell slot of 3rd level of higher, the explosion is contained if it was created by a spell of a level less than or equal to the level of the spell slot you used.

Wizard 2nd-level Transmutation

Lesser Mislead

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 round

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts until the end of your next turn, but the invisibility ends if you attack or cast a spell. You can direct the illusion to move and sound however you like, with the same movement speed as you. As soon as it is attacked or would take damage, it dissipates. When the spell ends, your illusory double fades.

Wizard 2nd-level Illusion

Glasswings

  • casting time 1 action
  • range Self

  • components S
  • duration Instantaneous

Wings of glass unfold from your back. You gain a flying speed of 30 feet. Additionally, if you are adjacent to a creature, you can give up some or all of your remaining flying speed to strike it with your glass cut wings. Make a melee spell attack against the creature. On a hit, it takes 1d6 slashing damage for every 5 remaining movement you gave up, to a maximum of 30. Additionally, the creature's speed is reduced by 15 until the end of its next turn. The spell ends at the end of your turn, the wings shattering to glitter and fading away.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you gain an additional 10 feet of flying speed for each slot level above 2nd, and you can gain damage to a maximum increased by the same amount.

Wizard 2nd-level Conjuration

Shock Guard

  • casting time 1 reaction, which you take when you are hit by a melee attack
  • range Self

  • components S
  • duration Instantaneous

You retaliate against an attack with a concentrated electric force. The creature that attacked you takes 2d4 lightning damage and is either knocked prone or pushed back 10 feet (your choice when you cast the spell). You can't knock it prone if it is Huge or larger.

Wizard 1st-level Evocation

Magic Bomb

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Up to 1 minute

You invoke a sphere of magic but quickly contain it in a space within range. The bomb explodes automatically if a creature ends its turn in its space. While it lasts, you can manually explode it and any additional bombs created by multiple castings of this spell as an action. A creature only takes damage from at most one bomb. When it explodes, each creature within 5 feet must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save. A dispel magic causes the bomb to harmlessly disappear.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d8 for each slot level above 1st.

Wizard 1st-level Evocation

Enchanting Gaze

  • casting time 1 action
  • range 90 feet

  • components S
  • duration 1 round

Your eyes take on an arcane aura as you gaze at one creature you can see within range. You can still cast this spell if you are blinded and could otherwise see the creature. The target must make a Wisdom saving throw or be incapacitated until the start of your next turn, and on its turn, it must use all of its movement to move closer to you, ending the turn if it moves within 5 feet of you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's range increases by 10 feet of each slot level above 1st.

Wizard 1st-level Enchantment

A Hat in Dime (Ritual)

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Up to 1 minute

any number of coin pieces, worth up to 50 gp, and 3 hats worth at least 1 gp each

You hide the coins used in the casting of this spell under one of the three hats, which you place near one another on a flat surface. The hats begin to move, faster and faster until they seem impossibly fast, and then stop suddenly. A creature can choose a hat by touching it. Roll 1d12. On a result of 9-12, you find the coins and they are doubled, but on any other result the hats all flip up empty, the coins lost. The coins or correct hat are not detectable, even by magic.

Wizard 1st-level Conjuration

Superposition

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a glass marble

You put a miniscule light inside a glass marble and toss it to a point within 30 feet of you. Each creature within 5 feet of the point must make a Constitution saving throw or take 1d6 radiant damage, as the light radiates through the marble. The light then winks out.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard Conjuration cantrip

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Instant Shower

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch is doused in rain. This rain magically cleans the target as if with a soapy bath and dries them after. A creature can make a Dexterity saving throw to avoid the shower and the spell's effects.

Wizard Transmutation cantrip

Salt in the Wound

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a handful of salt

You reach out and throw salt into the wound of a creature, magically invoking it to worm through its body and shred its insides. Make a melee spell attack against a creature you can reach. On a hit, the target loses 4d8 hitpoints if it is above half health or 8d8 hitpoints if it is below, or loses half as many hitpoints on a miss. Oozes lose twice as many hitpoints from this spell.

Wizard 4th-level Transmutation

Line of Light

  • casting time 1 action
  • range Self (60-foot line)

  • components V, S, M
  • duration Instantaneous

a mirror or reflective surface

You touch a reflective surface, such as a mirror or still water, and pull the light into on condensed string and release it in a line. This light will bounce off of objects up to three times at the same angle that it came into contact with the object. A creature caught in this line must make a Dexterity saving throw or take radiant damage, or take half as much on a success. If the light catches a creature, roll a 1d8 for the direction the light bounces. If the light catches a creature and hasn't bounced yet, the creature must save against 5d8 damage. If the light has bounced once, it must save against 6d8, if it has bounced twice, it must save against 7d8, and if it has bounced three times, against 8d8. After the line comes in contact with a creature or object after its third bounce, the line end. The line also ends once it has extended the length of its range.

At Higher Levels. If you cast this spell using a spell slot of 4th-level or higher, the range is increased by 15 feet for each slot level above 3rd.

Wizard 3rd-level Evocation

Temporal Beat

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

You can cast this cantrip when you must make a saving throw against an effect at the start of end of your turn. You immediately make a saving throw against it, even if you already have this turn. If you succeed and the effect ends, you can Dash or Disengage as a bonus action.
You gain a 1d4 bonus to the saving throw when you reach 5th level. This bonus increases to 1d6 at 11th level, and 1d8 at 17th.

Wizard Abjuration cantrip

Cosmic Vision

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

  • components V
  • duration Concentration, up to 1 minute

You force a vision of the cosmos with a stars, planets, and moons onto your life, using the spirit of the cosmic bindings to fulfill the vision. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. When an affected creature starts its turn within 30 feet of you, it must make a Charisma saving throw or take 2d10 force damage and be moved up to 15 feet closer to you. On a success, a target takes half as much damage isn't moved.

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

Wizard 3rd-level Evocation

Hide or Reveal Entrance

  • casting time 1 action
  • range Touch

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

a pencil, paintbrush, or other device to make an inscription

You touch an area of a wall or a Large or smaller door or corridor and inscribe a glyph of passage. If you touch a location on a wall that has a hidden entrance within 15 feet of the spot you touch, the entrance is revealed. If you touch a door or corridor, it is hidden from view, melding with the wall and appearing to sight and touch as if it was a continued part of the wall or surrounding material. The illusion can be discovered with a successful Intelligence (Investigation) check against your spell save DC, causing the illusion to vanish. When the spell ends, the affected area returns to how it previously was.

Wizard 2nd-level Transmutation

Sword of Damocles

  • casting time 1 action
  • range Touch

  • components V
  • duration Up to 10 minutes

In the casting of this spell, you touch a creature and conjure a sword of Damocles over its head. The first melee attack that the creature hits each turn while under the spell's effect deals an additional 6d6 radiant damage. If the target of the spell is hit with a melee attack from a hostile creature, the sword of Damocles transfers to the attacker, and the attacker gains the effects of the spell instead. This can continue until the duration ends. Once the weapon of divinity affects a creature other than the first target, the spell can't be ended early or dispelled.
A creature under the sword can only move if movement brings the creature closer to a hostile creature than when it started moving. The moment the sword of Damocles is conjured, each creature that can see it feels the fragility of the blessing and knows that it could easily be taken.

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

Wizard 3rd-level Conjuration

Inner Fire

  • casting time 1 action
  • range 60 feet

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

You conjure fire up within the body of a creature you can see within range. The creature must make a Constitution saving throw or be incapacitated for the duration with a speed of 0 and take 1d6 fire damage. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each time it fails, it takes another d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each slot level above 2nd.

Wizard 2nd-level Conjuration

Age (Ritual)

  • casting time 1 action
  • range 5 feet

  • components V, S
  • duration Up to 1 minute

You indicate towards an object or organic material and rapidly age it. For every second that passes, it ages a minute, time passing for it more quickly. You can cook food, ripen a fruit, or melt an icicle. If you target a creature with this spell, the creature must be wiling.

Wizard 1st-level Transmutation

0 0
4 4
3 3
0 0
3 3
2 2
3 3
2 2
1 1

Disenchant

  • casting time 1 minute
  • range Touch

  • components V, S
  • duration Instantaneous

One magic item you touch of uncommon or less rarity becomes mundane, losing its magical properties. For each rarity higher than uncommon, make an ability check using your spellcasting ability. The DC equals 10 + the item's rarity (5 for rare, 7 for very rare, 9 for legendary, and 11 for artifact). On a successful check, the item becomes mundane. The DM may declare that certain artifacts or magical items are unable to be disenchanted in this way.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can automatically cause an item to become mundane of a rarity equal to the spell level for all spell slots above 3rd.

Wizard 3rd-level Abjuration

Black Hole

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Up to 1 minute

a ball of tungsten

You call into a space you can see within range a minute piece of a black hole for the duration. Each creature within 20 feet of it must make a Strength saving throw or be pulled 10 feet closer to the center and take 5d6 force damage, or half as much on a success. A creature that fails the save can't move farther away from the center until it succeeds. It must repeat the saving throw at the start of each of its turns, taking the damage or half on a failure or ending the effect on themselves on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial force damage increases by 1d6 for each slot level above 5th.

Wizard 5th-level Conjuration

Inevitable's Order

  • casting time 1 action
  • range 30 feet

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

You place the order of an inevitable on a willing creature you can see within range. Until the spell ends, the target's weapon attacks always hit, even on a d20 roll of a 1, and the weapon's damage dice are always their maximum.
When the spell ends, the target's weapon attacks automatically miss until its next turn, as the opposing law takes effect in an attempt to balance fate.

Wizard 4th-level Transmutation

Bad Dub

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 hour

A creature you can see within range must make a Wisdom saving throw. On a failure, you can speak through them for the duration whenever they would speak themselves. They believe they are saying what they mean to, but what is actually said is what you want for the duration. If the creature takes damage, it can repeat its saving throw against this spell, ending it on a success.

Wizard 2nd-level Enchantment

Old Town Road

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Instantaneous

Every creature other than you within range must make a Charisma saving throw when you cast this spell, which a target can choose to fail. On a failure, a creature is teleported back to the space where they began their previous turn.

At Higher Levels. When you cast this spell slot of 3rd level or higher, the range of the spell increases by 10 feet for each slot level above 2nd.

Wizard 2nd-level Conjuration

Eyes of Six

  • casting time 1 action
  • range Sight

  • components V
  • duration Up to 10 minutes

You look into the spirit of six creatures you can see. One glowing eye per target manifests near you, trained on its quarry. A target of this spell is always visible to you and appears as an outline behind walls and other obstacles. The first time that the target would damage you, it is foreseen and absorbed by the target's eye, causing you to take no damage. The eye then winks out of existence and the spell ends on its target. As a reaction, you can reflect the damage an eye absorbs back onto its target. The creature must make a Dexterity saving throw or take the damage dice in psychic damage it would have dealt you, or it takes half as much psychic damage on a successful save.

At Higher Levels, When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature per slot level above 6th.

Wizard 6th-level Divination

Clear the Air

  • casting time 1 action
  • range 5 feet

  • components V, S
  • duration Instantaneous

You clear the air of a Medium space within the spell's range, returning it to clear air, atmosphere perfect for your breathing. This will clear the space of poisonous gas and can provide air if it is a vacuum. If you move through the air before the end of this turn, you can add 1d6 to one attack roll, ability check, or saving throw you make before the end of this turn, as the refreshing air fills your lungs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make an additional Medium space within the spell's range into clear air for each slot level above 1st.

Wizard 1st-level Transmutation

Meteor Strike

  • casting time 1 action
  • range Self (120-foot line)

  • components V, S, M
  • duration Instantaneous

a meatball

You magically pull an asteroid from beyond the world through space to crash in a line 15 feet wide and 120 feet long stretching out from you in a direction of your choice. Each creature must make a Dexterity saving throw or take 6d6 bludgeoning damage, 6d6 fire damage, and be pushed back in the line 30 feet. On a successful save, the creature takes half as much fire damage and isn't pushed back.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you choose either the bludgeoning or the fire damage increases by 1d6 for each slot level above 5th.

Wizard 5th-level Conjuration

Magnetic Beam

  • casting time 1 action
  • range Self (60-foot line)

  • components V, S
  • duration Instantaneous

You point and a jagged line of magnetism erupts from your finger in a 60-foot long, 5-foot wide line. Each creature other than you within 10 feet of the line must make a Strength saving throw. On a failure, a creature is moved to the closest unoccupied space within or adjacent to the line and takes 4d10 force damage. A creature takes half as much damage and isn't moved on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 4the level or higher, the range of the spell's line increases by 15 feet for each slot level above 3rd.

Wizard 3rd-level Evocation

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2 2
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1 1
5 5
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Hatch Egg (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch any king of egg and quicken it to hatch. Over the next minute, the creature within the egg comes to fruition and hatches, breaking away its shell.
The DM can determine that the creature imprints on the first other creature it sees or sense, treating it as if it were its mother, with loyalty and desire of protection.
If the creature has different kinds, such as colors of dragons, you can offer a material component for the spell to be consumed in its casting that matches with the kind of creature, and the egg will hatch as that kind, regardless of what laid it, such as gold for a gold dragon.
Be careful of what sleeping things you waken to life.

Wizard 4th-level Transmutation

Assign Quarry

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 hour

A creature you see within range must make a Wisdom saving throw or have all its desires switched to the quarry of one creature type of your choice (celestials, fiends, humanoids, etc.) For the duration, the target does its utmost to attack and destroy any creatures of its assigned type it is aware of, or hunting them down if there are none nearby. If the target falls below half its hitpoint maximum, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, or if the target falls to 0 hitpoints, the spell ends.

At Higher Levels. If you cast this spell using a spell slot of 8th level, its duration is concentration, up to 8 hours. If you cast it using a spell slot of 9th level, its duration is concentration, up to 24 hours.

Wizard 7th-level Enchantment

Create Chimera (Ritual) [1/2]

  • casting time 8 hours
  • range 15 feet

  • components V, S, M
  • duration Instantaneous

two beasts and raw gold bars worth at least 999 gp, all of which the spell consumes

You magically analyze the organic makeup of two beasts within range and combine them into a new creature. The beasts need not be willing, but they do need to be within the spell's range for its casting time. Once finished, their physical forms merge into a chimera, a magically combined creature, with the strengths of each.
The new creature is a monstrosity. It has the higher ability score of the two for each of the six, the higher AC, the higher speed and gaining any speeds the other might have had, and gaining proficiencies, sense, features, attacks, actions, and so on. Add the two beasts' current and maximum hitpoints together to find the chimera's hitpoints. If both creatures were the same size, the chimera's size is one size larger, otherwise, it is the size of the larger beast. In comat, it shares your initiative but takes its turn immediately after yours ends.

Wizard 5th-level Transmutation

Create Chimera (Ritual) [2/2]

  • casting time 8 hours
  • range 15 feet

  • components V, S, M
  • duration Instantaneous

two beasts and raw gold bars worth at least 999 gp, all of which the spell consumes

The monstrosity has a single bond to you, that My creator is my master, for who I am in service to an would give my life without hesitation. It understands one language of your choice, but it can't speak it. However, the chimera is not natural, and cannot fully live on its own. Unless this spell is cast on it again before 30 days have passed, using the chimera instead of the two beasts for the components, the chimera will die.

At Higher Levels. If you cast this spell using a spell slot of 7th level, you can combine up to three beasts, and the chimera lives for 1 year. If you cast this spell using a spell slot of 9th level, you can combine up to four beasts, and the chimera will live for 10 years.

Wizard 5th-level Transmutation

Cruorstorm

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

  • components V
  • duration Instantaneous

You let forth a torrent of red iron, joining with your allies to obliterate anything else. When you cast this spell, you must roll any number of d6s (minimum of 1, maximum of 8). Any creature you allow within range can roll one or more d6s instead of you. A creature loses hitpoints equal to the result of the dice it rolls. Once you have rolled these dice, every creature within range who didn't contribute to the spell must make a Constitution saving throw. On a failure, a creature loses hitpoints equal to the total result of all dice rolled, or half as much on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum number of d6s increases by 1 for each slot level above 3rd.

Wizard 3rd-level Necromancy

Chronostep

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

When you cast this spell, you move up to half your speed and regain any hitpoints you lost since the end of your previous turn. You don't provoke attacks of opportunity.
If you cast this spell after casting it your previous turn, roll percentile dice. On a roll of 40 or lower, the health that would be regained by this casting is instead lost, and your hitpoint maximum is reduced by an equal amount.

At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the percentile dice roll that would cause you to lose hitpoints decreases for each slot level above 6th.

Wizard 6th-level Transmutation

Freezing Feet

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Up to 1 minute

a frozen acorn

You choose a creature you can see that has legs within range and begin freezing them. At the end of the creature's turn, if it has not moved at least 15 feet from where it began its turn, it becomes restrained, with its lower half encased in ice. The creature can make a Strength saving throw at the end of each of its turns after its first, breaking through the ice and ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Wizard 2nd-level Transmutation

Tear of Fire

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration Up to 1 round

a drop of oil

You rip open a point within range into a place of pure fire for a moment, letting lifelike fire through before the tear closes. Each creature within 30 feet of the point must succeed on a Constitution saving throw or be burned, taking 5d12 fire damage, or half as much on a success.
A fire elemental appears on the point and moves to and attacks the nearest creature. The elemental lasts until the start of your next turn, when it burns to ash.

Wizard 5th-level Conjuration

Rain of Fists

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

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

Around you a storm of fists appears and swirls for the duration. When you cast this spell, you can designate any number of creatures to be unaffected by it. Any other creature that starts its turn within 30 feet of you in any direction or enters the area for the first time on its turn must make a Dexterity saving throw. On a failure, it takes 5d6 bludgeoning damage and is pulled 15 feet closer to you. A creature that succeeds takes half as much damage and isn't pulled closer.

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

Wizard 4th-level Evocation

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4 4

Spiteful Swing

  • casting time 1 attack, which replaces an attack you would make with the Attack action
  • range Touch

  • components S, M
  • duration Instantaneous

a melee weapon worth at least 1 cp

You make a melee spell attack against a creature that damaged you since the end of your last turn within your weapon's range, brandishing it at the target. On a hit, the target takes 3d6 psychic and 3d6 additional damage, or half as much on a success. The second damage dealt is the weapon's damage type.

Wizard 3rd-level Evocation

Boomerang Sigil

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

  • components V, S
  • duration Instantaneous

You shoot a magic sigil at a creature you can see within range. The target must make a Dexterity saving throw or take 2d8 force damage. On a success or fail, the orb curves around at the start of your next turn. The target must make another Dexterity saving throw, taking another 2d8 force damage on a fail.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the secondary force damage the target takes increases by 1d8 for each slot level above 1st.

Wizard 1st-level Evocation

Line of Unreality

  • casting time 1 action
  • range 1 mile

  • components V, S
  • duration Instantaneous

You carve a line out of the fabric of reality, tearing apart everything in its path before it seals up once more. The 1-foot-wide line appears between two points you can see within range. Each creature caught within it must make a Dexterity saving throw. A creature takes 12d20 force damage on a failed save, or half as much damage on a successful one. The spell damages objects caught between the points.

Wizard 9th-level Conjuration

Voidhands

  • casting time 1 action
  • range Touch

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

You touch the hands of a creature and infuse them with the power of the void. Unarmed attacks the target makes deal an additional 1d6 force damage for the duration of the spell, count as magical, and deal double damage against objects and structures.

At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, the additional force damage increases by 1d6 for every two slot levels above 2nd.

Wizard 2nd-level Conjuration

Create Myrmidon

  • casting time 8 hours
  • range Touch

  • components V, S, M
  • duration Until dispelled

ritually created armor worth at least 6,000 gp filled with either burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water, which is consumed by the spell

You summon an elemental and bind it to the armor component of the spell, creating a myrmidon in your service, the kind determined from the relevant component used. The myrmidon obeys your commands and takes its turn immediately after yours in combat. If it dies, it is freed and returns to its own plane. The armor is ruined unless the myrmidon is dispelled with dispel magic.
If you cast this spell to create a second myrmidon of the same element as any previously created and still in service, the previous gains autonomy and is not bound to your service any longer.

Wizard 7th-level Conjuration

Deface

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You attack a creature's face with acid to burn it away. A creature within range must make a Dexterity saving throw or take 12d6 acid damage, or half as much on a success. A creature that fails its saving throw against this spell and has a face loses it - its eyes, nose, mouth, and all are removed, potentially causing the creature to suffocate. The target's face can be restored by casting greater restoration. Additionally, if the target deals at least 5 damage to itself or allows itself to be damaged for as much on where its mouth was, the skin cuts allowing it to draw breath.
When you cast this spell, you can remove any number of the damage dice, even causing it to deal no damage, if you wish.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the acid damage increases by 1d6 for each slot level above 5th.

Wizard 5th-level Evocation

Load the Smoking Gun

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Up to 1 minute

When you cast this spell, you create an orb of smoke that floats around you. You can immediately launch it or build it as an action while the spell lasts. During the spell's duration, you can build it as an action. You can launch the orb as part of building it.
When launched, you choose a point you can see within range, and every creature within 10 feet of that point must make a Constitution saving throw against the spell's damage. The orb deals 3d6 thunder damage + 2d6 thunder damage for each time it has been built on a successful save, or twice as much damage on a failed saving throw.
The orb audibly thunders when you cast the spell and each time it is built, growing louder each time. Once launched, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional orb for every two slot levels above 3rd. Building one build them all, and they are all launched together. A creature in the area of multiple orbs' radii is only affected once.

Wizard 3rd-level Evocation

Animate Creature [1/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

a fist-size moonstone worth at least 3,000 gp

You can cast this spell only under moon- or starlight (but not sunlight). Choose a corpse of a Huge or smaller creature you can reach that wasn't a construct or an undead. It animates and falls under your control. The creature becomes an undead (requiring no air, food, drink, or sleep), its Intelligence, Wisdom, and Charisma scores lower to 3,6, and 5 respectively if they were higher, it gains proficiency in Wisdom saving throws, immunity to poison damage and can't be poisoned. It follows your instructions, understanding all languages it knew in life, but can't speak.
The spell fails if the creature's CR was higher than your level. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends, reasserting your control over it for an additional 24 hours.

Wizard 7th-level Necromancy

Animate Creature [2/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

a fist-size moonstone worth at least 3,000 gp

At Higher Levels. When you cast this spell using a spell slot of 9th level, you can animate a corpse of a Gargantuan or smaller creature.

Wizard 7th-level Necromancy

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Eye of the World

  • casting time 1 action
  • range 60 feet

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

You summon the eye of the world into a space within range while the spell lasts. You can reveal the eye to any number of creatures you choose. For the duration, you and any other creature that can see the eye can teleport a number of feet equal to their movement speed, consuming movement as if they had moved.
Additionally, when a creature ends its first turn after seeing the eye, it can immediately take another turn. A creature can't do so again for 10 minutes or whenever the spell's duration expires naturally, whichever comes first.
Finally, any creature that can see the eye can't be blinded for the spell's duration, and can always see the eye while it lasts, through any obstruction or distance of space.

Wizard 9th-level Conjuration

Implant Phobia

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

You attempt to implant a phobia into the mind of a creature you can see within range. It must make a Wisdom saving throw or gain an irrational fear associated with any concept of your choice, such as a kind of creature a number, a color, a word, or anything else it is not always exposed to (such as breathing). Whenever the creature is exposed to the concept, or an immediately similar one (such as butterflies and moths), the creature is frightened of the fear's reminder until it is no longer exposed.
A creature under the effects of this spell can attempt to steel itself as an action while exposed to its fear, allowing it to make another Wisdom saving throw. If it succeeds, the effect ends. If it fails, it becomes incapacitated while it remains frightened, and is then frightened and incapacitated whenever it is exposed to the fear.
If you concentrate on this spell for its entire duration, the effects last an indefinite amount of time beyond the spell's duration. The effects can be removed with greater restoration.

Wizard 3rd-level Enchantment

Accelerate

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a miniscule hard object, such as a rock, tooth, or piece of wood

This spell accelerates an object you are holding out to a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes bludgeoning damage: 1d6 if it is within 30 feet of you, 1d8 if it is between 30 and 60 feet, 1d10 if it is between 60 and 90, and 1d12 between 90 and 120.
This spell's damage increases by 1 die when you reach 5th level (two dice), 11th level (three dice), and 17th level (four dice). The dice are all the same type.

Wizard Transmutation cantrip

Wall of Paper

  • casting time 1 action
  • range 60 feet

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

a piece of parchment

A wall of paper unwraps into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 5 feet, or you can shape a flat surface made up of five 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is literally paper thin. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
The wall can't be seen through. If moved into, the wall moves with the creature, collapsing on top of it. If the wall is attacked or would take damage, it tears, cuts, or burns easily. If it would be damaged with fire, it spreads, burning one 5 by 5 foot area per adjacent burning area per round. A burned section harmlessly drifts off as ash, as paper would.

Wizard 1st-level Evocation

Icy Visage

  • casting time 1 action
  • range 120 Feet

  • components V, S, M
  • duration 1 round

an ice cube

A small visage of ice extends from your hand to a point you can see within range, taking on a shape of your choice. Each creature within 15 feet of the point must make a Constitution saving throw. On a failure, a creature takes 6d6 cold damage and regains no hitpoints from being healed, regeneration, or any other manner until the end of your next turn. On a success, a creature takes half as much damage and suffers no other effect.

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

Wizard 3rd-level Evocation

Saving Grace

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

A willing humanoid you can see within range gains a healing ability and will to carry it out through the darkest times. The target of the spell ignores difficult terrain, they don't provoke attacks of opportunity, they have advantage on Strength checks and Strength saving throw, and as an action they can cause a creature other than themselves that they touch to regain 4 hitpoints.
Finally, a creature under the effect of this spell who is frightened can still move closer to the source of its fear.

Wizard 3rd-level Evocation

Juxtapose

  • casting time 1 bonus action
  • range Self (15-foot radius)

  • components V, S
  • duration Up to 1 round

You unveil many illusory clones of yourself that last until the end of your next turn. Every space within the spell's radius that could fit you unveils one of your clones, and as part of casting the spell, you can immediately switch places with one clone. The clones move with you, disappearing if they lack space to follow and would be more than twice the spell's radius away from you.
If a clone is attacked or would take damage, it immediately disperses. A creature can use its action to make an Intelligence (Investigation) check against your spell save DC if it can see your illusions. On a success, it knows which illusion is you.

Wizard 2nd-level Illusion

Hypershrink

  • casting time 1 action
  • range Touch

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

A creature you touch becomes many times smaller. Its size becomes 1/10th in all dimensions. Until the spell ends, it has disadvantage and -5 to all Strength saving throw, Strength ability checks, and Strength attack rolls, and the weapon damage dice of any of its weapons become 1.
An unwilling creature can make a Constitution saving throw to avoid the effect. If it fails, it suffers the same effects, and it can repeat the saving throw at the end of each of its turns, ending the spell on itself on a success.
If the target is in an area too small for its normal size when the spell ends, it is shunted to the nearest unoccupied space, taking 1d6 force damage for every 5 feet travelled.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Wizard 2nd-level Transmutation

Medusa's Gaze

  • casting time 1 action
  • range Self (60-foot radius)

  • components V, S
  • duration 1 round

Choose a creature within 60 feet of you that can see you. It must make a Wisdom saving throw or behold you as a terrible creature that petrifies its enemies. On a failed save, the target is petrified until the end of your next turn.
If a target dies while petrified in this way, its body remains petrified forever.

Wizard 1st-level Transmutation

9 9
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1 1
3 3
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2 2
2 2
1 1

True Absorb Elements

  • casting time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • range Self

  • components S
  • duration 1 round

This spell completely stops incoming energy from harming you and taking some of its energy for your own. You have immunity to the triggering damage type until the start of your next turn. Additionally, you regain a number of hitpoints equal to this spell's level.

Wizard 5th-level Abjuration

Arcane Ties

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 1 minute

Each creature you choose within range that you can see must make an Dexterity saving throw. On a failed save, a target takes 4d6 force damage, or half as much on a success. Targets that fail the saving throw are tied to each other by many thin, permeable arcane strings for the duration of the spell. Whenever one of the tied creatures is damaged (except from this spell), all other tied creatures take 1 force damage.

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

Wizard 3rd-level Evocation

Bareilles' Armor

  • casting time 1 action
  • range Self

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

You conjure a stylistic set of armor that protects you the more you need it. If you are already wearing armor, it transforms what you're wearing, and you retain its bonuses. For the duration, you add 1d6 to your saving throws and 1 to your AC. When you are below half your hit point maximum, you instead add 1d8 to your saving throws and 3 to your AC.

Wizard 2nd-level Conjuration

Double Lightning Helix

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

  • components V, S, M
  • duration Instantaneous

a metal object

A cone of lightning erupts from a metal object you are holding. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 6d6 lightning damage on a failed save, or half as much on a successful one. A creature that fails its save can't take reactions until the start of its next turn.

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

Wizard 3rd-level Evocation

Blink of Gravity

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a small sphere of heavy material

A point you choose within range becomes the center of a gravity well for a split second, as the well pulls them downwards. Each creature in a 20-foot radius sphere centered on that point must make a Strength saving throw. On a failed save, a creature is knocked prone and takes bludgeoning damage depending on how far from the center it is, or takes half as much damage on a success and isn't knocked prone.
A creature takes 10d6 bludgeoning damage if it is within 10 feet of the point, and 2d6 less damage for every 10 feet away from the point a creature is.
The gravity well spreads around corners. It crushes lightweight objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the sphere increases by 10 feet for each slot level above 5th.

Wizard 5th-level Transmutation

Echoes of You

  • casting time 1 action
  • range Touch

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

a mirror

A creature you touch becomes duplicated in a line leading from you and it, with three duplicates. Each matches the target creature's statistics, features, and abilities, but with a complimentary color scheme. Additionally, the three share the original's resources and rest uses and limitations for abilities. If the target can cast, no more than one of the four creatures can cast a spell of 1st level or higher per turn.
The duplicates share the target's initiative. At the end of the target's next turn, the duplicates vanish, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th- or 7th-level, one additional duplicate is created. When you cast it using a slot of 8th- or 9th-level, two additional duplicates are created.

Wizard 5th-level Conjuration

All Time Low

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a timepiece worth at least 1 gp

You crush a timepiece in your hand at a creature you can see within range. It must make a Charisma saving throw or be removed from time. If it succeeds, it is stunned until the end of its next turn, wracked with visions of its non-existence. If it fails, it is utterly removed from time, as if it had never existed. It occupies a space outside any plane or reality, frozen, conscious, but unable to sense. Memory of the creature is suppressed from all beings lesser to gods, unconscious but not fully erased. Physical evidence of the creature's existence remains. If the creature has a CR or level of 10 or lower, it automatically fails the saving throw.
This spell can alternatively be used to bring a creature back into time that has been cast out by this spell or a similar effect. You speak the creature's name and it returns to time where it was removed, or the closest available space.

Wizard 9th-level Transmutation

Walk of Ungoliant

  • casting time 1 action
  • range Self (15-foot radius)

  • components V
  • duration Concentration, up to 1 minute

You gain eight legs of darkness, increasing your walking speed to 80 feet and allowing you to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you can attack up to three creatures within 15 feet of you as an action. Make an attack roll using your spellcasting ability. On a hit, a creature takes 5d10 necrotic damage.
Your legs of darkness are not fully material, allowing you to still slip and move in the amount of space you otherwise could.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an additional leg and 10 feet of walking speed for every slot level above 5th.

Wizard 5th-level Evocation

Coloring Outside the Lines

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

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

You evoke two elemental sigils under your control. Choose fire, ice, earth, or air. Immediately and as an action while the spell lasts, you can choose up to four creatures within 30 feet of you. Each creature must make a Dexterity saving throw or take 3d8 damage, the type associated with the chosen element (fire for fire, cold for ice, bludgeoning for earth, and slashing for air).
If a creature moves within 30 feet of you, you use your reaction to require it to make the same saving throw or take the damage of the spell.

Wizard 3rd-level Evocation

5 5
3 3
2 2
3 3
5 5
5 5
9 9
5 5
3 3

Call Meteorite

  • casting time 1 action
  • range 5 feet

  • components V, S
  • duration Instantaneous

You call a meteorite from the sky onto a creature within 5 feet of you. The creature must be directly beneath the sky. The target must make a Dexterity saving throw or be knocked prone and take 1d4 bludgeoning or fire damage (your choice when you cast the spell).
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Wizard Transmutation cantrip

Bowsprit

  • casting time 1 action
  • range Self (120-foot radius)

  • components V, S
  • duration Up to 1 round

You hold up a number of your own fingers behind your back and call out to a target that can hear you within 120 feet of you, challenging it to guess the number of fingers. If it can speak the language you spoke to it, it must guess the number of fingers.
If the target's guess is wrong, it takes 1d10 psychic damage for every whole number it was away from the actual number of fingers - if you held up 8 and it guess 2, it would take 6d10 psychic damage.

Wizard 4th-level Evocation

Sanctum of Magic (Ritual) [1/2]

  • casting time 8 hours
  • range Touch

  • components V, S, M
  • duration Instantaneous

a colored diamond worth at least 3,000 gp

You create a sanctum of your magic. This sanctum could manifest as a tower, a small dungeon, and enchanted tree, or more abstractly, such as a mural or tattoo on a willing creature. Work with your DM to create the specifics of your sanctum. Once finished, your sanctum's range is 120 feet.
You can enter and exit the sanctum as an action when you touch it. If another creature knows the sanctum's nature, it can also enter and exit as an action. If your sanctum isn't a physical space, as with a mural or tattoo, the creatures and objects appear in the depiction and are visible to any creature that sees it.
If you are within range of your sanctum and you expend the last of one of your spell slots, there is a 50% chance you regain it if it is 1st level, a 25% chance if it is 2nd level, and so on, to a maximum of 4th level.
Additionally, as an action while inside or touching your sanctum, you can swap one of the spells you know from another on your spell list.

Wizard 8th-level Conjuration

Sanctum of Magic (Ritual) [2/2]

  • casting time 8 hours
  • range Touch

  • components V, S, M
  • duration Instantaneous

a colored diamond worth at least 3,000 gp

Finally, while you are within range of your sanctum and fail a saving throw, attack roll, or ability check, you can draw from the sanctum's magic to reroll it with advantage. You can't access that sanctum or use any abilities with it for 24 hours while its magic recharges.
A sanctum of magic can't be dispelled with dispel magic, but can be destroyed with disintegrate.

At Higher Levels. You can have up to 8 sanctums at once. To create a 9th, you must cast this spell at 9th-level while you already have 8 sanctums to create a 9th.

Wizard 8th-level Conjuration

Cold Iron Strike

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

  • components S, M
  • duration Instantaneous

a melee weapon made of iron

You flourish the weapon used in casting and then disappear in a flash of iron. Choose up to three creatures in a line extending 30 feet from you and make a melee spell attack against each. On a hit, a target takes 4d10 cold damage and can't take reactions until the end of your next turn. You can then teleport to an unoccupied space you can see within 5 feet of the last target of the spell. Fey take an additional 1d10 cold damage from this spell.

Wizard 3rd-level Conjuration

Burning Wheel

  • casting time 1 action
  • range Self (90-foot line)

  • components V, S, M
  • duration Instantaneous

a miniature wheel worth at least 1 sp

A tiny wheel you throw spins, grows, and catches on fire as it rolls in a 90 foot long, 1 inch wide line from you in a direction you choose, though the wheel rolls along the ground. Each creature in the line must make a Dexterity saving throw. A Huge or larger creature automatically succeeds on the saving throw against the spell.
On a failed save, a creature is pulled back to the end of the 90-foot long line. For every 10 feet they are pulled, they take 1d8 fire or bludgeoning damage (your choice for every 10 feet) from being rolled into the ground by the wheel.
Once it reaches the end of the line, the wheel shrinks back down to miniature and stops burning, leaving the affected creatures prone around it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the line increases in length by 10 feet for each slot level above 4th.

Wizard 4th-level Transmutation

Action Image

  • casting time Varies
  • range 60 feet

  • components V, S
  • duration Up to 1 round

When you cast this spell, you can either capture an image as a reaction to seeing something in range, or display an image as an action. If you capture one, the magic mentally saves a snippet of what you see, such as a building, a street lamp, or a face. You can have up to 2 images captured at one time, losing the oldest if you capture another.
If you wish, you can record the capture for up to 6 seconds. The capture lacks audio when played back, but words appear to detail any sounds that happen.
If you display an image, you choose to show one of your captured images within 5 feet of you, which can be seen by any creature looking. It lasts until the end of your next turn or when you dismiss it (no action required).
You can capture up to 4 images when you reach 5th level, 6 when you reach 11th, and 8 when you reach 17th.

Wizard Illusion cantrip

Rose Gate

  • casting time 1 action
  • range Self (60-foot radius)

  • components V, M
  • duration Up to 1 round

a rose

You protect yourself and up to 6 allies you can see within 60 feet of you with the rose gate, a calming and beautiful force. Each creature protected has resistance to all damage until the end of your next turn.

Wizard 3rd-level Abjuration

Pool of Fate

  • casting time 1 action
  • range 10 feet

  • components V
  • duration Concentration, up to 1 minute

You create a pool of fate between you and any other creatures you choose within range. This pool of fate is represented by 5d6s. While the spell lasts, any creature affected can take a single d6 when they make an attack roll, ability check, or saving throw, and add it to the result. Once all d6s are taken, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the pool starts with an additional 1d6 for each slot level above 1st.

Wizard 1st-level Divination

0 0
4 4
8 8
8 8
3 3
4 4
0 0
3 3
1 1

Ascendant Flame

  • casting time 1 action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 minute

Flames capture a creature you can see within range and burn inwards, hotter by the second. The target must make a Dexterity saving throw. It takes 6d6 fire damage on a failed save. For this save and any after, whenever the target fails, the flames burn hotter. At the end of its turns, the target must repeat the saving throw. It takes 6d6 fire and an additional 2d6 for each time the fire burns hotter. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. These magical flames can't be extinguished non magically.
On any success, the target takes half as much fire damage as it would have, and the spell ends. You can end the spell at any time (no action required).

Wizard 5th-level Evocation

Deck the Walls

  • casting time 1 action
  • range Touch

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

You touch a magic wall, such as one created by a wall spell, and either enforce or weaken its effects. The wall doesn't affect you when you touch it as part of casting this spell.

Enforce. You increase the wall's effectiveness by 50%. This usually translates to the wall dealing half as much more damage, or requiring more movement through it if the wall normally demands such. A wall of force becomes unable to be destroyed with disintegrate. However, enforced, the DM has the final say in the effects.

Weaken. You decrease the wall's effectiveness by 50%. Similarly translating to the wall dealing half as much damage, or requiring less movement through it if it normally demands such. A wall of force becomes able to be walked through if a creature spends its entire movement to move through it. However weakened, the DM has the final say in the effects.

Wizard 4th-level Conjuration

Santa Claws

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Your hands become icy claws as you make a melee spell attack against a creature you can reach. On a hit, you deal 1d6 slashing damage, and if you move around the creature in a circle on the current turn (returning to where you began), you deal an additional 1d6 cold damage as the winter winds pierce the wound.
The spell's damage increases by 1d6 when you reach 5th level (2d6 and a possible 2d6 cold), 11th level (3d6 and 3d6), and 17th level (4d6 and 4d6).

Wizard Transmutation cantrip

Black Ice

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 10 minutes

You change the top layer of up to 6 five-by-five foot squares within range into black ice. Each square must touch at least one other square. The ice is invisible, though a creature can make a Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC to see it.
If a creature starts its turn on or moves onto a square, it must make a Dexterity saving throw (for each square) or fall prone. If the creature moved onto a square, it slides until it reaches ground that isn't covered in black ice. Creatures similarly slide if they are shoved on the ice.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can make one additional square of black ice for each slot level above 2nd.

Wizard 2nd-level Transmutation

Electric Nails

  • casting time 1 bonus action
  • range Touch

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

two pieces of cloth

You touch one willing creature and fervent arcs of lightning cover its hands. Until the spell ends, the creature can use its action to electrify a creature within 15 feet of it as an action. The target of the electricity must make a Constitution saving throw, taking 3d8 lightning damage on a failed save, or half as much on a successful one. The target has disadvantage if it is wearing metal armor.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target of the spell can target a creature that is an additional 5 feet away from it for each slot level above 2nd.

Wizard 2nd-level Evocation

Monkey See

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration 1 round

You cast this spell on a creature you can see within range. If that creature cast a spell since its last long rest, its most recently cast spell is presented in your mind. If that spell is 3rd level or lower and on your spell list, you can instantly write that spell into a spellbook, if you have one, and can swap that spell with one you have known or prepared.
The spell lasts until the end of your next turn. While it lasts, you can cast that spell without expending a spell slot, and if you finish casting it, you retain that spell as known or prepared, otherwise, it fades from your mind when the spell ends.
If the creature most recently cast a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, you can write and swap that spell, as long as you can learn or prepare spells of that level. If not, you can write it into a spellbook, if you have one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can instantly write and learn or prepare the spell if it is less than or equal to the level of the spell slot used.

Wizard 3rd-level Divination

What's Mine is Yours

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 minute

When you are under the effect of a spell, you transfer it to a creature you touch. If the creature is unwilling, it must make a Dexterity saving throw. On a failure, you transfer the effects of all spells of 2nd level or lower to the target, and you lose those effects. On a success, the spell fails and you retain the effects.
Regardless of their original duration, the spell(s) last 1 minute for the target, before What's Mine is Yours ends and the effects fade.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you transfer the effects to the target of spells of levels equal to or less than the level of the spell slot you used and you lose them.

Wizard 2nd-level Transmutation

Still Waters Run Deep [1/2]

  • casting time 1 action
  • range Self

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

the heart of a meteor that fell into ocean depths

You transform yourself and everything you're wearing into a Kraken. You gain its statistics, retaining your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you, but higher that yours, use the creature's bonus in place of yours.
You assume the hitpoints and Hit Dice of the kraken. When you revert to your normal form, you return to the number of hitpoints you had before you transformed. If you revert as a result of dropping to 0 hitpoints, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you aren't knocked unconscious.
You retain the benefit of all features from your class, race, or other source and can use them if the kraken could physically use them.
You have no regional effect or lair actions, but you can use the kraken's legendary actions. Additionally, you have the Legendary Resistance trait and can

Wizard 9th-level Transmutation

Still Waters Run Deep [2/2]

  • casting time 1 action
  • range Self

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

the heart of a meteor that fell into ocean depths

use it up to three times while the spell lasts.

Wizard 9th-level Transmutation

5 5
4 4
0 0
2 2
2 2
3 3
2 2
9 9
9 9

Soul Burning Implosion

  • casting time 1 action
  • range 300 feet

  • components V, S, M
  • duration Instantaneous

rounded up to the nearest whole number

(one tenth of the remaining years of your life , whih is consumed by the spell) You burn away one year of your life and create an implosion centered on one point you can see within range. Each creature within a 30-foot radius sphere of the point must make a Wisdom saving throw. On a failed save, a creature takes 6d10 necrotic damage and is stunned until the end of their next turn. The necrotic damage can't be reduced or prevented in any way. On a success, a creature takes half as much necrotic damage and isn't stunned.
The removal of one year or more of your life could cause you to die of old age earlier or some other death ordained by fate. The DM has the final say. If you cast this spell again, it takes 1/10th of your life without any castings of this spell: if you cast it a 10th time, you will die and can't be revived by any means short of a true resurrection spell.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Wizard 5th-level Necromancy

Twist this Fate

  • casting time 1 bonus action
  • range Self (300-foot radius)

  • components V
  • duration Instantaneous

You can cast this spell even if you have already cast a spell of 1st level or higher on your turn. When you do, you twist fate to return to the start of your turn. Spent resources are returned, positions are reverted, and time is rest for you and all other creatures within the spell's radius. If you cast this spell multiple times across iterations of the same turn, you don't regain the spell slot used to cast this spell. On your second or subsequent iteration of your turn, creatures other than you can gain no benefit from foresight. Creatures retain memory of the original turn.

Wizard 5th-level Transmutation

Cataclysmic Wrath

  • casting time 1 action
  • range Sight

  • components V, S
  • duration Instantaneous

You unleash cataclysmic power in the form of pure energy from your hands to a point you can see within range. Each creature, object, and structure within 300 feet of that point takes 99 radiant damage and must make a Constitution saving throw or be permanently blinded from the energy.

Wizard 9th-level Evocation

Spellglobe

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Instantaneous

a glass globe and another object worth at least 1 cp each

This spell is a commonly learned first cantrip for arcane casters. You magically teleport an object in your hand into the glass globe in your other, provided it can fit. The object can't be bigger than 5 feet in any dimension. The globe can be broken with 25 bludgeoning damage (or other types of damage the DM rules applicable) and it has 10 AC. Casting this spell on a globe with an item in it while you have an empty hand teleports the item to that hand. Breaking the globe always keeps the internal object intact.
When you reach 5th level, the object you can teleport can be up to 10 feet in any dimension. It can be up to 15 when you reach 11th level, and 20 when you reach 17th level.

Wizard Conjuration cantrip

Incinerate Dead

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You reach out to a creature you can touch and attempt to burn it to its bones. The creature must make a Constitution saving throw or take 10d6 fire damage, or half as much on a success. If this damage reduces it to 0, you kill it as its corpse incinerates.
If it dies, you can launch its burning remains at a point you can see within 30 feet of you as part of the casting of the spell. Each creature within 10 feet of the point must make a Dexterity saving throw or take the same fire damage, or half as much on a success.

Wizard 4th-level Evocation

Fractosis Plague [2/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 round

Any creature that succeeds on the saving throw against the plague instantly takes 6d6 psychic damage, instead of suffering any of the spell's effects.

Wizard 7th-level Necromancy

Fractosis Plague [1/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 round

You infect a creature with a psychic disease called the fractosis plague. It must make an Intelligence saving throw or succumb to the plague. It loses any concentration it is holding on a spell or effect and it constantly sense multiple incorrect versions of itself, fracturing its mind: the creature spends its next turn attacking itself, using its most potent ability or effect against itself. It makes attack rolls and saving throws as normal. The creature makes an honest effort to harm itself, and it doesn't use features it knows it is immune against.
When you cast the spell, you can choose a number of creatures you can see that are immune to the plague (you are always immune). Any creature that isn't immune and sees a creature infected with the plauge when it starts its turn must make an Intelligence saving throw or contract the fractosis plague anew. A creature can avert its eyes at the start of its turn,, unable to see the infected creature for as long as it averts its eyes or otherwise can't see it.
If a creature contracts the plague, they recover from it at the end of their next turn. The creature then gains immunity to the plague for this casting of the spell.

Wizard 7th-level Necromancy

Through the Fire and Flames

  • casting time 1 reaction, which you take when you become covered in fire
  • range Self

  • components V, S
  • duration Instantaneous

When you are covered in fire, as with an explosion, area of effect fire spell, or some fire creating ability such as a red dragon's breath, you can move up to your speed and take one action. That action can only be the Attack action, the Cast a Spell action (a cantrip only), the Dash action, the Hide action, or the Search action.
If you made a saving throw or were the target of an attack for the triggering fire, you take no damage on a successful save or a missed attack and only half as much fire damage on a failed save or a hit attack.

Wizard 3rd-level Transmutation

Long Arm of the Blade

  • casting time 1 action
  • range 150 feet

  • components S, M
  • duration Instantaneous

a melee weapon worth at least 1 cp

You point your weapon at a creature you can see within range and stretch your weapon into spaghetti-thin material and back again as you move up to an adjacent, unoccupied space next to the target and magically strike the target. The creature must make a Dexterity saving throw. On a failed save, the target takes 4d8 force damage + another 5 for every 30 feet you moved closer to it, or half as much damage on a success.
A failed save is considered a hit for the purposes of any magic properties of the weapon, such as extra damage it provides or any effects added on a hit, but the weapon's non-magical statistics (such as its damage dice) don't impact the damage the spell deals.

At Higher Levels. When you cast this spell using a spell slot of 6h level or higher, the spell's range increases by 30 feet for each slot level above 5th.

Wizard 5th-level Transmutation

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5 5
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7 7
3 3
5 5

Spellcrush

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You target a creature you can see within range with a crushing force. It must make a Constitution saving throw or take 4d10 bludgeoning damage, or take half as much on a success. If the creature is under the effect of any other spell, the damage increases by another 4d10 bludgeoning.
A creature reduced to 0 hitpoints by this spell that was under the effect of another spell is crushed into a ball two sizes smaller than its original size.

Wizard 4th-level Transmutation

Power Word Birth

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You utter a word of fertility and a creature of your choice appears out of a corpse you can see within range. The creature can be up to CR 10, and the corpse is destroyed. It acts on your initiative and is initially allied with you, but has powerful self-perservation instincts and will not usually die for you, follow you around, or serve you for a long period of time. If it reasonably perceives you as a threat to it or its spawn, it will become hostile to you until it judges you are no longer a threat. If allied, you direct it in combat.
The creature you choose must be an aberration, dragon, fey, fiend, monstrosity, or a plant. You need to have seen the creature before, either in person or some depiction. If you haven't, you can make a DC 20 Intelligence check to imagine it.

Wizard 9th-level Necromancy

Create Greater Chimera (Ritual) [3/3]

  • casting time 1 minute
  • range 15 feet

  • components V, S, M
  • duration Instantaneous

two to three creatures and cut precious gems matching the colors of the creatures used worth 3,000 gp or more, all of which is consumed

The chimera has a single bond to you, that My creator is my master, for who I am in service to and would give my life without hesitation. It understands one language of your choice, but it can only speak as much as its anatomy allows. However, the chimera is not natural, and cannot, fully live on its own. Unless this spell is cast on it again before 30 days have passed, using the chimera instead of component creatures, the chimera will die, thogh there are other ways of prolonging life not detailed here.

At Higher Levels. If you cast this spell using a spell slot of 8th level, you can combine creatures with a summed CR of up to 8, and the chimera lives for 1 year. At 9th level, you can combine with a summed CR of up to 10, and the chimera lives for 10 years.

Wizard 7th-level Transmutation

Create Greater Chimera (Ritual) [2/3]

  • casting time 1 minute
  • range 15 feet

  • components V, S, M
  • duration Instantaneous

two to three creatures and cut precious gems matching the colors of the creatures used worth 3,000 gp or more, all of which is consumed

Add the creature's maximum hitpoints together divided by half to find the chimera's hitpoints. The chimera is one size larger than its largest component creature. In combat, it shares your initiative but takes its turn immediately after yours ends. It has a number of actions on its turn equal to the number of component creatures used to create it, but a specific action only one creature has - a black bear's multiattack, for example - can only be taken once per turn.

Wizard 7th-level Transmutation

Create Greater Chimera (Ritual) [1/3]

  • casting time 1 minute
  • range 15 feet

  • components V, S, M
  • duration Instantaneous

two to three creatures and cut precious gems matching the colors of the creatures used worth 3,000 gp or more, all of which is consumed

You combine two or three creatures into one. These creatures can't have summed CR higher than 6 (a CR 0 creature counts as a CR 1/8th). The creatures need not be willing, but they need to be within range for its casting time. Once finished, their bodies merge into a chimera.
You choose the type of the new creature. The DM can veto your choice on the grounds of it being too different from the rest of the type to make sense, but at minimum you can always choose aberration, monstrosity, or a type from one of the component creatures.
For each of the six ability scores, the new creature has the highest, as well as the highest AC, highest speed (gaining any speeds the others had), and gaining proficiencies, sense, features, attacks, actions, and so on.

Wizard 7th-level Transmutation

Seer of the Window

  • casting time 1 action
  • range Touch

  • components V
  • duration Concentration, up to 10 minutes

You touch a window and can see out of the outside or inside of any other window in the building it is attached to. If it is attached to a wall, you can see out of the windows within this segment of it. You can only look from one window at a time, and can change to another window as an action. You gain no ability to hear or otherwise sense what you see.
A creature with truesight or under the effects of see invisibility sees your eyes looking out from a window you are viewing from.

Wizard 3rd-level Divination

Death of the Author

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

One creature you touch must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target loses all of its memories of the last 24 hours and you gain them. When making Intelligence checks relevant to the memories you gain, you can use the target's Intelligence (Arcana, History, Nature, or Religion) bonus if it is higher than yours.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you affect the target's last 7 days (7th level), 30 days (8th level), or 1 year (9th level).

Wizard 6th-level Enchantment

Tick of the Clock

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 round

You twist a being's timeline against itself. Make a melee spell attack against a creature you can reach. On a hit, you conjure an ethereal clock above its body. Each time it ticks, the target takes 2d8 force damage. The clock ticks immediately, again at the start of the creature's next turn, and again at the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tick damage increases by 1d8 for every two slot levels above 2nd.

Wizard 2nd-level Transmutation

Trojan Focus

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Until dispelled

a spellcasting focus worth at least 1 sp

A spellcasting focus you touch while casting the spell becomes magically inverted. A creature that tries to cast a spell using this focus must first make a saving throw. The type is determined by the target's spellcasting ability. On a failure, the spell fails and it can't cast a spell of 6th level or lower until the trojan focus is destroyed. On a success, the trojan focus becomes normal again.

At Higher Levels. When you cast this spell using a spell slot of 7th-level or higher, the casting creature can't cast a spell slot level used for this spell or any lower.

Wizard 6th-level Abjuration

4 4
9 9
7 7
7 7
7 7
3 3
6 6
2 2
6 6

Fracture Spirit

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

When you cast this spell, you magically replicate a hall of mirrors for yourself in thin air. For the duration an illusory double of you spawns every 5 feet that you move, staying in that space but still appearing as if it were you, for example, if you speak they all seem to speak. When you end your turn under this spell, you can immediately choose on double to swap places with.
A creature with truesight sees the illusions and you for the reality, and any creature can make an Intelligence (Investigation) check as an action against your spell save DC to determine which is the real you, if any, among those it can see. On a success, it knows which is real until you make more doubles. A double dissipates upon being attacked or foreced to save on contest an ability check, and all doubles dissipate when the spell ends.

Wizard 3rd-level Illusion

Aspect of Pride

  • casting time 1 action
  • range Self (30 feet)

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

If you are in complete darkness when you cast or for the duration of the spell, the spell immediately fails and ends. For the duration, black shadowy tendrils with many eyes and teeth surround you, waiting for a command.
When you case the spell, a tendril stretches out to a point you can see within range. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 6d12 piercing damage on a failed save and is moved 10 feet in any direction of your choice except up. On each of your turns until the spell ends, you can use your action to outstretch tendrils again, targeting the same point or a different one.

At Higher Levels. When you cast this spell using a spell slot of 7th or higher level, the damage increases by 1d12 for each slot level above 6th.

Wizard 6th-level Conjuration

Wheel of Force

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

  • components V, S, M
  • duration Instantaneous

a fan

A swirl of wind erupts from you. Choose clockwise or counterclockwise when you cast this spell. Each creature in a 30 foot radius around you must make a Strength saving throw. Huge or larger creatures automatically succeed. On a failed save, a creature is rotated around you in the direction of your choice half or a quarter of the circumference of the circle (you choose when you cast the spell). Each creature that failed the save is then incapacitated until the end of their next turn. While incapacitated by this spell, a creature has a speed of 0, and attack rolls against it have advantage.

Wizard 3rd-level Evocation

Objectify

  • casting time 1 action
  • range 30 feet

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

piece of a mimic's corpse

Choose one creature you can see within range. You transform that creature into a nonmagical object. An unwilling creature can make a Wisdom saving throw, and if it succeeds, isn't affect by this spell. A target can make a Wisdom saving throw at the end of each of its turns, ending the effect on a success.
The target transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The target gains 10 temporary hit points. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points, dies, or the spell ends. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature has no memory of time spent in this form after the spell ends and it returns to its normal form

Wizard 2nd-level Transmutation

Liliander's Hellspear

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You summon a burning incorporeal spear and launch it towards a target within range. Make a ranged spell attack against that target. If there are any creatures 10 feet or less directly behind the target from you in a line and the attack roll would also hit them, they are also hit. On a hit, a creature takes 3d10 piercing and 3d10 fire damage. Additionally, their speed drops to 0 until the start of your next turn, when the spear dissipates.

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

Wizard 3rd-level Evocation

Mindlink

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 10 minutes

a hollow cylinder

For a duration, two willing creatures you touch have a telepathic link. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
Until the spell ends, the targets can communicate telepathically through the link if they have a common language. The communication is only possible when the targets are within 1 mile of each other.

Wizard 2nd-level Divination

Bloodstone Path [1/2]

  • casting time 1 action
  • range Self (60-foot radius)

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

a ruby worth 500 gp with a drop of your blood on a facet, which the spell consumes

You crush a blood ruby in your hand and scatter its pieces across the ground within 60 feet of you. The ground erupts with blood-red stalagmites. They stay grown in their initial places, even if you move around during the spell.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature must make a Constitution saving throw when it enters the area or starts its turn there. On a failed save, the creature loses 3d12 hitpoints, or half as much on a successful one. Additionally, a creature that fails the save can't regain hitpoints until it succeeds or the spell ends.
A creature that falls to 0 hitpoints from losing hitpoints in this way loses all its blood, if it has any. When the spell ends, you regain hitpoints equal to the number of affected creatures reduced to 0 hitpoints while on the ground.

Wizard 5th-level Necromancy

Bloodstone Path [2/2]

  • casting time 1 action
  • range Self (60-foot radius)

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

a ruby worth 500 gp with a drop of your blood on a facet, which the spell consumes

At Higher Levels. When you cast this spell using a spell slot of 7th level or 9th level, affected creatures lose an additional 1d12 hitpoints for every two slots level above 5th.

Wizard 5th-level Necromancy

Fist [2/2]

  • casting time 1 action
  • range Self

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

Toss. You toss a Huge or smaller creature within 5 feet of you back a number of feet away from you up to 5 x (your spellcasting ability + your Strength modifiers). A creature can make a Strength saving throw to avoid being tossed. A tossed creature takes 3d6 bludgeoning damage, or twice as much if it collides with an object or creature that is a size smaller than it or larger. If you toss a creature you are grappling, you can choose to toss it down or any horizontal direction, and you can toss it twice as far, ending the grapple on either a success or fail.

Wizard 3rd-level Conjuration

3 3
6 6
3 3
2 2
3 3
2 2
5 5
5 5
3 3

Fist [1/2]

  • casting time 1 action
  • range Self

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

A magic gauntlet envelops your fist. You can't wield a weapon in this hand and you can't cast spells with a casting time of 1 action or longer. Your AC becomes 17 if it wasn't already higher, and when you cast this spell and as an action while the spell lasts, you can choose an option below. When the spell ends, the gauntlet fades slowly, and the spell's effects last until the end of your next turn.
Punch. Make a melee spell attack against a creature within 5 feet of you, and add your Strength modifier to the attack roll. On a hit, a target takes 3d6 + your Strength modifier in bludgeoning damage and is grappled by you if it is Huge or smaller. Grapple and shove checks with this hand are Athletics (Strength) + your spellcasting ability modifier, and you can grapple and shove Huge creatures.
Crush. You smash a grappled creature in your fist. The target automatically takes 2d6 + your Strength modifier in bludgeoning damage and is restrained until the end of your next turn or until your grapple ends.

Wizard 3rd-level Conjuration

Slipped Your Mind

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 round

You shake up the psychic energy of a creature you touch. The target must make an Intelligence saving throw. On a failure, the creature momentarily forgets its circumstances. It is surprised, as if it had hadn't taken a turn in the combat yet, until the start of its next turn.
The creature can still use legendary actions, if it has any. When its next turn starts, it remembers, and the memory whiplash deals 1d6 psychic damage to the target.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wizard Enchantment cantrip

Gloves of Ember

  • casting time 1 action
  • range Self (5-foot radius)

  • components V, S
  • duration Special

Your hands erupt in flaming gloves of ember, harmless to you but deadly to others. Make a melee spell attack against a creature within range. You have advantage if the target of the attack is a plant. On a hit, the target takes 2d4 fire damage. A creature reduced to 0 hitpoints with this spell burns for 1 minute, its body taking 1 fire damage at the start of each of your turns, unless a creature douses it as an action.
The gloves of ember dissipate at the start of your next turn. While they last, you can attack with them as an opportunity attack, with the same attack and damage.
This spell's damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Wizard Evocation cantrip

Arcane Refocus

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M
  • duration 1 Minute

an exquisite arcane focus worth at least 200 gp

You float the exquisite arcane focus and use it to channel your magic. Immediately and as a bonus action while the spell lasts, you can move it up to 30 feet in any direction.
You can count the focus as you for the purposes of spells' ranges that aren't self. For example, the spell sleep has a 90 foot range, and you could cast it up to 90 feet away from you or from the focus, whichever you choose.
The focus can't move beyond this spell's range, and the spell ends if it exits it. It has an AC equal to your spell casting score, and if hit, is pushed 5 feet away from the attacker. It is immune to all damage and otherwise uses your statistics when necessary.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's range increases by 15 feet for each slot level above 2nd.

Wizard 2nd-level Transmutation

Call Dragon [3/3]

  • casting time 1 minute
  • range Touch

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

varies, but which is consumed

If your concentration ends before the spell reaches its full duration, the dragon doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it reverts to the material it was called from.

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

Wizard 5th-level Conjuration

Call Dragon [2/3]

  • casting time 1 minute
  • range Touch

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

varies, but which is consumed

The dragon is an independent creature. It is under the DM's control and acts according to its nature. If it decides to help you, you can control it and it acts on your turn in combat. Otherwise, roll initiative, and it acts on its own turn. The DM has the creature's statistics.
On each of your turns, you can try to issue a verbal command to the dragon (no action required by you). It obeys the command if the likely outcome is in accordance with its desires.
Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (insight) check. If your check fails, the dragon becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the dragon carries out your command - such as attack my enemies, explore the room ahead, or bear this message to the queen - until it completes the activity at which point it returns to you to report haveing done so.

Wizard 5th-level Conjuration

Call Dragon [1/3]

  • casting time 1 minute
  • range Touch

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

varies, but which is consumed

You can call a dragon out of material you touch. The dragon must have a CR of 6 or lower, but the type is decided by the material you use. The dragon animates from the material you call it from. You must have enough of the material proportional to its size: a Medium dragon must be called from at least Medium sized material.
Black. A black dragon is called from swamp water.
Blue. A blue dragon is called from sand or sandstone.
Green. A green dragon is called from mossy wood.
Red. A red dragon is called from volcanic rock.
White. A white dragon is called from glacier ice.
Bronze. A bronze dragon is called from bronze metal.
Copper. A copper dragon is called from copper metal.
Gold. A gold dragon is called from gold metal.
Silver. A silver dragon is called from silver metal.
Turtle. A dragon turtle is called from driftwood or a sunken ship.
Faerie. A faerie dragon is called from pixie dust.
Pseudo. A pseudodragon is called from any rock.

Wizard 5th-level Conjuration

Banner of Liberation

  • casting time 1 action
  • range Touch (30-foot radius)

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

a banner and pole worth at least 1 cp

A banner you touch becomes the center of liberation from power structures. Within a 30-foot radius around it, creatures deal an additional 2d6 force damage once per turn against a target of a higher level or CR than they are. Whenever they roll this 2d6, they gain the same amount in temporary hit points.
At the DM's discretion, this spell has no effect when used by a dominant group against a less powerful one, regardless of the CR or level of creatures. For example, the DM could disallow a council of liches (CR 21) from gaining the spell's effects against an Empyrean (CR 23) if the Empyrean is fighting for a group that the council dominates over.

At Higher Levels. When you cast this spell using a 9th-level spell slot, the force damage increases by 1d6.

Wizard 7th-level Evocation

Corrode Inner Flesh [1/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a vial of acid worth 25 gp or more, which the spell consumes

You shove an acid vail inside the body of a creature and exponentially intensify the acid within. Any creature that lacks an organic body is immune to this spell, such as elementals, constructs, and creatures with the incorporeal movement feature.
A creature you touch must make a Constitution saving throw. On a failed save, the target is eaten from the inside out by corrosion, taking 12d4 acid damage and another 6d4 acid damage at the end of its next turn. On a success, a creature takes half the initial damage and no damage at the end of its next turn.
If a creature is reduced to 0 hitpoints by the acid damage from this spell, it explodes in a radius of 15 feet. Any creature other than you caught in the radius must make a Constitution saving throw, taking 4d4 acid damage and another 2d4 acid damage at the end of its next turn, or half the initial damage and no damage at the end of its next turn on a success.

A Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage the

Wizard 5th-level Evocation

3 3
0 0
0 0
2 2
5 5
5 5
5 5
7 7
5 5

Corrode Inner Flesh [2/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a vial of acid worth 25 gp or more, which the spell consumes

first target takes increases by 2d4 for each slot level above 5th.

Wizard 5th-level Evocation

Pocketswap

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous

You swap the insides of two pockets you touch by teleporting their contents. Make a sleight of hand check, using your spellcasting ability modifier instead of Dexterity, against a target's passive Perception. On a successful check, you swap the pockets' contents, and a target is unaware. On a failed check, both pockets' contents teleport into the open space between you, fall onto the ground, and make a target aware.

Wizard Conjuration cantrip

Prayer for the Wicked

  • casting time 1 hour
  • range Sight

  • components V, M
  • duration Until the army is no more

a magic weapon, thrust into the heart of a titan, laid upon an altar to an extraplanar deity, all of which the spell consumes by burning it to ash when the spell is cast

You prepare an army for interplanar war. Until the spell ends, any number of creatures you choose that you can see are soldiers in this army. Choose aberrations, celestials, elementals, fey, fiends, or undead. A soldier gains resistance to the damage dealt by the chosen type, has advantage on saving throws against those creatures, and any attack a soldier hits them with becomes a critical hit. Finally, the soldiers' attacks become magical.
This spell can't be dispelled by dispel magic. You can discharge any number of the soldiers at any time or disband the army, causing them to lose the benefits of the spell. A soldier who dies also loses the spell's benefits. You can't cast this spell again while any creature remains in the army.

Wizard 9th-level Abjuration

Holding Chain

  • casting time 1 reaction, which you take when a Tiny object falls within 5 feet of you
  • range Self (5-foot radius)

  • components V, S, M
  • duration 1 hour

a chain worth 5 gp

A chain you're wearing leaps out to wrap around an object falling within 5 feet of you. The chain holds the object and floats there for 1 hour. The position of the chain relative to you is consistent. You can change its position physically with an Use an Object action. You can only have one holding chain active at once.

Wizard Transmutation cantrip

Maegis

  • casting time 1 action
  • range Touch

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

an ornate shield worth 1,000 sp, which the spell consumes

You shatter a valuable shield, moving its thousand tiny pieces over the skin of a creature, a protective magic filling in the gaps between each piece, forming its aegis. Until the spell ends, the target has resistance to all damage except force damage.
As an action, you can dismiss this spell and cause the aegis to explode. Each creature of your choice that you can see within 30 feet of the aegis wearer must make a Dexterity saving throw. On a failure, they take 6d12 force damage, or half as much on a success.

Wizard 7th-level Abjuration

Nova [1/2]

  • casting time 1 action
  • range 1 mile

  • components V, S, M
  • duration 1 round

heavy metal

A point you can see within range births a miniature start and begins amassing material and growing in size. The star has a radius of 10 feet, which increases by 10 at the end of each turn that passes.
Any creature that moves into a starts its turn within 60 feet of any part of the star must make a Strength saving throw or be pulled 60 feet towards the center of the star. Large and smaller objects within the same range are automatically pulled into the star.
A creature that moves into or starts its turn inside of the star takes 50 radiant damage. Large and smaller objects within it are destroyed, except for Legendary or artifact magical items.
At the start of your next turn, the star explodes, going nova. Each creature within 120 feet of any part of it takes an additional 50 radiant damage, and the spell ends.
For the duration, bright light shines in a 1 mile radius and dim light for an additional mile. This light is sunlight. Inside the star, creatures are blinded. The star can't be seen into or through without

Wizard 9th-level Evocation

Nova [2/2]

  • casting time 1 action
  • range 1 mile

  • components V, S, M
  • duration 1 round

heavy metal

truesight.

Wizard 9th-level Evocation

Mustang's Flame Alchemy

  • casting time 1 action
  • range 60 feet

  • components S, M
  • duration Instantaneous

an inscribed magic circle

A spark erupts into a torrent of flame from your hand. Choose up to eight creatures within range. If you don't know their location or can't see them, you can choose a 5-foot cube in place of one or more of the creatures. Any creature chosen or in a chosen space is a target and must make a Constitution saving throw. A target takes 3d10 fire damage on a failed saving throw and is blinded or deafened (your choice) until the start of their next turn, or takes half as much damage on a success and isn't blinded or deafened.

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

Wizard 3rd-level Transmutation

Black Fireball

  • casting time 1 action
  • range 180 feet

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

sulfur and ash

A maelstrom of swirling black fire appears near your hands. On your next turn, you choose a spot within range as an action, provided this spell hasn't ended. The maelstrom disappears from your hands and reappears centered on that point, grown exponentially. Each creature in a 30-foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 6d6 fire and 6d6 necrotic damage on a failed save, or half as much damage on a successful one.
The maelstrom spreads around corners. It ignites flammable objects in the area that aren't being worn or carried, and it withers nonmagical, normal plants.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the necrotic damage (your choice) increases by 1d6 for each slot level above 5th.

Wizard 5th-level Evocation

5 5
0 0
9 9
0 0
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9 9
3 3
5 5

Deadline

  • casting time 1 action
  • range Self (15-foot line)

  • components V, S
  • duration Instantaneous

You attempt to pull the life from creatures in a line 15-feet long and 5-feet wide in a direction you choose. Each creature in the line must make a Constitution saving throw, taking 3d6 necrotic damage on a failed save. If at least one target takes damage from this spell, you additionally regain 1d6 hitpoint.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Wizard 1st-level Necromancy

Boxing Party

  • casting time 1 action
  • range 30 Feet

  • components V, S
  • duration Instantaneous

Up to 5 objects you can see disappear, and they reappear in a box or other closed or open container within range. The objects can't be currently worn or carried, or weigh more than 10 pounds.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the objects can weigh up to 5 additional pounds and you can affect one additional object for each slot level above 1st.

Wizard 1st-level Conjuration

Deanimate Undead

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

You sweep out your hand and a wave of positive energy spreads outwards. Each creature in a 20-foot radius sphere centered on you must make a Constitution saving throw. A target takes 4d10 radiant damage on a failed save, or half as much damage on a successful one. Undead creatures take an additional 2d10 on a failed save, or half as much on a success. Undead that are killed by this spell are vaporized, leaving behind nothing but armour, weapons, and items it was holding.

Wizard 4th-level Necromancy

Animate Lord [2/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Concentration, special

a black diamond worth at least 10,000 gp, which the spell consumes

You can drop concentration on this spell at any point and the spell will not end. If you are no longer concentrating on it, the mummy lord acts of its own accord, and the mummy lord is no longer under your direct control. It may well continue to follow your direction, or it may plot to take its heart from you. Once animated, you can't dismiss or deanimate the mummy lord.
You can't cast this spell again while the mummy lord you animated previously still exists, even if you don't control it anymore. The creature is animated for 24 hours, after which it and its heart would turn to dust. To keep the creature animated for another 24 hours, you must cast this spell on the creature before the current 24 hour-period ends. When you cast the spell on a mummy lord you animated, the range is unlimited if you are both on the same plane. This use of the spell keeps the current mummy lord animated rather than animating a new one.

Wizard 9th-level Necromancy

Animate Lord [1/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Concentration, special

a black diamond worth at least 10,000 gp, which the spell consumes

This spell can only be cast in a desert or similarly dry environment. You instill great power into a mummified Medium or Small humanoid. You must have that humanoid's heart to cast this spell, and you cast it on their corpse. The corpse becomes a mummy lord under your control (the DM has the statistics for the creature).
You form a telepathic link with the mummy lord and can communicate back and forth across any distance if you are both on the same plane. You can issue basic or complex orders, from guarding a corridor, to animating lesser undead in a certain time and place, or even greater intelligent commands, such as forming a cult. It acts on your initiative while controlled by you.
If the mummy lord dies, it isn't gone forever. It rises from dust in close proximity to its heart. If you still have its heart, it remains under your control. Its heart has 5 AC, 25 hitpoints, and immunity to all damage except fire. If it is destroyed, the spell ends, and the mummy lord perishes.

Wizard 9th-level Necromancy

Blood Money

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

up to 30 gp, which is consumed when the spell is cast

You vaporize a bag of money, only for it to hail down in a torrent on a creature within range. The target must make a Dexterity saving throw. On a failure, it is magically dealt slashing damage equal to the number of coins you used to cast this spell, or half as much damage on a success.
Dragon, goblins, and xorns have disadvantage on their saving throw against this spell. If you reduce one of those creatures to 0 hitpoints with this spell, one newly minted gold coin emerges from its corpse. After the damage is dealt, the coins splash around the target, and can be picked up and reused with this spell.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can use up to 5 additional coins for the spell for each slot level above 3rd.

Wizard 3rd-level Conjuration

Aurora Occidens

  • casting time 1 action
  • range 1 mile

  • components V, S
  • duration Instantaneous

You create swirling and irradiating lights from bending solar wind against the planet's magnetosphere. Choose any creatures you can see that are below your elevation. You momentarily gain truesight (1 mile) for the purposes of seeing creatures when you cast this spell as the aurora allows you to see the true world.
A target is blinded and weakened until the start of their next turn. A creature can make a Charisma saving throw to avoid being weakened, but remains blinded on a success.
A weakened creature takes twice as much damage whenever they would take any and has disadvantage on all saving throw they make. Creatures at your elevation or above can't be affected by this spell.

Wizard 9th-level Evocation

True Dragon's Breath

  • casting time 1 bonus action
  • range Touch

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

a ghost pepper

You touch one willing creature and imbue it with the immense power to breathe out a magical frenzy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 30-foot cone or 30-foot long, 5-foor wide line (it chooses each time it takes the action). Each creature in that area must make a Dexterity saving throw, taking 12d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

Wizard 8th-level Transmutation

Ripping Bullet

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

a ranged weapon

As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and the ammunition rips through the target, dealing an additional 3d12 necrotic damage. On a miss, the target only takes half as much necrotic damage.
If there is another creature directly behind the target of this spell in a line, you can make an attack roll against that creature if you hit the first. You have advantage if you scored a critical hit on the first attack. You can continue these attacks, as long as you continue hitting, until the next target would be out of the spell's range or the weapon's normal range (whichever is larger).

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you score a critical hit on the attack from this spell with one lower result on the d20 than you otherwise would for each slot level above 3rd.

Wizard 3rd-level Transmutation

1 1
1 1
4 4
9 9
9 9
3 3
9 9
8 8
3 3

Unbind

  • casting time 1 action
  • range Touch

  • components V, M
  • duration Instantaneous

one object

A nonmagical object you are holding in a hand is unbound, magically torn apart into thousands of miniscule pieces.
This spell can unbind a common magical item when you reach 5th level, an uncommon at 11th level, and a rare at 17th level.

Wizard Evocation cantrip

Pumped Up Kicks

  • casting time 1 action
  • range 30 feet

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

Choose a willing creature whose steps you can hear within range. Until the spell ends, the target's speed is doubled, it has advantage on Strength (Athletics) and Dexterity (Acrobatics) checks, and it gains an additional reaction it can take on each round. That reaction can only be used to make an opportunity attack (one weapon attack only), to move up to its speed, to take the Help action, or to Use an Object. The target can make an opportunity attack if a creature within its reach takes an action other than Disengage.
If a reaction above doesn't normally have a trigger, the target can name one on its turn. While the spell lasts, the creature's legs are natural weapons which it can use to make melee weapon attacks. They are finesse weapons, deal 1d10 + the chosen modifier in bludgeoning damage, and push the target back 5 feet if it is of a size that the creature can grapple and the creature used Strength for its attack.
When the spell ends, the target is knocked prone and is restrained until after its next turn, as its muscles lock up.

Wizard 3rd-level Transmutation

Star Spangled Cloak

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 8 hours

a cloak

You touch a cloak you're wearing and it lights with the many stars of the night sky. When you would take damage from meteor strike, another meteor or meteorite spell or effect, you can activate this spell (no action required). The parts of the meteor that would hit you are teleported away into space. You take no damage from the spell and gain temporary hitpoints equal to the damage roll of the spell instead.
This spell can be activated twice, and then ends.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, it can be activated one additional time for every two slot levels above 4th.

Wizard 4th-level Abjuration

Mind Shatter

  • casting time 1 action
  • range 60 feet

  • components S
  • duration Instantaneous

You emit a psionic beam from your mind into a creature you can sense within range. The creature must make an Intelligence saving throw. On a failed save, it takes 3d12 psychic damage and gains a short-term madness. On a successful save, it doesn't go mad and takes half as much psychic damage. The target can repeat the saving throw against the madness at the end of each of its turns, regaining sanity on a successful saving throw.
If you cast this spell while you have a madness, and the target fails its save, you can transfer one madness to the target in addition to the rest of the spell's effects. The target can't repeat its save against this madness if it fails.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d12 for each level above 5th.

Wizard 5th-level Enchantment

Trusting Grip

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration 1 round

You grab hands with a willing creature. Until the start of your next turn, whenever one of you must make a Strength saving throw, the other can roll the same save, and you take the higher result. If both of you must make a Strength saving throw, neither of you fail unless both saves fail. The spell ends early if one of you lets go.

Wizard Transmutation cantrip

Polygon Dust

  • casting time 1 action
  • range Self (300-foot line)

  • components V
  • duration Concentration, up to 1 minute

You pull the air into knotted and spiraling currents in a 30-foot wide, 300-foot long line in a direction of your choice. Whenever a creature moves into the line or starts its turn there, it must make a Strength saving throw or be moved to another location of your choice within the line and take 6d6 bludgeoning damage, or take half as much damage and not be moved on a successful saving throw.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. Affected creatures are automatically deafened within the line.

Wizard 6th-level Transmutation

Eolian Gale

  • casting time 1 bonus action
  • range Touch

  • components V, M
  • duration Up to 1 round

a melee weapon

You enchant a melee weapon you touch with an eolian affect. Until the start of your next turn, the first time you make an attack with this weapon causes a screaming gale, regardless of whether you hit or miss. Each creature within a half sphere in the direction of your attack with a radius of 60 feet must make a Strength saving throw. On a failed save, a creature is pushed back 60 feet and takes 6d10 slashing damage. A creature takes half as much damage and isn't pushed back on a successful save. If you land the attack, the target has disadvantage on its saving throw.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the slashing damage increases by 1d6 for each slot level above 4th.

Wizard 7th-level Evocation

Call Behir

  • casting time 1 action
  • range 15 feet

  • components V, S, M
  • duration Instantaneous

a worm

A worm you hold in your hand rapidly grows into a behir within range. The behir can interrupt your turn to immediately take its own, and you direct it. At the end of its turn, it shrinks back down into a worm.

Wizard 7th-level Conjuration

Sunshine Gleams

  • casting time 1 action
  • range Touch (15-foot radius)

  • components V, S, M
  • duration Instantaneous

a metal wheel of any size worth at least 5 gp

You touch a wheel and spawn light that gleams from its surface. Light shines in a 15 foot radius from the outside of the wheel in all directions horizontal to the wheel except inside the wheel. If any part of a creature is inside the wheel, they are unaffected by the spell.
Each creature caught in the light must make a Dexterity saving throw or take 6d6 radiant damage and be knocked prone. A creature takes half as much damage and isn't knocked prone on a successful save. This light is sunlight.

Wizard 3rd-level Evocation

0 0
3 3
4 4
5 5
0 0
6 6
7 7
7 7
3 3

Forget Item

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

A creature you target must make an Intelligence saving throw or forget about one item of your choice. It can be an item they are holding or not, or any item of a different owner. They forget about the item's existence for the spell's duration. If they see the item, the spell effect immediately ends as they regain memory.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is 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.

Wizard 2nd-level Enchantment

Shade

  • casting time 1 action
  • range Self (10-foot radius)

  • components V, S
  • duration Instantaneous

A willing creature you choose within range jumps into your shadow and is shaded. The creature can exit as a bonus action at any point, ending the spell. It perceives the world through your shadow in the meanwhile. One shadow can only hold one creature, and if the shadow is dispersed by light, the creature is shunted out and takes 1d6 radiant damage.
When a creature leaves your shadow, they choose an unoccupied space within 5 feet of you to emerge from. The creature is visible in your shadow with detect magic, truesight, and other magic seeing abilities. A shaded creature can't attack or use abilities or be attacked, targeted, or damaged with area of effect abilities, unless the attacker can see them while shaded.

Wizard 2nd-level Illusion

Eclipse Locale

  • casting time 1 action
  • range Self (60-foot radius)

  • components V, S
  • duration 8 hours

A sphere of thin shadow radiates out from you to the spell's radius. It is centered on you when you cast it, but stays in place for the duration of the spell.
In the sphere, the power of sunlight is magically suppressed. Vampires and other creatures impacted negatively by sunlight are unaffected by it. Sunlight from spells of this spell's level or lower is snuffed out, potentially affecting the spell entirely. This spell is dispelled if daylight is cast in it at a higher level than this spell.

Wizard 5th-level Abjuration

Circle The Drain

  • casting time 1 action
  • range Self (60-foot radius)

  • components V, M
  • duration Instantaneous

a ship's steering wheel worth at least 10 sp

You spin the steering wheel that floats in the air while you cast this spell. Each creature of your choice within range rotates 90,180, or 270 degrees around you horizontally. An unwilling creature can make a Strength saving throw to avoid the effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell's range increases by 15 feet for each slot level above 3rd.

Wizard 3rd-level Conjuration

Animate Dead Swarm [2/2]

  • casting time 10 minutes
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

The swarm is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the swarm for another 24 hours, you must cast this spell on the swarm again before the current 24-hour period ends. This use of the spell reasserts your control over up to two swarms you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over one additional swarm for each slot level above 4th. Each of the swarms must come from different corpses or piles of bones.

Wizard 4th-level Necromancy

Animate Dead Swarm [1/2]

  • casting time 10 minutes
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a drop of blood, a piece of flesh, and a pinch of bone dust

This spell creates a swarm of undead servants. Choose piles of bones or corpses (but not mixed) of Medium or Small humanoids within range. You spell imbues the targets with a foul mimicry of life, raising it as an undead swarm. The targets become a swarm of skeletons if you chose piles of bones or a swarm of zombies if you chose corpses (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command a swarm you made with this spell if the swarm is within 120 feet of you (if you control multiple swarms, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the swarm will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the swarm only defends itself against hostile creatures. Once given an order, the swarm continues to follow it until its task is complete.

Wizard 4th-level Necromancy

Focus Glasses

  • casting time 1 bonus action
  • range Self

  • components V, S, M
  • duration 10 minutes

a pair of glasses

You enchant a pair of glasses for the duration. When whoever wears them casts a spell with an area, they can increase or decrease one measure (such as width or radius) by up to 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can change a spell's measure by an additional 10 feet for each slot level above 1st.

Wizard 1st-level Divination

Eye Spy

  • casting time 1 action
  • range Touch

  • components V
  • duration 24 hours

For the duration, a book you touch can open an eye for you to see through. When the eye is closed, it is seamless with the book. This magic cannot be detected by any spell of a lower level than this one while the eye is closed. Opening and closing the eye requires your action.

Wizard 3rd-level Divination

Glass Ring

  • casting time 1 action
  • range 5 feet

  • components V, S, M
  • duration Instantaneous

a handful of sand

You form a ring of mystical glass on a finger and punch a creature within range. Make three melee spell attacks against the target. You deal 3d6 psychic damage to the target on a hit, or half as much on a miss. When you land an attack, you both teleport, swapping places if you both can fit. You regain hitpoints equal to the number of dice you roll for psychic damage. After the last attack, the glass ring breaks into sand. If you reduce the target of this spell to 0 hitpoints, the ring remains while the body of the target turns to sand instead, the reflection of the creature frozen within the ring forever.

At Higher Levels. When you cast this spell using a spell slot of 5th level or or higher, you can make one additional attack for every two slot levels above 3rd.

Wizard 3rd-level Evocation

2 2
2 2
5 5
3 3
4 4
4 4
1 1
3 3
3 3

Eolian Blow

  • casting time 1 bonus action
  • range Touch

  • components V, M
  • duration Up to 1 round

a melee weapon

You enchant a melee weapon you touch with an eolian affect. Until the start of your next turn, the first time you make an attack with this weapon causes wind to burst forth, regardless of whether you hit or miss. Each creature within a half sphere in the direction of your attack with a radius of 30 feet must make a Strength saving throw or be pushed back 15 feet and take 6d6 slashing damage, or take half as much damage on a success and not be pushed back. If you land the attack, the target has disadvantage on its save.

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

Wizard 4th-level Evocation

Spatial Collapse

  • casting time 1 action
  • range 120 feet

  • components S
  • duration Concentration, up to 1 minute

You warp space around and within a creature to condense, turning it into a dense ball of mass. A creature you can see within range must make a Constitution saving throw or take 7d6 bludgeoning damage and begin to condense. It can repeat the saving throw at the end of each of its turns. For each saving throw it fails, it is condensed one level higher, as shown on the table below, and it takes an additional 4d6 bludgeoning damage.
If the target succeeds, it takes half as much damage and it lowers one condensed level. The spell ends if it lowers from level 1. If a target's size is reduced below Tiny, its dimensions are reduced to a fourth of its previous.
1 - Target's speed is halved.
2 - Target's size is reduced by 1.
3 - Target's speed is 0 and it is incapacitated.
4 - Target's size is reduced by 1 and it is paralyzed.
5 - Target is petrified and sphere shaped.
6 - Target is reduced to 0 hitpoints.

Wizard 3rd-level Evocation

True Shield

  • casting time 1 reaction, which you take when you are hit by an attack or make a saving throw against a spell or effect and would take damage
  • range Self

  • components V, S
  • duration 1 round

A sphere of energy erupts from you, encasing and protecting you. Until the end of your next turn, the shield absorbs up to 50 damage that you would've taken before shattering, including the triggering attack, spell, or effect, leaving you unharmed. Line effects and spells, such as lightning bolt and some dragon's breaths, stop completely at the sphere if its damage is entirely absorbed.
The shield reflects a magic missile spell back to the caster, using its spellcasting ability, instead of absorbing the damage.

At Higher Levels. When you cast this spell using a spell slot of 6h level or higher, the amount of damage the shield absorbs increases by 10 for each slot level above 5th.

Wizard 5th-level Abjuration

Iron Whirlwind

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous

You wrap the air into a perfect spiral that shreds a creature within reach. The target must make a Dexterity saving throw or take 10d8 slashing damage, or half as much on a success. If this reduces the target to 0 hitpoints, its body is cut by the spiral into many pieces, which are flung about. If the target fails and is wearing armor, the armor is utterly destroyed, even for rare and more common magical armor.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the slashing damage increases by 1d8 for each slot level above 5th.

Wizard 5th-level Evocation

Artificial Intelligence [1/2]

  • casting time 8 hours
  • range Touch

  • components V, S, M
  • duration Instantaneous

rare metals worth at least 500 gp, and a metallic container also worth at least 500 gp

You carefully set wires and metals within a metallic container and close it after spending the time to cast the spell. The container gains a mind with Intelligence, Wisdom, and Charisma scores equal to your spell save DC, as well as the same AC and number of hitpoints.
On its own, the artificial intelligence can produce speech, hear, and see, but can't act or move. You can input the artificial intelligence into a makeshift metallic creation, such as a larger metal container with arms and hands. Your DM chooses statistics appropriate in materials for the construct such as a modron, a helmed horror, or animated armor, though it retains its Intelligence, Wisdom, and Charisma scores. If the construct is reduced to 0 hitpoints, it falls apart, and the artificial intelligence remains.
The artificial intelligence is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the artificial intelligence chooses whether to remain friendly to you, based on how you treated it

Wizard 5th-level Transmutation

Artificial Intelligence [2/2]

  • casting time 8 hours
  • range Touch

  • components V, S, M
  • duration Instantaneous

rare metals worth at least 500 gp, and a metallic container also worth at least 500 gp

while it was charmed.

Wizard 5th-level Transmutation

Cover of Night

  • casting time 1 action
  • range Self (60-foor radius)

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

a match covered in soot

You conjure an aura of shadow around yourself. For the duration, you and creatures you choose within the spell's range can take the Hide action as a bonus action, and creatures other than you that you don't choose have their vision lightly obscured in the radius and looking into the spell's area.

Wizard 2nd-level Evocation

Pride's Bane

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 minute

This spell grows and lessens in proportion with its target. A creature you choose that you can see within range must make a Wisdom saving throw. On a failure, it is restrained, and takes psychic damage equal to three of its hit dice (3d8 if it is Medium, 3d10 if it is Large, and so on). The creature can make the saving throw again at the beginning of each of its turns, ending the spell on a success. Otherwise, it takes the damage again whenever it fails.

Wizard 4th-level Enchantment

Bridge Over Troubled Water

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

  • components V
  • duration Concentration, up to 10 minutes

An illusory bridge extends from your feet in a 5-foot wide, 30-foot long line. The bridge appears regardless of the ground or lack thereof. When you cast the spell, you can choose up to six creature you can see to allow passage. When a creature with passage attempts to move over the bridge, it only expends 1 foot of movement for every 2 that it travels on the bridge. The bridge is difficult terrain for a creature that wasn't granted passage by you.
Though it is illusory, the bridge can be physically interacted with and can support up to a thousand pounds if necessary, if it were connecting across a ravine, for example. If it would need to support more, it shatters, and the spell ends early.

Wizard 2nd-level Illusion

4 4
3 3
5 5
5 5
5 5
5 5
2 2
4 4
2 2

Urie's Warped Space

  • casting time 1 action
  • range 30 feet

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

an octagon drawn onto paper

You warp up to five unoccupied 5-foot cube spaces within range into blurred, shifting space. If you walk into any of these spaces, you can teleport into another by using 5 feet of movement. If another creature attempts to move through, it can make a Charisma saving throw to attempt to teleport to another space. On a success, it can choose a space and teleport, expending the same movement.
An object or magical effect, such as a spell's area of effect, that goes into a cube can be directed by you to teleport to another cube. For example, you can redirect a shot arrow, or a dragon's breath. You still use the rolls of the creature the attack, effect, or spell is originating from. If the attack, effect, or spell would exceed its range because of the distance travelled, it ends as normal.

Wizard 3rd-level Conjuration

Sphinx's Roar

  • casting time 1 action
  • range Self (60-foot cone)

  • components V
  • duration Concentration, up to 1 minute

You produce an exuberant magical roar. Each creature in a 60-foot cone must make a Wisdom saving throw. A target that fails the save is deafened and frightened for the duration. While frightened, a target is paralyzed, and at the end of each of its turns, it can make another Wisdom saving throw. On a success, the spell ends on the target.

Wizard 7th-level Evocation

Phoenix Rising

  • casting time 1 action
  • range Self

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

You mantle the form of a phoenix to gain its supernatural abilities. For the duration of the spell, you gain a fly speed of 345 feet and don't draw attacks of opportunity, emit bright sunlight in a 120-foot radius and dim light in another 120, and cast a dazzling array of colors from your plumage. Creatures that start their turn within 5 feet of you must make a Dexterity saving throw or take 4d8 fire damage.
If you die under the effects of the spell, your body turns to ash and leaves behind a Tiny egg. Given one week, the egg hatches and regrows into you, immediately before you died. The egg has an AC and HP of 10, and you die if it is destroyed.

Wizard 5th-level Transmutation

Mirror

  • casting time 1 action
  • range 60 feet

  • components S
  • duration Up to 1 minute

The normal casting of this spell is to conjure a mirror of any size and dimension that can fit into a 5 foot cube within range. It floats in stasis for the duration of the spell. Creatures can pass through it, but otherwise it operates as a regular mirror, reflecting an image.
You can target a creature with this spell, however. If you do a mirror appears behind them. The next time the target takes damage, it must make a Charisma saving throw or take an additional 1d12 of the first damage type it takes, as the mirror reflects the source of the damage and amplifies it. The mirror then winks out of existence.
If you target a creature with this spell while a mirror you conjured is still behind a previous creature, the previous mirror ceases to exist.
The spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th (4d12).

Wizard Conjuration cantrip

Sun Rises

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

You create a miniature sun over a creature you can see within range. The target immediately and at the start of each of its turns for the duration takes 10d10 radiant damage and can't regenerate hitpoints while under the sun. The sun casts bright sunlight for 150 feet and dim for another 150. It stays with the target if it mvoes or teleports less than 300 feet.
The target can attempt to destroy the sun by making a Charisma saving throw against your spell save DC as an action, ending the spell on a success.

Wizard 9th-level Evocation

Aldebaran's Palm

  • casting time 1 action
  • range 60 feet

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

A creature you choose that you can see within range must make a Wisdom saving throw or come hurtling into your empty palm and be grappled by you. The creature can attempt to escape as an action, making a check against your spell save DC. For the duration of the spell, when you take damage from a source that is more than 5 feet away from you, you can reduce that damage by half as a reaction, interposing the target between yourself and the source of the damage, and the target takes the remaining half.

Wizard 3rd-level Transmutation

Autochronal Alteration

  • casting time 1 reaction, which you take when you are attacked or targeted by a damaging effect
  • range Self

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

You remove yourself from time for a few seconds. To other creatures, you've disappeared and reappeared. You are immune to the attack or the effect that you casted this spell in reaction to, and you return to time at the start of your next turn.
This could cause the attack or effect to carry on behind you, as with a ranged attack or a line effect. The DM decides if such effects occur.

Wizard 4th-level Transmutation

Hairstyle

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration Up to 7 days

a comb

You run your hands along a willing creature's hair that you touch and change its color, shape, form, and even length, up to 1 foot shorter or longer.
If you cast this spell multiple times, you can have up to three creatures styled at a time, and you can dismiss its effects over a creature as an action

Wizard Transmutation cantrip

Dragonwings

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

You summon might draconic wings behind you that beast with a furious cadence. Each creature within 15 feet of you must make a Dexterity saving throw or be knocked prone and take 2d12 bludgeoning damage. You can then fly up to half your speed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bludgeoning damage increases by 1d12 for each slot level above 2nd.

Wizard 2nd-level Conjuration

3 3
7 7
5 5
0 0
9 9
3 3
4 4
0 0
2 2

Earth, Wind, and Fire

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

pure gold

You call into flickering existence within range an earth, air, and fire elemental, who serve you before falling apart. You direct the elementals to act immediately, and they take their actions in any order you want on your turn. Once your turn ends, the elementals fade to dust, blow away in the wind, or snuff out as appropriate.

Wizard 3rd-level Conjuration

Doubleblade

  • casting time 1 bonus action
  • range Touch

  • components V, M
  • duration Up to 1 round

a melee weapon

You touch a melee weapon and an ethereal extension comes out. The weapon's reach is doubled until the start of your next turn. Attacks made outside of the weapon's normal range deal force damage, instead of their normal damage type, and ignore any AC increases of the target from shield, mage armor, shield of faith, or similar spells.

Wizard 1st-level Transmutation

Mordenkainen's Actual Sword [1/2]

  • casting time 1 bonus action
  • range 300 feet

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

a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp

You warp the sword used for the casting of this spell into a magnificent arcane-forged blade, glittering in blue magic. The sword remains warped for the duration, becoming magical if it wasn't already reverting when the spell ends.
When the sword appears and on subsequent turns as a bonus action, you can move it up to 60 feet to a spot you can see and make a melee spell attack against a target of your choice within 5 feet of it. On a hit, you choose one of the effects below.

Fiery Cleave. The creature takes 8d6 fire damage, and each creature within 5 feet of it takes half as much.
Freezing Effect. The creature takes 6d8 cold damage and its speed is reduced by half until the end of its next turn.

Wizard 7th-level Conjuration

Mordenkainen's Actual Sword [2/2]

  • casting time 1 bonus action
  • range 300 feet

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

a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp

Echo Strike. The creature and each creature behind in a 15-foot line takes 5d10 force damage.
Killing Blow. The creature takes 8d10 necrotic damage or is instantly slain if it is CR 2 or lower.
Mighty Swing. The creature takes 6d8 bludgeoning damage and is pushed back 30 feet, or 15 if it is Huge or larger.
Poisoned Edge. The creature takes 5d10 poison damage immediately and again when it starts its turn.

Wizard 7th-level Conjuration

Sweet Dreams

  • casting time 1 minute
  • range Touch

  • components V
  • duration Instantaneous

You put your hand on a willing creature and hum, whisper, or softly sing a melody, putting it to sleep. The creature sleeps through a long rest, dreaming of happy and good things, and doesn't awaken due to insomnia or the like.

Wizard Enchantment cantrip

The Blind Shall See

  • casting time 1 action
  • range Touch

  • components S
  • duration 1 minute

You put your hand over the eyes of a willing creature. The target has blindsight to a range of 60 feet, but is blind beyond that radius. The creature can end the effect early as an action.

Wizard 1st-level Divination

Aetherthread

  • casting time 1 action
  • range 60 feet

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

You pull threads of aether from the air and effortlessly fling them to up to six creatures you can see within range. Each creature must make a Strength saving throw or its speed drops to 0. A creature can repeat the saving throw as an action, ending the effect on a success.
If one creature bound by the threads tkaes damage, each other creature bound takes 1 damage of the same type. Bound creatures don't take this damage more than once on the same turn.
If you move out of the spell's range of an affected creature, the spell ends for it as its threads snap.

Wizard 3rd-level Conjuration

Mark the Spot

  • casting time 1 bonus action
  • range 60 feet

  • components S
  • duration Up to 1 round

You mark a creature's current location, conjuring some symbol beneath it. An unwilling creature can succeed on a Wisdom saving throw to avoid the effect. Otherwise, the target returns to the marked location at the end of its next turn.

Wizard 1st-level Conjuration

Thirst of the Bloodwyrm

  • casting time 1 action
  • range 10 feet

  • components S
  • duration Instantaneous

You reach out a hand and draw the life force out of a creature you can see within range and into you. The target must make a Constitution saving throw. On a failure, it loses 4d10 hitpoints due to life loss and you regain the same amount. On a success, it loses half as much.

Wizard 4th-level Evocation

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Delusion of Fear

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

some graveyard dirt

You put your hand on a target's head and attempt to warp their mind into seeing the demise of their life and future, endlessly repeating in new failures. The target must make a Wisdom saving throw or fall unconscious, trapped in their own mind until they die.
If the target dies while under this effect and if it has a soul, its soul is similarly trapped in an endless cycle of fearing life, caught between this world and the next, and will not be willing to be resurrected.
After at least one minute, if the target is contacted by telepathy or met between worlds by a true friend, it can repeat the saving throw against this spell, ending the effect on a success. On a failure, it perceives the contact to be part of its delusion, and it can't attempt the save again for 24 hours. Otherwise, only a wish spell can remedy this coma.

Wizard 9th-level Enchantment

Magic Muscle

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

some milk

You attempt to crush the body of a creature you're grappling, your muscles bolstered by temporary augmentation. The target must make a Strength saving throw or take 1d12 + your Strength modifier in bludgeoning damage.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12)

Wizard Transmutation cantrip

Material Teleport

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

an object

You hold a Tiny object in your hand and teleport it to a space you can see within range. If you teleport it into the space of another object, the objects fuse together. If at least one of the objects is magical, the teleport fails. If you teleport it into a creature, the creature must make a Charisma saving throw to force it out. On a failure, the object fuses with the outer layer of the target, and the creature takes 5d6+15 force damage. On a success, it takes half as much damage and the object is shunted out.

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

Wizard 3rd-level Conjuration

White Ice [1/2]

  • casting time 1 action
  • range Self

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

You are enveloped by a thick coat of living ice. You gain 20 temporary hitpoints which fade when the spell ends. While these temporary hitpoints last, the coat lasts, which grants you a number of benefits.
- You can reduce any damage you take by 2 + your spellcasting ability modifier.
- The air and objects around you freeze, allowing you to finely control some physics within. If a range attack misses you or you reduce its damage to 0, you can target it back towards the attacker as a reaction, making a ranged spell attack against the creature and using its damage roll.
- Your hands are natural melee weapons with which you can attack twice as an action using your spellcasting ability modifier. On a hit, a target takes 2d6 slashing + 2d6 cold damage.

Wizard 5th-level Transmutation

White Ice [2/2]

  • casting time 1 action
  • range Self

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

- As a bonus action, you can make a bridge of ice starting from you and extending up to 60 feet in front of you and up to 5 in the air. It is difficult terrain for creatures other than you and creatures of ice, which expend only 1 foot of movement for every 2 travelled on it. The bridge melts when you make a new bridge or when the spell ends.
As an action, you can gain 10 temporary hitpoints, remaking the coat.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of damage you can reduce increases by 1 and the amount of temporary hitpoints you initially gain increases by 5 for each slot level above 5th.

Wizard 5th-level Transmutation

Bloody Storm [1/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 1 day

a large glass vial

You create a whirling mass of clouds and red lightning, like a bloody storm, inside a glassblown container. A creature can throw the container as an action, using its Strength or Dexterity modifier and with proficiency if it is proficient in simple weapons. On a hit, the target creature must make a Constitution saving throw or lose 6d12 hitpoints due to the storm sapping its blood out, and the target is blinded by the blood-filled clouds until the end of its next turn when they dissipate. On a success, a target loses half as much hitpoints and isn't blinded.
If a creature misses the attack, the container shatters 10 feet behind the target of the attack if it would hit the ground or another object. A 5 foot cube of storms erupts where it shattered, which linger until the start of the throwing creature's next turn. If any creature walks into the cube, it must make the same Constitution saving throw, or lose health as if it had been hit and blinded until the storm fades, or lose half as much on a success.

Wizard 3rd-level Conjuration

Bloody Storm [2/2]

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 1 day

a large glass vial

If you cast this spell while a container holds a bloody storm, the first storm ends. When the duration ends, the storm fades away within the container.

Wizard 3rd-level Conjuration

Fiery Leap

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration Instantaneous

a ring with flames inscribed

You choose an unoccupied space you can see within range to leap toward. Stringing fire behind you and beside you. Each creature other than you within 5 feet of the path between your space and the one you leap toward must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a success. You don't provoke attacks of opportunity when leaping this way.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d6 for each slot level above 2nd.

Wizard 2nd-level Transmutation

Trebuchet

  • casting time 1 action
  • range 120 feet

  • components S, M
  • duration Instantaneous

a small piece of paper with a comparison of two large devices

Choose one Medium or smaller sized creature or object that isn't being worn or carried. The target is launched in a line up to 120 feet in a horizontal direction you choose before falling to the ground, stopping if it impacts a solid surface. A creature can make a Dexterity saving throw to avoid being launched. If the target impacts a creature, the launched creature takes 4d12 + your Strength modifier in bludgeoning damage, and the impacted creature must make a Dexterity saving throw or take the same damage, or half as much on a success.
If the target impacts a 1 foot thick wood or stone wall or thinner, it crashes through the wall leaving a Medium sized gap in it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage both creatures take increases by 1d12 per slot level above 3rd

Wizard 3rd-level Transmutation

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Empathic Image

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration Instantaneous

a small color square

You project an image into the mind of a creature you can see within range. It can be an image you see now, or a memory, as detailed as you can see or recall. An unwilling creature can make an Intelligence saving throw to avoid the projection.
You can create an image you haven't seen before as well. Make a Deception check using your spellcasting ability contested by the target's Wisdom (Insight). On a failure, the target can discern it as fake.

Wizard Enchantment cantrip

Double Breath

  • casting time 1 action
  • range Self (120-foot line)

  • components V, S, M
  • duration Instantaneous

two dragon scales worth 100 gp each

You hold a dragon scale in each hand and your hands momentarily turn into dragon heads spouting breath. Two breaths shoot out from you, each 5 feet wide and 120 feet long in directions you choose. Choose acid, cold, fire, lightning, or poison. Each creature in a line must make a Dexterity saving throw. A creature takes 10d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
If a creature is within both of the spell's lines, it takes damage as if it were in one line.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each spell level above 5th.

Wizard 5th-level Transmutation

Pen

  • casting time 1 action
  • range Touch

  • components S, M
  • duration Instantaneous

a liquid, of which some is consumed by this spell

You transform the liquid (most often ink) you are holding in a hand to an object or willing creature you touch. You instantly write any amount of desired text on the object or creature, which consumes as much liquid as if it had been written with a quill. It can only write onto one side of any object or creature per casting, such as a single page. If you attempt to write more than you have ink to support, the text stops when it runs out.
The spell fails if it is cast onto an object worn or carried by a creature other than you, unless the carrier or wearer is willing.
At 5th level, you can write on two sides of any object or creature per casting. You can write on three sides at 11th level, and four at 17th.

Wizard Transmutation cantrip

Thundersnap

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Instantaneous

You audibly snap at a creature within range, sending a visible focused sonic wave at it. Make a ranged spell attack against the target. On a hit, the target takes 1d8 thunder damage. You can't miss objects with this spell that aren't being worn or carried.
On a critical hit with this cantrip, you roll triple the damage dice, instead of double.
At 5th level, the thunder damage increases to 2d8. It increases to 3d8 at 11th level, and 4d8 at 17th.

Wizard Evocation cantrip

Shooting Star

  • casting time 1 action
  • range Self (120-foot line)

  • components S
  • duration Instantaneous

A star shoots out from your eye to pierce through space in front of it. The first creature in a line stretching the spell's line length from you must make a Constitution saving throw or take 4d6 force, 4d6 radiant, and 4d6 piercing damage, or half as much on a success. On a failure, the star pierces through them and on to the next creature in the line, who must make the same saving throw, taking the same damage or half. The star continues until a creature succeeds, caught in their body to wink out, or it travels the spell's line length and fades away.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's line length increases by 30 feet per slot level above 4th.

Wizard 4th-level Conjuration

Snap Star

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You snap and create a tiny facsimile of a star at a point you can see within range. Each creature that isn't blinded and within 15 feet of the point must succeed on a Constitution saving throw or take 2d4 radiant damage and be blinded until the end of their next turn, or no effect on a success.
When you cast this spell, you can close your eyes to avoid being blinded, and you automatically succeed on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radiant damage increases by 1d4 for each slot level above 1st.

Wizard 1st-level Evocation

Magic Splinter

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a piece of wood

You hurl a shard of magic that fractures into many splinters. Choose a point you can see within range. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 1d4 piercing damage.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Wizard Evocation cantrip

Planar Hounds

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You utter a command over canines and summon a pack of planar hounds, which rage through a 30-foot cube within range before returning whence they came. Each creature in the area must make a Strength or Dexterity saving throw (targets' choice). On a failed save, a creature takes 7d6 damage and is knocked prone, or it takes half as much damage on a success and isn't knocked prone. You choose cold, fire, necrotic, psychic, or radiant damage.

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

Wizard 4th-level Conjuration

Transposition

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a folded piece of paper

You warp the space of two Large or smaller creatures or objects you can see within range. A creature must make a Charisma saving throw, which it can choose to fail. On a failure, the two targets swap places. The spell fails if both creatures are unwilling, and one or both succeed, and if a creature would be teleported into a space smaller than it.

Wizard 2nd-level Conjuration

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Dogmatic Edict

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

You utter an edict of Law against the chaotic. Choose one point you can see within range. Four 15-foot long lines stretch out from that point facing in the exact cardinal directions. Each creature in a line must make a Charisma saving throw. A creature takes 40 force damage on a failed save, or 20 on a success.
Constructs of Law, such as inevitables and those with the Axiomatic Mind feature, are immune to the damage of this spell. The DM may determine other creatures that are immune.

Wizard 5th-level Evocation

Conjure Invisible Stalker

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

fog in a bottle

You conjure and bind an air elemental to your will by the casting of this spell, and it appears within range. It is invisible, but you can see it. The invisible stalker (Monster Manual 192) must obey the letter of your commands, but isn't always an enthusiastic pawn. If you issue any order to it other than to hunt down a creature or retrieve and object, the spell ends. Between commands, the invisible stalker stays at your side, but won't necessarily proactively defend you unless you order it to hunt a creature down.
The invisible stalker returns to its plane when it is reduced to 0 hitpoints, when the spell ends, if you cast this spell again, or if you die and it has no remaining tasks.

Wizard 7th-level Conjuration

Balor's Onslaught

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

a longsword worth at least 15 gp and a whip worth at least 2 gp

The incarnation of fire and ash, the visage of a balor, appears behind you. You hold up the handle of the longsword and whip for it to take, which magnify in its hands. Choose a creature you can see within range. Make two melee spell attacks against the target.
If the first hits, the target takes 2d6+8 slashing damage + 3d6 fire damage, and the target must succeed on a Strength saving throw or you can pull it up to 25 feet closer to you. If the target succeeds or the first attack misses, the balor's visage moves closer to attack again, using the longsword.
If the second hits, the target takes 3d8+8 slashing damage + 3d8 lightning damage. If this hit is a critical hit, you roll triple the damage dice, instead of double.
You then catch the weapons tossed back to you.

Wizard 4th-level Conjuration

Cone of Wind

  • casting time 1 action
  • range Self (60-foot cone)

  • components V, S
  • duration Instantaneous

A sudden gale swirls and buffets in a 60-foot cone stretching from you. You choose to push or pull when you cast this spell. Each creature caught in the cone must make a Strength saving throw. Huge or larger creatures have advantage. On a failed save, a target is moved 15 feet closer or farther from you and takes 6d6 slashing damage. On a success, a creature isn't move and takes half as much damage.

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

Wizard 4th-level Conjuration

Form of Wind

  • casting time 1 action
  • range Self

  • components V, S
  • duration Up to 1 round

When you cast this spell, your physical body becomes a tempestuous wind until the start of your next turn. For the duration, your speed is doubled, you are incorporeal, you have resistance to all damage, and you can move through objects and creatures as if they were difficult terrain. If you end your turn in the space of a Large or smaller creature, you can make a spellcasting ability check contested by its Strength (Athletics). If you win the contest, the creature is hunted 5 feet to the nearest empty space. If you end your turn inside the space of an object, which of you is lighter than the other is similarly shunted 5 feet.

Wizard 1st-level Transmutation

Snakemake

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

an object you are holding

When you cast this spell, you turn any non-artifact item you are holding into a giant constrictor snake under your control, the statistics of which can be found from the DM. When you cast this spell, and as an action on each of your subsequent turns, you can control the action of the creature, using its senses when you do so. If it could take a reaction, you must use your reaction to do so. If you don't control the creature, it takes the Dodge action if there are hostile creatures around it, or otherwise does nothing. When you are controlling the creature and it deals damage, you are healed for half the damage it deals. The snake turns back into the object after 1 hour or when it is killed.

Wizard 3rd-level Transmutation

Reap

  • casting time 1 action
  • range 120 feet

  • components S, M
  • duration Instantaneous

a scythe

Choose two points you can see within range. A colossal scythe appears and swings between the points before fading away. Each creature caught in its path must make a Wisdom saving throw. A creature takes 6d6 + 30 necrotic damage on a failed save. If this leaves a creature in its true form with less than 10 hitpoints, it is instantly slain and can't be resurrected by magic of lower than 6th level.

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

Wizard 6th-level Conjuration

Lantern Walker (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

a lantern worth at least 5 gp

A lantern you hold for the casting of this spell sprouts metal legs. On your turn, you can direct it to move up to 30 feet. The lantern shines light when lit as normal, whether it be a hooded, bullseye, or some other.
As an action while the spell lasts, you can look from the lantern's location, as if the lantern's wick was an eye. You are blind to your own senses until the end of your next turn. The lantern can't move more than a mile away, and if it becomes more than a mile away, the spell ends. The spell also ends if the lantern is the target of an attack or a spell that deals damage.
The lantern can walk up vertical surfaces, but not upside down. All of its attributes are 1. It can't take any actions.
When the spell ends, the lantern returns to normal, and could be reused for the casting of this spell again.

Wizard 1st-level Transmutation

Bind (Ritual)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Up to 3 days

a pair of manacles worth at least 2 gp, which the spell consumes

You grasp the wrists of a willing or unconscious Huge or smaller creature with 0 hitpoints remaining and create a magical bind that holds its hands together, with similar binds appearing around its ankles and mouth. While bound, the creature can't speak, its speed is reduced to 10 feet, it can't fly if it could, and it can't move more than 60 feet away from the caster unless the caster allows it. Additionally, it can't regain more than 1 hitpoint.
When you cast this spell, set a code word in your mind. When you speak it, regardless of where you are, the creature is released and the spell ends early.

Wizard 3rd-level Abjuration

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Field of Chains

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

two interlocked chain links

You choose a number of targets you can see within range up to twice your spellcasting modifier. Chains leap from the ground or nearby objects and structures to grasp and hold the targets, each of which must make a Strength or Dexterity saving throw to avoid the effect (target's choice). On a failure, each target is restrained and is moved up to 15 feet in any direction you choose, bound by the chains from multiple angles. Additionally, a creature who failed the save takes 4d8 bludgeoning damage.
A creature can attempt to break or slip free as an action, and repeats the save. On a success, its chains fade away. On a failure, it takes another 4d8 bludgeoning damage and remains chained.
A creature killed by this spell is permanently chained to the ground, structure, or object it was chained to. If removed, the chains shatter into tiny flakes of iron.

Wizard 5th-level Conjuration

Cold Iron Strike

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

  • components S, M
  • duration Instantaneous

a melee weapon made of iron

You flourish the weapon used in casting and then disappear in a flash of iron. Choose up to three creatures in a line extending 30 feet from you and make a melee spell attack against each. On a hit, a target takes 4d10 cold damage and can't take reactions until the end of your next turn. You can then teleport to an unoccupied space you can see within 5 feet of the last target of the spell. Fey take an additional 1d10 cold damage from this spell.

Wizard 3rd-level Conjuration

Lesser Passwall

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 minute

one sesame seed

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 3 feet wide, 4 feet tall, and 5 feet deep. The passage creates no instability in a structure surrounding it. A Medium sized creature must squeeze to move through the opening if the opening is created at its maximum dimensions.
When the opening disappears, any creatures or objects still in the passage created by the spell are ejected to an unoccupied space nearest to the surface on which you cast the spell and take 4d6 bludgeoning damage.

Wizard 3rd-level Transmutation

Self Petrification (Ritual)

  • casting time 1 minute
  • range Self

  • components V, S
  • duration Varies

You petrify yourself into stone. You can choose how long you remain petrified, from as little time as a minute to as long as a year. If you take damage while petrified in this way, you immediately revert. Additionally, you can set any number of conditions for you to revert early of the duration, such as a word someone speaks to your petrified form or an amount of blood poured over your stone.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of time you can petrify yourself multiples by five years for each slot level above 4th.

Wizard 4th-level Transmutation

Reach of the Astral Dreadnought [1/2]

  • casting time 1 action
  • range Self (90-foot radius)

  • components V, S, M
  • duration Instantaneous

a cord of silver

You momentarily conjoin parts of the astral and your current plane, allowing an astral dreadnought through via you summons. Choose one creature you can see within 90 feet of you as the target for the astral dreadnought. Make three melee or ranged spell attacks against it. If the first or second hit, they each deal 3d6+9 slashing damage.
If the third hits, it deals 5d10+9 piercing damage. If the target is Huge or smaller and this damage reduces it to 0 hit points, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the dreadnought's Demiplanar Donjon. This is a demiplane that can be entered by no other means except a wish spell or the astral dreadnought's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling of 100 feet high.

Wizard 7th-level Conjuration

Reach of the Astral Dreadnought [2/2]

  • casting time 1 action
  • range Self (90-foot radius)

  • components V, S, M
  • duration Instantaneous

a cord of silver

Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.
After you make the three attacks, the planes realign and the dreadnought is shunted to the astral once more. While conjured by you, the dreadnought is a facade and not a true creature. Additionally, this spell fails if cast on the astral plane.

Wizard 7th-level Conjuration

Locate Bizarre Creature

  • casting time 1 minute
  • range Self

  • components V
  • duration Instantaneous

Describe or name a specific kind of aberration, fey, or elemental. You learn the location of the closest creature of that kind to you within 10 miles, if at least one is present. An unwilling creature can make an Intelligence saving throw to avoid being located, and if successful, knows your location at the moment of casting the spell, knows that you attempted to locate it, and is immune to this spell cast by you for 24 hours.

Wizard 4th-level Divination

Wheel of Force

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

  • components V, S, M
  • duration Instantaneous

a fan

A swirl of wind erupts from you. Choose clockwise or counterclockwise when you cast this spell. Each creature in a 30 foot radius around you must make a Strength saving throw. Huge or larger creatures automatically succeed. On a failed save, a creature is rotated around you in the direction of your choice half or a quarter of the circumference of the circle (you choose when you cast the spell). Each creature that failed the save is then incapacitated until the end of their next turn. While incapacitated by this spell, a creature has a speed of 0, and attack rolls against it have advantage.

Wizard 3rd-level Evocation

Crown of Ice

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 hour

You don a crown of ice, marking your connection to an ancient ice monarch. Until the spell ends, any creature that targets you with an attack or a harmful spell must first make a Constitution saving throw. On a failed save, their speed is reduced to 0 and they become prone before they make their attack roll or cast a spell, and you gain advantage on any saving throw you must make against the attack or spell. Once a creature succeeds on the saving throw against this spell, it is immune to it for the duration.

Wizard 4th-level Abjuration

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Disintegrate Cannon

  • casting time 1 action
  • range Touch (300 feet)

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

a lodestone and a Huge metal cannon worth 1,000 gp

You power up a cannon and use it to fire beams of disintegration. A green ray erupts jaggedly out of the cannon to target that you can see within range. The target can be a creature, an abject, or a creation of magical force, such as the wall created by Wall of Force.
A creature targeted by this spell must make a Dexterity saving throw, On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
You can fire a beam of disintegration from the cannon again as your action on any turn until the spell ends.

Wizard 8th-level Transmutation

Biomination

  • casting time 1 minute
  • range Touch

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

a crystal worth 500 gp

You see a biome nearest to you depending on the color of the crystal you use. Green is for forests, white for tundras, light yellow for deserts, purple for caverns, and so on. The DM decides exactly what kind of nearest biome you see when you cast this spell.
You look over it and can rapidly move your vantage point. If there are humanoids that live in the biome, you gain knowledge of their relation to the environment, including to each other, if there are multiple groups. Examples of relations include a travelling group that forages on its way, a hunter-gather tribe between one and two hundred that gradually moves, or a thousand soldier army that gobbles up along its path. You don't gain any knowledge of who they are unless you find them, and creatures travelling with stealth higher than your spell save DC aren't visible to you.

Wizard 4th-level Divination

8 8
4 4