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Umbraturgy

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Up to 1 hour

Compels shadows to create various effects at a point within range. Change the size and shape of a creatures shadow, adv on stealth checks, cover dim or darkness, hide persons shape.

Ranger Transmutation Cantrip

Veil

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Instantaneous

Emits a thick pale mist, gaining total cover but being blinded and deafened.

Ranger Conjuration Cantrip

Wind Lash

  • casting time 1 action
  • range 20 feet

  • components V, S
  • duration Instantaneous

Creates a solid lash of howling wind, dealing slashing damage and pushing the target.

Ranger Evocation Cantrip (elemental)

Wind Slash

  • casting time 1 action
  • range 15 feet

  • components V, S
  • duration Instantaneous

Sends a blade of wind in a straight line, forcing a Dexterity saving throw and dealing slashing damage.

Ranger Conjuration Cantrip

Spectral Scythe

  • casting time 1 action
  • range Touch

  • components V
  • duration Instantaneous, 10 minutes

Creates a blade of necrotic energy in the shape of a reaper's scythe at the end of a staff. Deals additional necrotic damage. Damage increases at higher levels.

Ranger Necromancy Cantrip

Sword Burst

  • casting time 1 action
  • range 5 feet

  • components V
  • duration Instantaneous

Creates a momentary circle of spectral blades around you. Creatures in range (other than you) must succeed on a Dexterity saving throw or take force damage. Damage increases at higher levels.

Ranger Conjuration Cantrip

Thaumaturgy

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Up to 1 minute

Manifests a minor wonder or supernatural sign within range. Various effects include booming voice, flame manipulation, ground tremors, instantaneous sounds, door/window manipulation, and altered eye appearance.

Ranger Transmutation Cantrip

Thieves’ Ruse

  • casting time 1 action
  • range Touch

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

Makes an object you possess invisible for up to 10 minutes. Cannot make the same object invisible again for 24 hours.

Ranger Illusion Cantrip

Thunderclap

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

  • components S
  • duration Instantaneous

Creates a burst of thunderous sound, damaging creatures (other than you) within 5 feet. Damage increases at higher levels.

Ranger Evocation Cantrip

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Toll the Dead

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Points at a creature, and the sound of a dolorous bell fills the air. Deals necrotic damage. Damage increases if the target is missing hit points.

Ranger Necromancy Cantrip

Tormenting Flame

  • casting time 1 reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

Allows you to strike back at your attacker with a blast of fire when hit with an attack dealing critical damage. Deals fire damage.

Ranger Evocation Cantrip

Twinkle

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Creates or manipulates lights within range. Can have up to three non-instantaneous effects active at a time.

Ranger Evocation Cantrip (ritual)

Sensory Transfer

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

Allows you to see through a willing creature's eyes or lets the creature see through your eyes until the start of your next turn.

Ranger Transmutation Cantrip

Shadow Embrace

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Causes shadows to manifest around a creature. Target must make a Wisdom saving throw or receive penalties to attack rolls and disadvantage on Dexterity saving throws.

Ranger Illusion Cantrip

Shadow Ink

  • casting time 1 action
  • range Touch

  • components S
  • duration 1 hour

Pulls shadows into a vial, creating pitch-black ink. The ink dissipates after an hour or when the vial is stoppered.

Ranger Conjuration Cantrip

Shadowthorn

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Summons a spike of shadow to stab and push a creature. Deals piercing damage. Damage increases at higher levels.

Ranger Conjuration Cantrip

Shape Water

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Instantaneous or 1 hour (see below)

Manipulates water in various ways, such as movement, shaping, changing color, or freezing. Can have no more than two non-instantaneous effects active at a time.

Ranger Transmutation Cantrip

Shawl of the Unseen

  • casting time 1 action
  • range Touch

  • components S
  • duration Concentration, up to 1 minute

Envelops a creature in a 10-foot-radius sphere of dark mist, granting advantage on Stealth checks. Range and size increase at higher levels.

Ranger Conjuration Cantrip

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Shocking Grasp

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Delivers a shock to a creature with a melee spell attack. Advantage if the target wears metal armor. Deals lightning damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Spare the Living

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Targets a humanoid with 0 hit points, making it attempt a Death saving throw. On failure, the creature takes a step closer to death, and the caster gains 1d4 temporary hit points.

Ranger Necromancy Cantrip

Poison Spray

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Projects noxious gas, requiring a Constitution saving throw. On a failure, the creature takes poison damage, increasing at higher levels.

Ranger Conjuration Cantrip

Prestidigitation

  • casting time 1 action
  • range 10 feet

  • components V S
  • duration Up to 1 hour

Performs minor magical tricks, creating sensory effects, lighting/snuffing out fires, cleaning/soiling objects, chilling/warming/flavoring materials, making colors/marks/symbols appear, and creating trinkets or illusory images. Can have up to three effects active at a time.

Ranger Transmutation Cantrip

Pummelstone

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Summons a fist-sized stone to hurl at a target, dealing bludgeoning damage. Target has disadvantage on its next attack roll or ability check during its next turn. Damage increases at higher levels.

Ranger Conjuration Cantrip (elemental)

Quicken

  • casting time 1 action
  • range Touch

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

Grants a willing creature a roll of a d4 to add to its next initiative or Dexterity saving throw before the spell ends.

Ranger Transmutation Cantrip (temporal)

Radiant Blast

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Creates a line of radiant energy, damaging creatures in its path and giving them disadvantage on opportunity attacks against the caster. Damage increases at higher levels.

Ranger Evocation Cantrip

Rancorous-Mist Blade

  • casting time 1 action
  • range 5 feet

  • components V, M (a weapon)
  • duration 1 round

Requires a melee attack with a weapon, enveloping the target in acidic mist. Damage and area increase at higher levels.

Ranger Conjuration Cantrip

Sapping Sting

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Saps the vitality of a creature, forcing a Constitution saving throw. On a failure, the target takes necrotic damage and falls prone. Damage increases at higher levels.

Ranger Necromancy Cantrip (dunamancy)

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Scorch

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Ignites an unattended flammable object, dealing fire damage to nearby creatures. Damage increases at higher levels.

Ranger Evocation Cantrip

Scribe

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Creates a copy of a written work in your handwriting. Cannot reproduce magical properties.

Ranger Transmutation Cantrip (hieroglyph)

Lightning Lure

  • casting time 1 action
  • range 15 feet

  • components V
  • duration Instantaneous

Creates a lash of lightning energy, pulling a creature toward the caster and dealing lightning damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Mage Hand

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

Summons a spectral hand to manipulate objects within range.

Ranger Conjuration Cantrip

Melf’s Malicious Gravel

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Hurls loose stones and debris at a creature, requiring a Dexterity saving throw. On a failure, the creature takes bludgeoning damage. Damage increases at higher levels.

Ranger Transmutation Cantrip

Mending

  • casting time 1 minute
  • range Touch

  • components V S
  • duration Repairs a single break or tear in an object, leaving no trace of damage. Cannot restore magic to objects.

Ranger Transmutation Cantrip

Message

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

Allows the caster to whisper a message to a target within range. Target can reply in a whisper only the caster can hear. Can pass through solid objects if the caster is familiar with the target.

Ranger Transmutation Cantrip

Minor Illusion

  • casting time 1 action
  • range 30 feet

  • components S M (A bit of fleece)
  • duration 1 minute

Creates a sound or image of an object within range. The illusion can be of various sounds or small objects, but physical interaction reveals it to be an illusion. Investigation check can discern the illusion.

Ranger Illusion Cantrip

Mold Earth

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Instantaneous or 1 hour

Manipulates dirt or stone in various ways, such as excavation, shaping patterns, or creating difficult terrain. Multiple effects can be active, and you can dismiss them as an action.

Ranger Transmutation Cantrip

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Night Terror

  • casting time 1 action
  • range 60 feet

  • components S, M (a pinch of salt)
  • duration Concentration, up to 1 minute

Summons a small shadowy figure to assault the mind of a creature, dealing psychic damage. Damage increases at higher levels.

Ranger Conjuration Cantrip

Phase

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Instantaneous

Allows the caster to attempt to phase through a single attack, imposing disadvantage. If the attack is successful, the caster becomes incapacitated until the end of their next turn.

Ranger Abjuration Cantrip

Gust

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Creates effects like pushing a creature away, moving a small object, or producing harmless sensory effects using air.

Ranger Transmutation Cantrip

Hinder

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Up to 1 round

Assaults a creature with an invisible force, forcing a Strength saving throw. On a failure, the creature's movement speed is halved. Range and target size increase at higher levels.

Ranger Abjuration Cantrip

Hoarfrost

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration 1 minute

Imbues a melee weapon with cold damage. The weapon becomes magical and deals additional cold damage on a successful hit. Damage increases at higher levels.

Ranger Evocation Cantrip (ring)

Ice Shard

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Shoots an icy shard at a creature, dealing cold damage. Critical hits cause vulnerability to cold damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Illuminate

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Releases a cloud of shimmering gas at a creature, dealing radiant damage and imposing disadvantages on Stealth checks. Damage increases at higher levels.

Ranger Evocation Cantrip (ritual)

Infestation

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Causes a cloud of parasites to appear on a creature, dealing poison damage and forcing it to move in a random direction. Damage increases at higher levels.

Ranger Conjuration Cantrip

Jolt

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Sends sparks to shock a creature, granting advantage on the next death saving throw for unconscious targets. Deals lightning damage, increasing at higher levels.

Ranger Evocation Cantrip

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Lacerate

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Shoots two bolts of necrotic energy at a creature, dealing damage. If both bolts hit, reduces the target's hit point maximum. Damage increases at higher levels.

Ranger Necromancy Cantrip

Life Thread

  • casting time 1 action
  • range 5 feet

  • components V
  • duration 1 minute

Creates a binding thread between the caster and a creature. If they move more than 5 feet away, the creature takes necrotic damage. Damage increases at higher levels.

Ranger Necromancy Cantrip

Light

  • casting time 1 action
  • range Touch

  • components V
  • duration 1 hour

Sheds bright light in a radius, creating dim light for an additional range. Can be colored as desired. Ends if cast again or dismissed. Forces Dexterity saving throw on hostile creatures.

Ranger Evocation Cantrip

Lightshape

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous or 1 hour

Alters light in various ways, such as changing color, brightness, or causing flammable objects to ignite. Can have up to three effects active at a time.

Ranger Transmutation Cantrip

Fresh Paint

  • casting time 1 action
  • range Self

  • components S
  • duration 1 hour

Creates magical paint usable in any way ordinary paint can be used. Remains tangible for an hour, with extended duration for additional minutes.

Ranger Conjuration Cantrip

Friends

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

Grants advantage on Charisma checks directed at one non-hostile creature. When the spell ends, the creature becomes hostile.

Ranger Enchantment Cantrip

Frostbite

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Causes numbing frost on a creature, dealing cold damage and imposing disadvantage on its next weapon attack roll. Damage increases at higher levels.

Ranger Evocation Cantrip

Glacial Blade

  • casting time 1 action
  • range 5 feet

  • components V
  • duration 1 round

Requires a melee attack with a weapon. On a hit, encases the target in ice. If the target makes a weapon attack, it takes cold damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Gleam

  • casting time 1 reaction
  • range Self

  • components S
  • duration Instantaneous

Emits a bright flash of light, shedding brightness in a radius and dealing radiant damage to a creature grappling the caster.

Ranger Evocation Cantrip

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Glimmer

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

  • components V, S, M (a coin)
  • duration 1 round

Creates a dazzling light to draw attention. Creatures make a Wisdom saving throw, suffering disadvantage on ability checks if they fail.

Ranger Illusion Cantrip

Gloom

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

  • components V, S
  • duration Up to 10 minutes

Absorbs natural light, creating darkness within a radius. Bright light becomes dim light, and dim light becomes darkness.

Ranger Evocation Cantrip

Green-Flame Blade

  • casting time 1 action
  • range 5 feet

  • components V
  • duration Instantaneous

Requires a melee attack with a weapon. On a hit, deals normal attack damage and causes green fire to leap to another creature, dealing additional fire damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Grim Scythe

  • casting time 1 bonus action
  • range Self

  • components V, S, M (a handful of hay seed and a quarterstaff)
  • duration 1 minute

Forms a spectral blade on a touched quarterstaff, using the caster's spellcasting ability for attack and damage rolls. Deals necrotic damage and has an increased damage die.

Ranger Transmutation Cantrip

Grimlore’s Influence

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Deals psychic damage to frightened creatures within range. Damage and range increase at higher levels.

Ranger Necromancy Cantrip

Guidance

  • casting time 1 action
  • range Touch

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

Grants a target the ability to roll a d4 and add the result to one ability check.

Ranger Divination Cantrip

Dazzle

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

Creates a blinding flash of light in front of a creature, imposing disadvantage on its next attack or granting advantage on the next attack against it.

Ranger Illusion Cantrip

Disarm

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Forces a creature to make a Strength saving throw to avoid dropping an object or weapon it's holding.

Ranger Evocation Cantrip

Douse

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Instantaneous

Summons saltwater to extinguish flames or deal cold damage to a creature on a failed Constitution saving throw. Damage increases at higher levels.

Ranger Conjuration Cantrip

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Dragon Roar

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Instantaneous

Amplifies the caster's voice to assault the mind of a creature, dealing psychic damage and causing fear. Damage increases at higher levels.

Ranger Evocation Cantrip (dragon)

Dueling Shadows

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Targets two creatures within range. Each must make a Dexterity saving throw or take necrotic damage. If one moves, both make another saving throw. Damage increases at higher levels.

Ranger Transmutation Cantrip

Eidolic Chains

  • casting time 1 action
  • range 30 feet

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

Forces a creature within range to make a Strength or Dexterity skill check to avoid being grappled.

Ranger Conjuration Cantrip

Eldritch Blast

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Fires a beam of crackling energy at a creature, dealing force damage. Creates additional beams at higher levels.

Ranger Evocation Cantrip

Encrypt/Decrypt

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Hides or reveals the contents of a written message. Ends when cast again or dispelled.

Ranger Transmutation Cantrip (hieroglyph)

Fire Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Hurls a mote of fire at a creature or object, dealing fire damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Forget

  • casting time 1 action
  • range Self

  • components V, S
  • duration 8 hours

Temporarily suppresses a memory, requiring a Wisdom saving throw for others to access it magically.

Ranger Enchantment Cantrip

Booming Blade

  • casting time 1 action
  • range 5 feet

  • components V, M (a weapon)
  • duration 1 round

Melee attack with a weapon, sheathing the target in booming energy. If it moves before the caster's next turn, it takes thunder damage. Damage increases at higher levels.

Ranger Evocation Cantrip

Break

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Generates a thunderclap, dealing thunder damage to an unattended object and flinging shrapnel at nearby creatures. Piercing damage increases at higher levels.

Ranger Evocation Cantrip

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Cheerful Song

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Bolsters the spirits of up to 3 friendly creatures, granting temporary hit points and a +1 bonus to their first attack roll, saving throw, or ability check.

Ranger Enchantment Cantrip

Chill Touch

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

Creates a ghostly, skeletal hand to make a ranged spell attack. Deals necrotic damage and prevents the target from regaining hit points. Damage increases at higher levels.

Ranger Necromancy Cantrip

Conflagrate

  • casting time 1 action
  • range 60 feet

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

Burns a target, dealing fire damage and marking it with a fiery rune. Target takes additional fire damage if it takes fire damage from any source. Damage increases at higher levels.

Ranger Evocation Cantrip

Control Flames

  • casting time 1 action or bonus action
  • range 60 feet

  • components S
  • duration Instantaneous or 1 hour

Affects nonmagical flame in various ways, such as expanding, extinguishing, or changing color. Can create simple shapes within the flames.

Ranger Transmutation Cantrip

Corruption

  • casting time 1 action
  • range Touch

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

Imbues the ground with faint necrotic energy, causing a penalty to attack rolls for creatures other than the caster. Range increases at higher levels.

Ranger Necromancy Cantrip

Create Bonfire

  • casting time 1 action
  • range 60 feet

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

Creates a bonfire that damages creatures in its space. Damage increases at higher levels.

Ranger Conjuration Cantrip

Dancing Lights

  • casting time 1 action or bonus action
  • range 120 feet

  • components Four points within range
  • duration V, S

Up to 1 minute

Ranger Evocation Cantrip

Acid Splash

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Hurls a bubble of acid at one or two creatures. Targets must make a Dexterity saving throw or take acid damage. Damage increases at higher levels.

Ranger Conjuration Cantrip

Animate Skull

  • casting time 1 action
  • range Touch

  • components V, S, M (a skull)
  • duration 1 hour

Animates a skull, allowing it to speak a short phrase or snap at creatures that touch it. Damage increases at higher levels.

Ranger Necromancy Cantrip

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Astral Barrier

  • casting time 1 reaction
  • range Self

  • components S
  • duration Instantaneous

Forms a shield of astral energy, reducing damage from an attack. The number of uses increases at higher levels.

Ranger Abjuration Cantrip

Benediction

  • casting time 1 action
  • range 60 feet

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

Calls down a blessing of protection on a creature, allowing it to roll a d4 to reduce damage. The spell then ends.

Ranger Abjuration Cantrip (angelic)

Blade Ward

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 round

Grants resistance to bludgeoning, piercing, and slashing damage from weapon attacks until the end of the caster's next turn.

Ranger Abjuration Cantrip

Blood Tide

  • casting time 1 action
  • range 25 feet

  • components V
  • duration 4 rounds

Causes a targeted creature to bleed, imposing penalties on Intelligence, Charisma, and Wisdom checks. No effect on undead or constructs.

Ranger Necromancy Cantrip (blood)

Trick Question

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Compels a target to truthfully answer a one-word question on a failed Wisdom saving throw.

Ranger 1st-level enchantment (hieroglyph)

Undermine Armor

  • casting time 1 action
  • range 30 feet

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

Decreases a target's AC by 2 on a failed Constitution saving throw. No effect on creatures without separate armor.

Ranger 1st-level transmutation (chaos)

Unseen Servant

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a piece of string and a bit of wood)
  • duration 1 hour

Creates an invisible, mindless, shapeless servant that performs simple tasks. Lasts until the spell ends or it drops to 0 hit points.

Ranger 1st-level conjuration (ritual)

Veil of Shadow

  • casting time 1 action
  • range Self

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

Grants advantage on Dexterity (Stealth) checks and invisibility when not moving or taking actions in dim light or darkness.

Ranger 1st-level illusion

Weapon of Blood

  • casting time 1 action
  • range Self

  • components V, S, M (a pinch of iron shavings)
  • duration Concentration, up to 1 hour

Inflicts self-damage to create a +1 dagger. Higher levels increase initial damage and enhance the dagger.

Ranger 1st-level transmutation (blood)

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Wind Tunnel

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

  • components V, S, M (a hollow reed or paper tube)
  • duration Concentration, up to 1 minute

Creates a wind tunnel with various effects on movement and ranged attacks. Disperses gases and extinguishes flames.

Ranger 1st-level evocation (elemental)

Witch Bolt

  • casting time 1 action
  • range 30 feet

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

Forms a sustained arc of lightning between caster and target. Can automatically deal lightning damage on subsequent turns. Higher levels increase initial damage.

Ranger 1st-level evocation

Withered Sight

  • casting time 1 action
  • range Touch

  • components V, S, M (a dried lizard’s eye)
  • duration Instantaneous

Causes a target's eyes to age rapidly, imposing disadvantage on Perception and attack rolls. Higher levels allow targeting additional creatures.

Ranger 1st-level necromancy (temporal)

Zen Archery

  • casting time 1 action
  • range 60 feet

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

Allows using Spellcasting ability modifier instead of Dexterity for attack and damage rolls with ranged weapons.

Ranger 1st-level divination

Illusory Script

  • casting time 1 minute
  • range Touch

  • components S, M (lead-based ink worth 10 gp)
  • duration 10 days

Imbues writing with an illusion, appearing normal to designated creatures. Appears as unintelligible script to others. Truesight can reveal the hidden message.

Ranger 1st-level illusion (ritual)

Snare

  • casting time 1 minute
  • range Touch

  • components S, M (25 feet of rope)
  • duration 8 hours

Creates a magic trap that restrains creatures in a 5-foot radius circle. Can be ended by a successful Dexterity saving throw or Intelligence (Arcana) check.

Ranger 1st-level abjuration

Speak with Inanimate Object

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 minute

Awakens a spirit in an inanimate object, allowing the caster to ask questions and gain information.

Ranger 1st-level divination (ritual, hieroglyph)

Spider's Kiss

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration 1 round

Charms a target, making the caster appear as a perfect paramour. Target may grapple the caster. On a successful saving throw, caster can deal acid damage. Higher levels increase acid damage.

Ranger 1st-level illusion

Stanch

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

Causes a target's blood to coagulate, stabilizing it and ending bleeding or wounding effects. Target can't be a source of blood for certain spells or effects.

Ranger 1st-level transmutation (blood)

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Starlight Shroud

  • casting time 1 action
  • range Self

  • components V, S
  • duration 10 minutes

Surrounds you with ghostly starlight. When damaged, explodes, dealing 2d10 radiant damage to creatures within 10 feet. Higher levels increase damage.

Ranger 1st-level abjuration (ritual)

Sudden Awakening

  • casting time 1 bonus action
  • range 10 feet

  • components V
  • duration Instantaneous

Awakens sleeping creatures and allows prone creatures to stand without expending movement.

Ranger 1st-level enchantment

Tenser’s Expedient Pit

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute

Creates a 10x10x10-foot magical pit in an unoccupied space, anchored to a solid surface. Lasts for the duration.

Ranger 1st-level conjuration

Thin the Ice

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a piece of sunstone)
  • duration Instantaneous

Melts a 10-foot radius, 40-foot deep cylinder of ice. Creatures falling take 2d6 cold damage. Water refreezes gradually.

Ranger 1st-level transmutation (winter)

Thunderwave

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

  • components V, S
  • duration Instantaneous

Creates a wave of thunderous force. Creatures in a 15-foot cube must make a Constitution saving throw or take 2d8 thunder damage and be pushed 10 feet. Higher levels increase damage.

Ranger 1st-level evocation

Tidal Barrier

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

  • components V, S, M (a piece of driftwood)
  • duration Concentration, up to 1 minute

Creates difficult terrain and forces Strength saving throws on creatures entering, pushing them away and reducing speed to 0 on a failure.

Ranger 1st-level abjuration (elemental)

Sanctuary

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M (a small silver mirror)
  • duration 1 minute

Wards a creature, forcing attackers to make a Wisdom saving throw. On a failure, they must choose a new target or lose the attack or spell.

Ranger 1st-level abjuration

Sandblast

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

  • components V, S
  • duration Instantaneous

Deals 2d6 piercing damage to creatures in a 15-foot cone. Higher levels increase damage.

Ranger 1st-level evocation

Seer’s Reaction

  • casting time 1 reaction, at the start of any other creature's turn
  • range Self

  • components V, S
  • duration Instantaneous

Rerolls Dexterity check for initiative with a +5 bonus. Takes the higher of the two results.

Ranger 1st-level divination (combat)

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Sense Emotion

  • casting time 1 action
  • range Self

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

Attune your senses to pick up the prevailing emotions of one humanoid you can see within 30 feet.

Ranger 1st-level divination

Grimlore’s Shadowblight

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Ranged spell attack deals 1d12 necrotic damage. Target makes a Wisdom saving throw or becomes frightened until the end of your next turn. Higher levels increase damage.

Ranger 1st-level necromancy

Shed Skin

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

Ends grapple and allows movement up to 15 feet without provoking attacks of opportunity.

Ranger 1st-level transmutation

Silent Image

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a bit of fleece)
  • duration Concentration, up to 10 minutes

Creates the image of an object, creature, or phenomenon within a 15-foot cube. Visual only. Investigation check can reveal it as an illusion.

Ranger 1st-level illusion

Sleep

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a pinch of fine sand, rose petals, or a cricket)
  • duration 1 minute

Puts creatures to sleep based on hit points. Undead and creatures immune to being charmed are unaffected. Higher levels affect more hit points.

Ranger 1st-level enchantment

Slippery Fingers

  • casting time 1 bonus action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Forces a target creature to drop a nonmagical item unless it makes a successful Charisma saving throw. Can't cause magic items to be dropped.

Ranger 1st-level divination (combat)

Smolder

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Up to 1 minute

Adds 1d8 fire damage to the next source of fire damage dealt. Can only have one active at a time. Higher levels increase damage.

Ranger 1st-level transmutation

Misery

  • casting time 1 action
  • range Touch

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

Target makes a Constitution saving throw. On a failure, takes 1d6 necrotic damage, and its soul becomes tainted. You regain hit points equal to half the damage dealt. While within 30 feet of you, the target can be forced to take additional necrotic damage at the start of your turns. A chosen creature within 5 feet of the target regains hit points equal to half the damage dealt. Saving throw ends the spell. Higher levels increase damage.

Ranger 1st-level necromancy

Mosquito Bane

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

Kills insects or swarms with fewer than 25 hit points within 50 feet. Higher levels increase hit points affected.

Ranger 1st-level necromancy (rune)

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Murmurs of the Restless

  • casting time 1 action
  • range Self

  • components V, S, M (burning incense)
  • duration Instantaneous

Mentally connect with recently deceased spirits within 30 feet. On a failed saving throw or if more than 5 dead creatures are present, take psychic damage and can't cast the spell until a long rest. On a success, sense emotions of dead creatures within range.

Ranger 1st-level necromancy (ritual)

Protection from Evil and Good

  • casting time 1 action
  • range Touch

  • components V, S, M (holy water or powdered silver and iron)
  • duration Concentration, up to 10 minutes

Grants protection against aberrations, celestials, elementals, fey, fiends, and undead. Disadvantage on attacks, immunity to charm, fear, and possession.

Ranger 1st-level abjuration

Puppet

  • casting time 1 action
  • range 120 feet

  • components S
  • duration Instantaneous

Target humanoid makes a Constitution saving throw. On a failure, forced to move and may drop what it's holding. No effect on charmed immunes.

Ranger 1st-level enchantment

Purify Food and Drink

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Instantaneous

Purifies nonmagical food and drink in a 5-foot-radius sphere.

Ranger 1st-level transmutation (ritual)

Ray of Respite

  • casting time 1 action
  • range 30 feet

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

Target gains benefits, including ignoring one condition or disease and removing one level of exhaustion. Ends with the creature regaining any removed effects.

Ranger 1st-level evocation

Ray of Sickness

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Ranged spell attack deals 2d8 poison damage. Target makes a Constitution saving throw or is poisoned until the end of your next turn. Higher levels increase damage.

Ranger 1st-level necromancy

Reaper’s Scythe

  • casting time 1 bonus action
  • range Self

  • components V, S, M (a piece of a scythe blade)
  • duration Concentration, up to 1 minute

Creates a necrotic scythe. Melee spell attack deals 2d4 necrotic damage, and you gain temporary hit points equal to half the damage dealt. Higher levels increase damage.

Ranger 1st-level necromancy

Ringstrike

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a metal ring for each strike)
  • duration 1 hour

Infuses metal rings with magic. Rings orbit around you and can be launched to deal damage and push the target away. Higher levels affect more rings.

Ranger 1st-level transmutation (ring)

Rot

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Target makes a Constitution saving throw or takes 2d12 necrotic damage. Higher levels increase damage.

Ranger 1st-level necromancy

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Light of Lunia

  • casting time 1 action
  • range 60 feet

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

Glows with silvery radiance. Creates a ray of silver light dealing 2d6 radiant damage. Higher levels increase damage.

Ranger 1st-level evocation

Longstrider

  • casting time 1 action
  • range Touch

  • components V, S, M (a pinch of dirt)
  • duration 1 hour

Target's speed increases by 10 feet. Higher levels target additional creatures.

Ranger 1st-level transmutation

Mage Armor

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

  • components V S M (A piece of cured leather)
  • duration 10 hours

Grants a willing creature unarmored AC of 13 + Dexterity or Constitution modifier. Ends if target dons armor or if dismissed.

Ranger 3st-level abjuration

Magic Missile

  • casting time 1 action (100 Mana)
  • range 120 feet

  • components V S
  • duration Creates three darts of force. Each dart deals 1d4 + 1 force damage. Higher levels create more darts.

Ranger 1st-level evocation

Magnify Gravity

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

Creates a 10-foot-radius sphere where gravity increases. Creatures make Constitution saving throws, taking 2d8 force damage on a fail and having their speed halved. Objects require a Strength check against your spell save DC to pick up or move. Higher levels increase damage.

Ranger 1st-level transmutation (dunamancy)

Masterful Focus

  • casting time 1 action
  • range Self

  • components V
  • duration Concentration, up to 10 minutes

Heightens senses and reflexes. Critical hits on a d20 roll of 18-20. Disadvantage on an attack roll is ignored if one result is in this range. Ends after a critical hit. Higher levels expand the critical hit range.

Ranger 1st-level enchantment

Mend Flesh

  • casting time 1 action
  • range Touch

  • components V, S, M (a needle and thread)
  • duration Instantaneous

Stitches closed wounds or reattaches a severed limb. Target regains hit points equal to its Constitution modifier. Limb reattachment comes with temporary disadvantages. Higher levels increase time limit and healing.

Ranger 1st-level transmutation

Larloch’s Minor Drain

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

Ranged spell attack deals 1d8 necrotic damage. You regain hit points equal to half the damage dealt. If at max hit points, gain double as temporary hit points.

Ranger 1st-level necromancy

Id Insinuation

  • casting time 1 action
  • range 60 feet

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

Target makes a Wisdom saving throw or becomes incapacitated. Takes 1d12 psychic damage at the end of each turn. Can make a new saving throw at the end of each turn. Spell ends on a success.

Ranger 1st-level enchantment

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Ill-Fated Word

  • casting time 1 reaction
  • range 30 feet

  • components V
  • duration Instantaneous

Roll a d4 and subtract the result from a target creature’s attack roll, ability check, or saving throw.

Ranger 1st-level divination (chaos)

Ice Knife

  • casting time 1 action
  • range 60 feet

  • components S, M (a drop of water or piece of ice)
  • duration Instantaneous

Ranged spell attack deals 1d10 piercing damage. Shard explodes, forcing Dexterity saving throws for additional cold damage to target and creatures nearby. Higher levels increase cold damage.

Ranger 1st-level conjuration

Icicle Daggers

  • casting time 1 action
  • range Self

  • components V, S, M (a miniature dagger shaped like an icicle)
  • duration Instantaneous or special

Create six icicle daggers. Each functions as a dagger with an additional 1d4 cold damage on hit. Melts after leaving your hand. Duration increases with higher spell slots.

Ranger 1st-level conjuration (winter)

Identify

  • casting time 1 minute (100 Mana)
  • range Touch

  • components Learn properties, use requirements, charges, and magic-imbued properties of a touched object. Learn affecting spells on a touched creature.
  • duration

Ranger 1st-level divination (ritual)

Inaudible

  • casting time 1 action
  • range 60 feet

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

Target makes a Constitution saving throw. On a failure, unable to cast verbal component spells of a chosen school. New saving throw at the end of each turn. Higher levels allow selecting additional schools.

Ranger 1st-level necromancy

Inflict Pain

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Target makes a Constitution saving throw. On a failure, takes 1d10 necrotic damage and is incapacitated until your next turn.

Ranger 1st-level necromancy

Inflict Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Melee spell attack deals 3d10 necrotic damage. Higher levels increase damage.

Ranger 1st-level necromancy

Injurious Spellbook

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a spellbook)
  • duration Instantaneous

Transmute pages of your spellbook into sharp edges, dealing damage to creatures in range. Higher levels increase damage.

Ranger 1st-level transmutation

Insightful Maneuver

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Instantaneous

Target has vulnerability to one damage type of your choice until the end of your turn. Learn additional vulnerabilities if present.

Ranger 1st-level divination (combat)

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Interpret Bone

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Touch a bone from a creature dead for 10 days to a year. See a brief vision of how it died.

Ranger 1st-level divination

Jump

  • casting time 1 action
  • range Touch

  • components V, S, M (a grasshopper’s hind leg)
  • duration 1 minute

Target’s jump distance is tripled.

Ranger 1st-level transmutation

Kobold’s Fury

  • casting time 1 action
  • range Touch

  • components V, S, M (a kobold scale)
  • duration 1 round

Target gains advantage on melee weapon attacks. Deals additional damage on next successful melee weapon attack against a larger creature.

Ranger 1st-level transmutation (dragon)

Grease

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a bit of pork rind or butter)
  • duration 1 minute

Creates difficult terrain in a 10-foot square. Creatures in the area make Dexterity saving throws or fall prone upon entering or ending their turn. Higher levels don’t affect the spell.

Ranger 1st-level conjuration

Guest of Honor

  • casting time 1 action
  • range Touch

  • components V, M (a signet ring worth 25 gp)
  • duration 10 minutes

Target gains confidence and positive associations. Adds 1d4 to Charisma (Persuasion) checks and +2 bonus to status score. Higher levels increase duration. Ritual focus extends duration to 24 hours.

Ranger 1st-level enchantment (ritual, high elven)

Guiding Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 round

Ranged spell attack deals 4d6 radiant damage. Next attack against target has advantage. Higher levels increase damage.

Ranger 1st-level evocation

Guiding Hand

  • casting time 1 minute
  • range 5 feet

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

Create a Tiny incorporeal hand of light. Follows you and leads toward a major landmark. Beckons you to follow.

Ranger 1st-level divination (ritual)

Guillotine

  • casting time 1 action
  • range Touch

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

Creature touched makes a Strength saving throw. Restrained by ethereal chains, and a magical blade deals 2d8 slashing damage. Additional damage each round. Target can use its action to attempt a Strength saving throw to break free. Higher levels increase initial damage.

Ranger 1st-level conjuration

Hand of Helios

  • casting time 1 action
  • range 20 feet

  • components V, S
  • duration Instantaneous

Create a 5-foot-wide line of radiant energy. Creatures in the line make Dexterity saving throws, taking damage on a failed save. One creature in the line makes a Strength saving throw, taking damage and potentially being thrown on a failed save. Higher levels increase damage.

Ranger 1st-level evocation

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Healing Word

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration Instantaneous

Target regains 1d4 + spellcasting ability modifier hit points. Higher levels increase healing.

Ranger 1st-level evocation

Heavy Blow

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Imbue a weapon with heft. First successful melee attack deals an extra 2d6 bludgeoning damage. Target must succeed a Constitution saving throw or be stunned. Higher levels increase extra damage and stun duration.

Ranger 1st-level transmutation

Helm’s Everwatchful Eye

  • casting time 1 reaction, when you see a creature within range fail a saving throw
  • range 30 feet

  • components V, S
  • duration Instantaneous

Roll a d20 when a creature fails a saving throw. On a 16 or higher, the target succeeds. Higher levels reduce the required roll.

Ranger 1st-level abjuration

Hobble Mount

  • casting time 1 action
  • range Touch

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

Successful melee spell attack against a mount. Beast is disabled and takes damage if it moves more than half its speed. Higher levels increase damage.

Ranger 1st-level necromancy (battle)

Hunter's Mark

  • casting time 1 bonus action (100 mana)
  • range 90 feet

  • components V
  • duration Concentration, 1 hour

Mark a creature as your quarry. Deal extra damage on hits and have advantage on Perception or Survival checks to find it. Can be moved to a new target if the current one drops to 0 hit points. Higher levels increase duration.

Ranger 1st-level divination

Fist of Stone

  • casting time 1 action
  • range Self

  • components V, S, M (a pebble inscribed with a stylized fist)
  • duration 1 minute

Transform your hand into living stone. Unarmed strikes deal 1d6 + Strength modifier bludgeoning damage. Proficient with unarmed strikes. Attacks considered magic weapon attacks.

Ranger 1st-level transmutation

Tenser’s Floating Disk

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a drop of mercury)
  • duration 1 hour

Create a floating disk that holds up to 500 pounds. Follows you within 20 feet. Can move across terrain but can't cross an elevation change of 10 feet or more. Higher levels increase size and duration.

Ranger 1st-level conjuration (ritual)

Flurry

  • casting time 1 bonus action
  • range Self

  • components V, S, M ()
  • duration 1 round

Create a 5-foot radius flurry of snow. Disadvantage on Wisdom (Perception) checks and attack rolls into, out of, or through the area.

Ranger 1st-level transmutation (rune)

Fog Cloud

  • casting time 1 action
  • range 120 feet

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

Create a 20-foot-radius sphere of fog, heavily obscuring the area. Higher levels increase the radius.

Ranger 1st-level conjuration

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Foretell Distraction

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Instantaneous

Gain the benefits of a successful Dexterity (Stealth) check, provided cover or concealment is accessible within 10 feet. Move up to 10 feet during the spell. Must remain hidden afterward.

Ranger 1st-level divination (combat)

Freeze Potion

  • casting time 1 reaction, when you see a creature about to use a potion
  • range 25 feet

  • components V, S
  • duration Instantaneous

Freeze the contents of a potion vial, drinking horn, or similar container. Contents melt normally. Higher levels may have additional effects.

Ranger 1st-level transmutation (rune)

Frost Fingers

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

  • components V, S
  • duration Instantaneous

Blast freezing cold in a 15-foot cone. Creatures in the area make a Constitution saving throw, taking cold damage on a failed save. Nonmagical liquids freeze. Higher levels increase damage.

Ranger 1st-level evocation

Nybor’s Gentle Reminder

  • casting time 1 action
  • range 30 ft.

  • components V, S, M (a thin wooden switch at least 2 ft. long)
  • duration Concentration, up to 1 minute

Target creature makes a Constitution saving throw or suffers disadvantage on ability checks, attack rolls, and saving throws. Concentrating creatures must immediately make a concentration check.

Ranger 1st-level enchantment

Ghost Writer

  • casting time 1 action
  • range Touch

  • components V, S, M (Two quills from different creatures)
  • duration 1 hour

Transcribe spoken words onto a writing surface. Permanent writings with chosen language, handwriting style, and color.

Ranger 1st-level evocation (ritual)

Gift of Alacrity

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

Touch a willing creature. For the duration, the target adds 1d8 to its initiative rolls.

Ranger 1st-level divination (dunamancy)

Goat’s Hoof Charm

  • casting time 1 action
  • range Touch

  • components V, S, M (a goat’s hoof)
  • duration 1 minute

Target moves at three-quarters normal speed on slopes, gains a bonus on checks to prevent falls, and has advantage on Dexterity checks on narrow ledges. Higher levels increase duration.

Ranger 1st-level transmutation (rune)

Gravity Pulse

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

  • components V, S
  • duration Instantaneous

Concentrate gravity around you. Creatures within 15 feet make a Strength saving throw, taking bludgeoning damage and being pulled toward you on a failed save. Higher levels increase damage.

Ranger 1st-level transmutation (ritual)

Divine Arm

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a nonmagical weapon)
  • duration Concentration, up to 1 minute

Imbue a melee weapon with divine power and launch it at a target. Make a melee spell attack. Deals additional radiant or necrotic damage. Weapon breaks after use. Higher levels increase damage.

Ranger 1st-level transmutation

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Dread

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M (a petrified eye of a rabbit)
  • duration Concentration, up to 1 minute

Fill a creature with trepidation. On a failed Wisdom saving throw, disadvantage on attacks against you, and disadvantage on Wisdom skill checks. Remove curse ends the effect.

Ranger 1st-level necromancy

Duskwalk

  • casting time 1 action
  • range 15 feet

  • components V, S
  • duration Instantaneous

Teleport to a location within range. Make a single melee spell attack as a bonus action. Higher levels increase range and damage.

Ranger 1st-level divination

Earth Tremor

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

  • components V, S
  • duration Instantaneous

Cause a tremor in a 10-foot radius. Creatures must make a Dexterity saving throw, taking bludgeoning damage and being knocked prone on a failed save. Higher levels increase damage.

Ranger 1st-level evocation

Earthen Grip

  • casting time 1 action
  • range 30 feet

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

Target makes a Strength saving throw. On a failed save, the target is restrained. It can use its action to make a Strength saving throw to break free.

Ranger 1st-level transmutation

Earthen Pillar

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Create a 5-foot diameter, 20-foot high earthen pillar. Creatures on it may be lifted. Pillar may deal damage if prevented from reaching full height. Higher levels increase height and potential damage.

Ranger 1st-level transmutation

Endurance

  • casting time 1 minute
  • range Touch

  • components V, S, M (two days worth of rations, worth at least 1 gp in total, consumed)
  • duration 8 hours

Grant supernatural endurance to a creature. Ignore extreme heat, extreme cold, frigid water, and high altitude. Double breath duration. Advantage on saving throws against exhaustion. Higher levels allow touching additional creatures.

Ranger 1st-level transmutation

Expeditious Retreat

  • casting time 1 bonus action
  • range Self

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

Move at an incredible pace. Dash as a bonus action on each turn.

Ranger 1st-level transmutation

Extract Foyson

  • casting time 1 minute
  • range 30 feet

  • components V, S, M (a wooden bowl)
  • duration Permanent

Extract nutrition from three days' worth of meals into a tablespoon of powder. Powder can be consumed for nutrition. Higher levels extract additional meals. Ritual Focus can turn daily foyson into a slice of elven bread.

Ranger 1st-level transmutation (ritual, high elven)

Faerie Fire

  • casting time 1 action (100 mana)
  • range 60 feet

  • components V
  • duration Concentration, 1 minute

Outlines objects in a 20-foot cube in light. Creatures make a Dexterity saving throw or also get outlined. Outlined objects and creatures shed dim light, granting advantage on attacks against them.

Ranger 1st-level evocation

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Fall

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

Alter gravity for yourself, reorienting the direction of down until the end of your turn. Fall in any chosen direction, up to 500 feet. Use caution, as misuse can be deadly.

Ranger 1st-level transmutation

False Life

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

Gain 1d4 + 4 temporary hit points. Higher levels grant additional temporary hit points.

Ranger 1st-level necromancy

Feather Fall

  • casting time 1 reaction
  • range 60 feet

  • components V, M (a small feather or piece of down)
  • duration 1 minute

Reaction: Slow the fall of creatures within 60 feet, preventing falling damage and allowing them to land on their feet.

Ranger 1st-level transmutation

Find Familiar

  • casting time 1 hour
  • range 10 feet

  • components V, S, M (10 gp worth of charcoal, incense, and herbs, consumed by fire in a brass brazier)
  • duration Instantaneous

Summon a familiar in animal form. Familiar acts independently, can't attack, and can deliver touch spells. Can be telepathically communicated with and seen through its eyes.

Ranger 1st-level conjuration (ritual)

Cruorwhip

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration 1 minute

Create a whip from your own blood. Make a melee spell attack for 2d6 necrotic damage. Health cost increases reach. Higher levels increase damage.

Ranger 1st-level necromancy (hemomancy)

Crystalline Eye

  • casting time 1 action
  • range Touch

  • components V, S, M (a synthetic eye made from glass or crystal, worth at least 50 gp)
  • duration 1 hour

Imbue a synthetic eye with magical power, allowing you to see through it within 100 feet. Higher levels increase the distance threshold.

Ranger 1st-level divination

Cure Wounds

  • casting time 1 action (100 Mana)
  • range Touch

  • components V, S
  • duration Instantaneous

Heal a creature for 1d8 + spellcasting ability modifier hit points. Higher levels increase healing.

Ranger 1st-level evocation

Cursed with Undeath

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Instantaneous

Curse a humanoid. If it dies during the curse, it rises as a zombie under your control for 1 minute. Remove curse ends the effect.

Ranger 1st-level necromancy

Death's Grasp

  • casting time 1 action
  • range 60 feet

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

Spectral hands create difficult terrain. Creatures in the area make a Dexterity saving throw or take necrotic damage. Higher levels increase the covered area.

Ranger 1st-level necromancy

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Deep Breath

  • casting time 1 action
  • range Touch

  • components V
  • duration 2 hours

Allow a creature to breathe normally in thin oxygen up to 30,000 feet. Duration shared among touched creatures. Duration increases with higher spell slots.

Ranger 1st-level transmutation (rune)

Defy Ruin

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 8 hours

Grant an object resistance to all damage and immunity to damage less than 5. Touch to remove. Duration increases with higher spell slots.

Ranger 1st-level abjuration

Detect Chaos and Order

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

  • components V, S
  • duration Up to 10 minutes

Detect the alignment of creatures within range, distinguishing between lawful, neutral, and chaotic auras.

Ranger 1st-level divination

Detect Poison and Disease

  • casting time 1 action
  • range Self

  • components V, S, M (a yew leaf)
  • duration Concentration, up to 10 minutes

Sense and identify poisons, poisonous creatures, and diseases within 30 feet. Penetrates most barriers.

Ranger 1st-level divination (ritual)

Detect Magic

  • casting time 1 action (100 Mana)
  • range Self

  • components V S
  • duration Up to 10 minutes

Sense magic within 30 feet, see a faint aura around magical creatures or objects, and learn their school of magic. Penetrates most barriers.

Ranger 1st-level divination (ritual)

Circle of Wind

  • casting time 1 action
  • range Self

  • components V, S, M (a crystal ring)
  • duration 8 hours

Gain +2 AC against ranged attacks and advantage on saving throws against extreme heat and harmful gases while in a mild vortex.

Ranger 1st-level abjuration (ring)

Color Spray

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

  • components V, S, M (a pinch of red, yellow, and blue powder or sand)
  • duration 1 round

Create a cone of colored light, affecting creatures based on hit points. Blinds affected creatures. Higher levels increase damage.

Ranger 1st-level illusion

Command

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 round

Speak a one-word command to make a creature follow the command on its next turn. Commands include Approach, Drop, Flee, Grovel, Halt. Higher levels allow affecting additional creatures.

Ranger 1st-level enchantment

Comprehend Languages

  • casting time 1 action (100 Mana)
  • range Self

  • components V S M (A pinch of soot and salt)
  • duration 1 hour

Understand spoken and written languages. Penetrates barriers. Shortcut: [[Saving folder/Spells/Level 1/Comprehend Languages]]

Ranger 1st-level divination (ritual)

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Corrosive Grasp

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Coats your hand with acid, making a melee spell attack. On a hit, deal 4d6 acid damage. Damage increases with higher spell slots.

Ranger 1st-level conjuration

Create or Destroy Water

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a drop of water or a few grains of sand)
  • duration Instantaneous

Create or destroy up to 10 gallons of water. Effects increase with higher spell slots.

Ranger 1st-level transmutation

Cecile’s Hideous Laughter

  • casting time 1 action
  • range 30 feet

  • components V, S, M (tiny tarts and a feather)
  • duration Concentration, up to 1 minute

Make a creature perceive everything as funny, causing fits of laughter and incapacitation. Wisdom saving throw to resist. Shortcut: [[Masterscreen/Saving folder/Spells/Level 1/Cecile's Hideous Laughter]]

Ranger 1st-level enchantment

Ceremony

  • casting time 1 hour
  • range Touch

  • components V, S, M (25 gp worth of powdered silver, consumed)
  • duration Instantaneous

Perform a religious ceremony with various effects, such as atonement, bless water, coming of age, dedication, funeral rite, or wedding.

Ranger 1st-level abjuration (ritual)

Charm Person

  • casting time 1 action (100 mana)
  • range 30 feet

  • components V, S
  • duration 1 hour

Attempt to charm a humanoid, forcing a Wisdom saving throw. Charmed creature regards you as a friendly acquaintance. Higher levels allow targeting additional creatures. Shortcut: [[Saving folder/Spells/Level 1/Charm Person]] Wisdom saving throw, Enemy ADV is Hostile.

Ranger 1st-level enchantment

Chromatic Orb

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a diamond worth at least 50 gp)
  • duration Instantaneous

Hurl a 4-inch-diameter sphere of energy at a creature, dealing 3d8 damage of a chosen type. Damage increases with higher spell slots.

Ranger 1st-level evocation

Chronal Lance

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a gear spring)
  • duration 1 minute

Send glowing lances of temporal energy at three targets. Targets make Wisdom saving throws or have halved speed and disadvantage on Dexterity ability checks. Higher levels allow targeting additional creatures.

Ranger 1st-level transmutation (temporal)

Beguiling Gift

  • casting time 1 action
  • range Touch

  • components S
  • duration Instantaneous

Implant a suggestion into an item. If accepted willingly, the recipient must make a Wisdom saving throw or use the object as intended.

Ranger 1st-level enchantment (hieroglyph)

Black Lotus Assault

  • casting time Special
  • range Self

  • components V, S, M (a melee weapon)
  • duration 1 minute

Summon black lotus petals to enhance your weapon. Successful hits impose effects: halved movement, psychic damage with no reactions, and no bonus actions. Psychic damage increases with higher spell slots.

Ranger 1st-level illusion

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Blackflame

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Change the color of a flame, dealing necrotic and fire damage to creatures in a 5-foot radius. Damage increases with higher spell slots.

Ranger 1st-level transmutation

Blackblood

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

Hemomancy HP cost 1/10

Ranger 1st-level transmutation (hemomancy)

Bless

  • casting time 1 action (100 mana)
  • range 30 feet

  • components V, S, M (a sprinkling of holy water)
  • duration Concentration, up to 1 minute

Bless up to three creatures, allowing them to roll a 1d4 and add the number rolled to attack rolls and saving throws. Higher levels allow targeting additional creatures. Shortcut: [[Saving folder/Spells/Level 1/Bless]] plus 1d4 attack roll/saving throw.

Ranger 1st-level enchantment

Bloodburn

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Hemomancy HP cost 1/10

Ranger 1st-level necromancy (hemomancy)

Bone Storm

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

  • components V, S
  • duration Instantaneous

Conjure bone shards in a cone, forcing Dexterity saving throws. Failed saves result in piercing damage. Damage and cone size increase with higher spell slots.

Ranger 1st-level conjuration

Breathtaking Wind

  • casting time 1 action
  • range 30 feet

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

Target creature with wintry air, forcing a Constitution saving throw. Failed saves render the creature unable to speak or cast spells with vocal components.

Ranger 1st-level evocation (winter)

Burning Hands

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

  • components V, S
  • duration Instantaneous

Emit flames from your hands, forcing Dexterity saving throws on creatures in a cone. Failed saves result in fire damage. Damage increases with higher spell slots.

Ranger 1st-level evocation

Catapult

  • casting time 1 action
  • range 150 feet

  • components S
  • duration Instantaneous

Launch an object in a straight line, dealing bludgeoning damage on impact. Maximum weight and damage increase with higher spell slots.

Ranger 1st-level transmutation

Cause Fear

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration, up to 1 minute

Awaken a sense of mortality in a creature, forcing a Wisdom saving throw. Frightened target can repeat the saving throw at the end of each turn. Higher levels allow targeting additional creatures.

Ranger 1st-level necromancy

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Cauterizing Flame

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A willing creature touched regains hit points, but cannot regain hit points by any other means until completing a short or long rest. Healing increases with higher spell slots.

Ranger 1st-level evocation

ANIMATE PERCUSSION

  • casting time 1 action
  • range Touch

  • components V, S, M (a small cymbal or drum)
  • duration Concentration, up to 1 hour

Bring a percussion instrument to life under your command. Can follow basic commands or play a rhythm idly.

Ranger 1st-level transmutation (ritual)

ANTICIPATE WEAKNESS

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Instantaneous

Gain advantage on attack rolls until the end of your turn by anticipating weaknesses in your foe's defense.

Ranger 1st-level divination (combat)

ARMOR OF OTHRYS

  • casting time 1 action
  • range Touch

  • components V, S, M (a single flaming torch)
  • duration 10 minutes

Target gains temporary hit points and deals 1d6 fire damage to attackers within 5 feet when hit with a melee attack.

Ranger 1st-level abjuration

Arms of Hadar

  • casting time 1 action (100 mana)
  • range Self (10-foot radius)

  • components V, S
  • duration Instantaneous

Tendrils of dark energy deal 2d6 necrotic damage to creatures in a 10-foot radius. Targets make a Strength saving throw. Damage increases with higher spell slots. Shortcut: [[Saving folder/Spells/Level 1/Arms of Hadar]] Enemy Reaction Disabled until its next turn.

Ranger 1st-level conjuration

AUSPICIOUS WARNING

  • casting time 1 reaction
  • range 30 feet

  • components V
  • duration Instantaneous

Provide a fortunate warning to a creature, allowing it to roll a d4 and add the number rolled to an attack roll, ability check, or saving throw it just made.

Ranger 1st-level divination (chaos)

AVOID GRIEVOUS INJURY

  • casting time 1 reaction, when struck by a critical hit
  • range Self

  • components V, S
  • duration Instantaneous

Turn a critical hit against you into a normal hit by casting this spell before damage dice are rolled.

Ranger 1st-level divination (combat)

BANE

  • casting time 1 action (100 mana)
  • range 30 feet

  • components V, S, M (a drop of blood)
  • duration Concentration, up to 1 minute

Up to three creatures make Charisma saving throws. Failed saves result in a penalty to attack rolls and saving throws. Penalty increases with higher spell slots. Shortcut: [[Saving folder/Spells/Level 1/Bane]] minus 1d4 attack roll/saving throw.

Ranger 1st-level enchantment

ABSORB ELEMENTS

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

  • components S
  • duration 1 round

Gain resistance to triggering damage type and deal extra damage of that type on the next melee attack. Extra damage increases with higher spell slots.

Ranger 1st-level abjuration

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ACID STREAM

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

  • components V, S, M (a bit of rotten food)
  • duration Concentration, up to 1 minute

Create a 30-ft line of acid. Failed Dexterity saving throws result in ongoing acid damage. Damage increases with higher spell slots.

Ranger 1st-level evocation

ACRID DELIGHT

  • casting time 1 action
  • range Touch

  • components V, S, M (a piece of food)
  • duration Up to 1 hour

Rot a piece of food from the inside. Creature eating it must make a Constitution saving throw or take poison damage and become poisoned. Damage increases with higher spell slots.

Ranger 1st-level transmutation (ritual)

ALACRITIOUS INTERPRETATION

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

Gain the ability to read non-magical texts at a fast rate and perfect recollection of information during the spell’s duration.

Ranger 1st-level divination (ritual)

Alarm

  • casting time 1 minute (100 Mana)
  • range 30 feet

  • components A door, a window, or an area within range
  • duration V S M (a tiny bell and a piece of fine silver wire)

8 hours

Ranger 1st-level abjuration (ritual)

ALTER ARROW’S FORTUNE

  • casting time 1 reaction, when an enemy makes a ranged attack that hits
  • range 100 feet

  • components S
  • duration Instantaneous

Cause an enemy making a ranged attack against an ally to reroll the attack roll. Enemy must make a Charisma saving throw to avoid the reroll.

Ranger 1st-level divination (combat)

Angelic Guardian

  • casting time 1 action (100 mana)
  • range 30 feet

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

Conjure a celestial manifestation granting +2 to AC for a creature. Interposes itself between the target and incoming attacks. Can force a reroll on a failed Dexterity saving throw.

Ranger 1st-level conjuration (angelic)

VEIL OF ELEMENTS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a small moonstone)
  • duration Concentration, up to 1 minute

Summon a 15-ft radius, 40-ft tall elemental veil dealing 3d6 damage (cold, fire, lightning, thunder). Damage increases with higher spell slots.

Ranger 2nd-level evocation

VINE TRESTLE

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a 1-inch piece of green vine that is consumed in the casting)
  • duration 1 hour

Create a vine to support 600 pounds. AC 8, (5 x spellcasting level) hit points, damage threshold 5. Increases weight support and damage threshold at higher levels. Ritual Focus for permanence.

Ranger 2nd-level conjuration (high elven)

VITAL MARK

  • casting time 10 min.
  • range Touch

  • components V, S
  • duration 24 hours

Mark an unattended magic item with bloodstain. Item's magical abilities don't function for others. Lasts until dispelled or cast daily for 28 days to become permanent.

Ranger 2nd-level transmutation (blood)

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WARDING BOND

  • casting time 1 action
  • range Touch

  • components V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)
  • duration 1 hour

Ward a willing creature. +1 bonus to AC and saving throws, resistance to all damage. You take the same amount of damage as the target. Ends if separated by more than 60 feet or recast. Can be dismissed as an action.

Ranger 2nd-level abjuration

WRISTPOCKET

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 hour

Vanish an object in your hand (up to 5 pounds) to an extradimensional space. Retrieve it with an action. Object appears at your feet when the spell ends.

Ranger 2nd-level conjuration (ritual, dunamancy)

ZONE OF TRUTH

  • casting time 1 action (200 mana)
  • range 60 feet

  • components V, S
  • duration 10 minutes

Create a 15-ft radius zone. Creatures must make Charisma saving throws or can't speak deliberate lies. Awareness of the spell allows evasive answers. Shortcut: [[Saving folder/Spells/Level 2/Zone of Truth]] Truth serum.

Ranger 2nd-level enchantment

STARLIGHT SPEAR

  • casting time 1 bonus action
  • range Self

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

Create a starlight spear dealing 2d12 radiant damage. Counts as a melee weapon, has reach and thrown properties. Damage increases with higher spell slots.

Ranger 2nd-level conjuration (ritual)

SUFFER

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Target makes a Charisma saving throw. Failure results in 2d8 necrotic damage, 2d8 psychic damage, and disadvantage on Strength and Dexterity ability checks for 1 minute. Damage increases with higher spell slots.

Ranger 2nd-level necromancy

SUGGESTION

  • casting time 1 action
  • range 30 feet

  • components V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
  • duration Concentration, up to 8 hours

Suggest a reasonable course of action. Target makes a Wisdom saving throw. On failure, it follows the suggestion. Ends if target is damaged or spell is cast again on either creature.

Ranger 2nd-level enchantment

THOUGHT SHIELD

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

Protect one creature from mind-reading, telepathic communication, and grants advantage on saves against truth-determining effects.

Ranger 2nd-level abjuration

TIME STEP

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

Temporarily step forward in time. Disappear and reappear at the beginning of your next turn, unaffected by events during the interval.

Ranger 2nd-level conjuration (temporal)

TINY TERAFORM

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Cause the ground to vibrate, dealing 4d6 bludgeoning damage to creatures in a 20-ft cube. Learn the location of damaged creatures. Damage increases with higher spell slots.

Ranger 2nd-level transmutation

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TOOTHED TENTACLE

  • casting time 1 bonus action
  • range Self

  • components V, S, M (three hairs and a tooth)
  • duration Concentration, up to 10 minutes

Create a shadowy tentacle with three toothy maws. Use an action to make ranged spell attacks with each maw within 10 feet of another target. Each maw deals 1d8 piercing damage. Maws have AC 15 and 12 hit points. Damage increases with higher spell slots.

Ranger 2nd-level evocation

TRENCH

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Permanent

Create a 5-ft deep, 5-ft wide, and 60-ft long trench. Width or length increases at higher spell levels.

Ranger 2nd-level transmutation (battle)

ULTRAVIOLET PULSE

  • casting time 1 action
  • range 120 feet

  • components S
  • duration Instantaneous

Hurl a ball of violet energy, dealing 5d6 radiant damage. Target makes a Constitution save or is poisoned. Damage increases with higher spell slots.

Ranger 2nd-level evocation (ritual)

VAMPIRE’S KISS

  • casting time 1 action
  • range Touch

  • components S
  • duration Varies (see below)

Hemomancy HP cost min/max: 4/15

Ranger 2nd-level enchantment (hemomancy)

SNOWBALL SWARM

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a piece of ice or a small white rock chip)
  • duration Instantaneous

Magic snowballs deal 3d6 cold damage in a 5-ft radius. Damage increases with higher spell slots.

Ranger 2nd-level evocation

SNOWBLIND STARE

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 2 rounds

Inflict snow blindness on a creature within 30 feet. Failed save results in snow blindness. Recovery detailed in Conditions.

Ranger 2nd-level necromancy (rune)

SPELL FLUX

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Gain half cover against visible attacks, but can only use the hand for somatic components. Discharge to deflect a ranged attack. Spell ends after discharge.

Ranger 2nd-level abjuration

SPIDER CLIMB

  • casting time 1 action
  • range Touch

  • components V, S, M (a drop of bitumen and a spider)
  • duration Concentration, up to 1 hour

Target gains ability to move on vertical surfaces and ceilings, climbing speed equal to walking speed.

Ranger 2nd-level transmutation

SPIRE OF STONE

  • casting time 1 action
  • range Self

  • components V, S, M (a small basalt cylinder)
  • duration Concentration, up to 10 minutes

Create a rock spire beneath you, lifting you up to 20 feet. Bonus action to rise or descend. Collapses when you move off it.

Ranger 2nd-level conjuration (elemental)

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SPIRITUAL WEAPON

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration 1 minute

Create a floating spectral weapon for melee spell attacks. Deals 1d8 + spellcasting ability modifier force damage. Damage increases with higher spell slots.

Ranger 2nd-level evocation

SHEEN OF ICE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (water within a glass globe)
  • duration 1 minute

Globe shoots icy spray, coating creatures in a 20-ft radius. Coated creatures move at half speed. Ends if taking 5 or more fire damage.

Ranger 2nd-level evocation (winter)

SHIFTING THE ODDS

  • casting time 1 bonus action
  • range Touch

  • components V
  • duration Instantaneous

Gain advantage on next attack roll or ability check. Subsequent roll after casting has disadvantage.

Ranger 2nd-level divination (chaos)

SHORT TERM MEMORY BLAST

  • casting time 1 reaction, when you speak to another creature
  • range Self

  • components V, S
  • duration Instantaneous

Reshape memories of listeners. Creatures within 5 feet forget what you said in the last 6 seconds.

Ranger 2nd-level enchantment

SILENCE

  • casting time 1 action
  • range 120 feet

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

Create a 20-ft radius sphere of silence. Creatures inside are immune to thunder damage and deafened. No sound can pass through. No verbal component spells within.

Ranger 2nd-level illusion (ritual)

SKYSTRIKE

  • casting time 1 reaction, when falling or after jumping
  • range 15 feet

  • components V, S
  • duration Instantaneous

Teleport to a chosen point, crashing to the ground. No falling damage to you, lightning damage to creatures within 5 feet. Stunned if falling 30 feet or more. No stun at higher levels.

Ranger 2nd-level evocation

SKYWRITE

  • casting time 1 action
  • range Sight

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

Create up to ten words in the sky, made of cloud, lasting for the spell's duration. Strong wind can disperse the clouds and end the spell early.

Ranger 2nd-level transmutation (ritual)

SLEEPING DRAUGHT

  • casting time 1 action
  • range 20 feet

  • components V, S, M (a draught of liquid)
  • duration 1 minute

Target creature falls unconscious if its current hit points are fewer than the total rolled on 9d8. Unconsciousness lasts until the spell ends, the sleeper takes damage, or someone uses an action to wake them. If the target has more hit points, it becomes drowsy. At higher levels, roll additional 3d8 for each slot level above 2nd.

Ranger 2nd-level enchantment

SLIVANUS’ FAVOR

  • casting time 1 bonus action
  • range Touch

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

Touch a willing beast, making its non-magical attacks magical with a +1 bonus to attack and damage rolls. Bonus increases with higher spell slots.

Ranger 2nd-level transmutation

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SNOW FORT

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a ring carved from chalk or white stone)
  • duration Instantaneous

Create a snow fort in an unoccupied space. Provides half cover against attacks from outside. Walls have AC 12, 30 hit points per side, and are vulnerable to fire. Can be repaired with cold damage spells. Creates a dozen snowballs for throwing.

Ranger 2nd-level conjuration (winter)

SHADOW BIND

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Make a ranged spell attack against a creature, dealing 2d6 necrotic damage and grappling the target. Grappled creature can make a Strength or Dexterity check to end the spell. Can't control a target's shadow in bright light. Damage increases at higher levels.

Ranger 2nd-level illusion

SHADOW BLADE

  • casting time 1 bonus action
  • range Self

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

Create a sword of shadow dealing 2d8 psychic damage. Has finesse, light, and thrown properties. Advantage on attack rolls in dim light or darkness. Damage increases with higher spell slots.

Ranger 2nd-level illusion

SHADOWS BROUGHT TO LIGHT

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Cause a target's shadow to come to life, revealing a scandalous secret on a failed Charisma saving throw. Target takes penalties to Charisma checks, and rumors spread at the end of the day. Ritual focus gives additional penalties.

Ranger 2nd-level divination (ritual, high elven)

SHADOWGRASP

  • casting time 1 bonus action
  • range 30 feet

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

Create a floating hand made of shadow, making melee spell attacks. Deals 1d12 necrotic damage, and the target may be frightened. Damage increases at higher levels.

Ranger 2nd-level necromancy

SHARED SACRIFICE

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

Join life forces with allies, taking 5 necrotic damage. Can be healed normally. As an action, contributors can heal others by touching and channeling hit points from the pool.

Ranger 2nd-level evocation (battle)

SHATTER

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a chip of mica)
  • duration Instantaneous

Create a loud ringing noise in a 10-foot-radius sphere. Creatures make a Constitution saving throw, taking 3d8 thunder damage on a failed save, or half on a success. Objects also take damage. Damage increases at higher levels.

Ranger 2nd-level evocation

ROPE TRICK

  • casting time 1 action
  • range Touch

  • components V, S, M (powdered corn extract and a twisted loop of parchment)
  • duration 1 hour

Create an extradimensional space accessible by climbing a rope. Holds up to eight Medium or smaller creatures. Attacks and spells can't cross the entrance. Anything inside drops out when the spell ends.

Ranger 2nd-level transmutation

SANGUINE ROPE

  • casting time 1 action
  • range Varies

  • components V, S
  • duration Instantaneous

Draw blood to form a rope, using hit points. Pull yourself to a target or pull a target to you. Weight limit and Strength saving throw for pulling a target. Weight limit increases with higher levels.

Ranger 2nd-level transmutation (hemomancy)

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SCULPT SNOW

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Create snow sculptures in an area: one Large object, two Medium objects, or four smaller objects. Crude resemblance with a 1-action casting, or more realistic appearance with a 1-minute casting. Durable as a snowman. Can be animated with animate objects. Animated sculptures deal cold damage in addition to normal damage. Higher levels allow more sculptures and larger sizes.

Ranger 2nd-level transmutation (winter)

SEE INVISIBILITY

  • casting time 1 action
  • range Self

  • components V, S, M (A pinch of Talc and a small sprinkling of powdered silver)
  • duration 1 hour

See invisible creatures and objects as if visible. See into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Ranger 2nd-level divination

SHADE

  • casting time 1 action
  • range Self

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

Create a magical screen across your eyes. Immune to blindness from visible effects. No alleviation of existing blindness. No penalties from sunlight sensitivity while under the spell. Higher levels increase the duration.

Ranger 2nd-level abjuration (dragon)

SHADOW ARMOR

  • casting time 1 reaction, made when you are attacked or make a saving throw
  • range Self

  • components V, S
  • duration 1 minute

Wrap yourself in shadow, gaining disadvantage on attacks against you and advantage on Dexterity saving throws until the start of your next turn. After an attack misses or hits, move up to 15 feet without provoking opportunity attacks. Higher levels allow additional movements before the spell ends.

Ranger 2nd-level abjuration

RADIATING BLADE OF TEMPUS

  • casting time 1 bonus action
  • range Self

  • components V, S, M (an amulet or holy symbol)
  • duration Concentration, up to 10 minutes

Sheathe a melee weapon in white burning flame. Make a melee attack dealing normal weapon damage plus 1d8 radiant damage. The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Damage increases with higher levels.

Ranger 2nd-level evocation

RAPID BURROWING

  • casting time 1 action
  • range Self

  • components V, S, M (a mole claw)
  • duration Concentration, up to 10 minutes

Gain mole-like paws with a burrowing speed of 20 feet.

Ranger 2nd-level transmutation

RAY OF ENFEEBLEMENT

  • casting time 1 action
  • range 60 feet

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

Make a ranged spell attack. On a hit, the target deals only half damage with Strength-based weapon attacks until the spell ends. Target can make a Constitution saving throw at the end of each turn to end the effect.

Ranger 2nd-level necromancy

REVERBERATE

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

  • components V, S, M (a metal ring)
  • duration Instantaneous

Strike the ground with a metal ring, creating a 15-foot cone. Creatures in the area take 4d6 thunder damage and fall prone on a failed Dexterity saving throw. Higher levels increase damage.

Ranger 2nd-level evocation (ring)

ROLLING THUNDER

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

  • components V, S, M (a sliver of metal from a gong)
  • duration Instantaneous

Create a 30-foot line of thunderous energy. Creatures in the line must succeed on a Constitution saving throw or be deafened for 1 minute. Deafened creatures take thunder damage at the start of their turns, and their speed is halved. Higher levels increase damage.

Ranger 2nd-level evocation (elemental)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

PHANTASMAL FORCE

  • casting time 1 action (200 mana)
  • range 60 feet

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

Craft an illusion in the mind of a creature. On a failed Intelligence saving throw, create a phantasmal object, creature, or phenomenon perceivable only to the target. Treats the illusion as real, rationalizing illogical outcomes. Can take damage from the illusion, dealing 1d6 psychic damage per round.

Ranger 2nd-level illusion

POISONED VOLLEY

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Summon glowing green arrows in a 20-foot square. Creatures in the area take 3d8 poison damage and become poisoned. A successful Constitution saving throw halves the damage and avoids poisoning. Damage increases with higher spell slots.

Ranger 2nd-level conjuration (battle)

POWER WORD KNEEL

  • casting time 1 action
  • range 60 feet

  • components V, S, M (an emerald worth at least 100 gp)
  • duration Instantaneous

Creatures within 20 feet of a point you specify are compelled to kneel. Up to 55 hit points of creatures are affected, starting with the lowest. A kneeling creature makes a Wisdom saving throw at the end of its turn to end the effect. Kneeling creatures are treated as prone. The effect ends immediately on any creature taking damage.

Ranger 2nd-level enchantment (hieroglyph)

PRAYER OF HEALING

  • casting time 10 minutes
  • range 30 feet

  • components V
  • duration Instantaneous

Up to six creatures regain hit points equal to 2d8 + your spellcasting ability modifier. No effect on undead or constructs. Higher levels increase healing.

Ranger 2nd-level evocation

PRECOGNITIVE WARNING

  • casting time 1 reaction
  • range 30 feet

  • components V
  • duration Instantaneous

Sense danger and boost an ally's initiative. One creature you see and that hears you gains advantage on an initiative check before your next turn.

Ranger 2nd-level divination (battle)

PROTECTION FROM POISON

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

Neutralize poison in a touched creature. Provides advantage on saving throws against poison and resistance to poison damage.

Ranger 2nd-level abjuration

PYROTECHNICS

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Choose nonmagical flame in a 5-foot cube. Extinguish it and create fireworks, blinding creatures, or smoke, heavily obscuring an area.

Ranger 2nd-level transmutation

MIND THRUST

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration 1 round

Propel a psionic lance into a creature's mind. Intelligence saving throw or take 3d6 psychic damage and limited action options. Higher levels allow targeting more creatures.

Ranger 2nd-level enchantment

MIRROR IMAGE

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

Create three illusory duplicates. Duplicates mimic your actions, making it difficult for creatures to target you. Duplicates are destroyed by hits. The spell ends when all duplicates are destroyed.

Ranger 2nd-level illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

MISTY STEP

  • casting time 1 bonus action (200 mana)
  • range Self

  • components V
  • duration Teleport up to 30 feet to an unoccupied space that you can see.

Ranger 2nd-level conjuration

MOUNTAINS OF MOLEHILLS

  • casting time 1 action
  • range Touch

  • components V, S, M (a spider’s leg)
  • duration Up to 10 minutes

Transform a smooth surface into a climbable one, providing a +2 bonus and advantage on Strength (Athletics) checks.

Ranger 2nd-level transmutation (ritual)

NECROMANTIC BURST

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Cause a corpse to explode into necrotic energy, dealing 3d8 necrotic damage to creatures within 5 feet. Higher levels increase damage.

Ranger 2nd-level necromancy

NECROTIC VISAGE

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Up to 10 minutes

Evoke a shadowy visage above you. On a successful melee weapon attack, the visage deals 4d6 necrotic damage and forces a Dexterity saving throw, reducing movement speed on a failure. Damage increases with higher levels.

Ranger 2nd-level necromancy

PASS WITHOUT TRACE

  • casting time 1 action
  • range Self

  • components V, S
  • duration Up to 1 hour

Create a veil of shadows and silence, granting +10 bonus to Dexterity (Stealth) checks and preventing tracking by non-magical means for you and chosen creatures within 30 feet.

Ranger 2nd-level abjuration

MANA BURN

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Launch a magic ball at a creature. Target makes an Intelligence Saving Throw or takes 1d6 psychic damage and loses an unused 2nd-level spell slot until a long rest. Damage and slot loss increase with higher levels.

Ranger 2nd-level transmutation

MANACLE OF BURDEN

  • casting time 1 action
  • range 60 feet

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

Target two creatures within 20 feet, making them make a Strength Saving Throw with disadvantage. If both fail, they are bound, sharing damage. Breaking the distance causes necrotic damage.

Ranger 2nd-level conjuration

MASS BLADE WARD

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 round

Choose three creatures within range. Until the end of your next turn, targets have resistance to bludgeoning, piercing, and slashing damage from weapon attacks. Effect ends if a target moves beyond 30 feet.

Ranger 2nd-level abjuration (battle)

MEND WOUNDS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a piece of cloth and a drop of holy water)
  • duration Concentration, up to 1 minute

Imbue a creature with positive energy. It regains hit points at the start of its turns, but not above the spell's healing threshold. If reduced to 0, roll d20

Ranger 2nd-level evocation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

MENTAL BARRIER

  • casting time 1 reaction (forced Int, Wis, or Cha Saving Throw)
  • range Self

  • components V
  • duration 1 round

Gain advantage on Intelligence, Wisdom, and Charisma Saving Throws, and resistance to psychic damage until the start of your next turn.

Ranger 2nd-level abjuration

MIND SPIKE

  • casting time 1 action
  • range 60 feet

  • components S
  • duration Concentration, up to 1 hour

Reach into the mind of a creature, forcing a Wisdom Saving Throw. Failed save results in psychic damage and constant knowledge of the target's location. Higher levels increase damage.

Ranger 2nd-level divination

LOCATE OBJECT

  • casting time 1 action
  • range Self

  • components V, S, M (a forked twig)
  • duration Concentration, up to 10 minutes

Sense the direction of a described or named object within 1,000 feet. Can locate a specific known object or the nearest object of a kind.

Ranger 2nd-level divination

MAGIC AURA

  • casting time 1 action
  • range Touch

  • components V, S, M (a small square of silk)
  • duration 24 hours

Place an illusion on a creature or object, providing false information to divination spells. Choose false magical aura or mask. Daily casting for 30 days makes the illusion permanent until dispelled.

Ranger 2nd-level illusion

MAGIC MOUTH

  • casting time 1 minute
  • range 30 feet

  • components V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, consumed)
  • duration Until dispelled

Implant a message within an object, triggering when a specified condition occurs. The magical mouth appears, delivering the message. The trigger can be based on visual or audible conditions within 30 feet.

Ranger 2nd-level illusion (ritual)

MAGIC WEAPON

  • casting time 1 bonus action
  • range Touch

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

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Ranger 2nd-level transmutation

MALEVOLENT MIASMA

  • casting time 1 action
  • range 60 feet

  • components V, S, M (three polished gray stones)
  • duration 1 round

Create a 15-foot-radius sphere of toxic gray fog. The fog is lightly obscured. Creatures entering or starting their turn in the area must make a Constitution Saving Throw. Failed save results in 3d6 poison damage and poisoning until the end of your next turn. The effect affects creatures regardless of breath.

Ranger 2nd-level conjuration

INCANDESCENT CHAIN

  • casting time 1 action
  • range 60 feet

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

Conjure a chain of light connected to a surface, attempting to bind a creature within 30 feet. Target makes a Dexterity saving throw. Failed save results in 2d6 radiant damage and being bound until the start of your next turn. You can use your action to attempt to bind a creature again. At higher levels, damage increases.

Ranger 2nd-level conjuration

INVISIBILITY

  • casting time 1 action
  • range Touch

  • components V, S, M (an eyelash encased in gum arabic)
  • duration Concentration, up to 1 hour

Target becomes invisible until it attacks or casts a spell. Wearing or carrying objects also become invisible. Distorts light, making the target visible while moving. Higher levels allow targeting more creatures.

Ranger 2nd-level illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

KNOCK

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Choose an object you can see, unlocking mundane or magical means preventing access. Creates a loud knock audible within 300 feet. Can suppress arcane lock for 10 minutes.

Ranger 2nd-level transmutation

LAIR SENSE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (treasure worth 500 gp, not consumed)
  • duration 24 hours

Set up a magical boundary around your lair. Become aware of Tiny or larger creatures entering or leaving the area. Knowledge wakes you from sleep. Duration and area increase with higher levels.

Ranger 2nd-level divination (ritual, dragon)

LESSER RESTORATION

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Touch a creature to end one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.

Ranger 2nd-level abjuration

LEVITATE

  • casting time 1 action (200 mana)
  • range 60 feet

  • components V, S, M (small leather loop or golden wire)
  • duration Up to 10 minutes

Target creature or object rises vertically up to 20 feet, remains suspended, and can be moved by pushing or pulling against surfaces. Can change altitude by 20 feet on your turn.

Ranger 2nd-level transmutation

HOLD PERSON

  • casting time 1 action (200 mana)
  • range 60 feet

  • components V, S, M (small straight piece of iron)
  • duration Concentration, up to 1 minute

Choose a humanoid. Target must succeed on a Wisdom saving throw or be paralyzed. The target can make additional saves at the end of each turn. At higher levels, target additional humanoids.

Ranger 2nd-level enchantment

HOLY MISSILE

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Create three glowing darts of holy energy. Each dart heals a creature of your choice within range for 1d4 hit points.

Ranger 2nd-level evocation

HOWLING DOWNPOUR

  • casting time 1 bonus action
  • range 90 feet

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

Summon a storm cloud, producing rain in a 10-foot radius. Extinguishes non-magical fires. Bonus action to move the cloud.

Ranger 2nd-level conjuration (ritual)

ICE HAMMER

  • casting time 1 action
  • range Self

  • components V, S, M (miniature hammer carved from ice or glass)
  • duration Concentration, up to 1 hour

Conjures a warhammer made of ice dealing additional cold damage. Can create additional hammers at higher levels.

Ranger 2nd-level conjuration (winter)

IMMOVABLE OBJECT

  • casting time 1 action
  • range Touch

  • components V, S, M (gold dust worth at least 25 gp, consumed)
  • duration 1 hour

Touch an object weighing up to 10 pounds, magically fixing it in place. Can set a password to temporarily suppress the spell. Can move the object normally. Strength check to move it. Higher levels increase DC, weight limit, and duration.

Ranger 2nd-level transmutation (dunamancy)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

GLOWING COIN

  • casting time 1 action
  • range 60 feet

  • components S, M (a coin)
  • duration 1 minute

Hurl a coin to a spot within range, lighting it up. Creatures within 30 feet must make a Wisdom Saving Throw or be distracted, gaining disadvantage on Wisdom (Perception) checks and initiative rolls.

Ranger 2nd-level enchantment

GRAVITY SURGE

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Create a 15-foot radius sphere of crushing gravity. Creatures make a Strength Saving Throw. On failure, they take 2d6 bludgeoning damage and fall prone. Creatures not on the ground have disadvantage on the save.

Ranger 2nd-level transmutation

GUST OF WIND

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

  • components V, S, M (legume seed)
  • duration Concentration, up to 1 minute

Create a 60-foot-long, 10-foot-wide line of strong wind. Creatures in the line make a Strength Saving Throw or are pushed 15 feet away. Movement towards you is hindered. Extinguishes unprotected flames. Bonus action to change the line's direction.

Ranger 2nd-level evocation

HAND OF THE GRAVE

  • casting time 10 minutes
  • range 10 feet

  • components V, S, M (hand of a humanoid)
  • duration 24 hours

Bury a humanoid hand in earth. When triggered, the hand animates, attempting to grab and restrain a creature. Creature can use an action to break free. After 1 minute, the spell ends.

Ranger 2nd-level necromancy

HEAT METAL

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration as long as desired

Heat metal to a certain point based on roleplay. Heating an object makes a person drop it when it gets too hot. Utility spell.

Ranger 2nd-level transmutation

FORTUNE’S FAVOR

  • casting time 1 action
  • range 60 feet

  • components V, S, M (white pearl worth 100 gp, consumed)
  • duration 1 hour

Impart luck to yourself or a willing creature. Allows rolling an additional d20 on attack rolls, ability checks, or saving throws and choosing the result. Can target additional creatures at higher levels.

Ranger 2nd-level divination (dunamancy)

FRENZIED BOLT

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Direct a bolt of rainbow colors at a creature. Deals 3d8 damage of a random type. On odd attack rolls, it leaps to a new target within range, requiring a new roll. Additional bolts at higher levels.

Ranger 2nd-level evocation (chaos)

GALE OF OBSCURITY

  • casting time 1 action
  • range Self

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

Summon a blizzard that provides you half cover, resistance to fire damage, and deals cold damage to creatures starting their turn or moving within 5 feet of you. Disadvantage on ranged attacks.

Ranger 2nd-level evocation

GENTLE REPOSE

  • casting time 1 action
  • range Touch

  • components V, S, M (pinch of salt, one copper piece for each eye)
  • duration 10 days

Touch a corpse to protect it from decay, prevent undead transformation, and extend the time limit for resurrection spells.

Ranger 2nd-level necromancy (ritual)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

GLACIOUS

  • casting time 1 action
  • range 60 feet

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

Freeze a 10-foot-radius sphere on the ground. Creatures in the area make a Constitution Saving Throw or take cold damage and gain exhaustion. Damage increases at higher levels.

Ranger 2nd-level evocation

ENLARGE/REDUCE

  • casting time 1 action
  • range 30 feet

  • components V, S, M (pinch of powdered iron)
  • duration Concentration, up to 1 minute

Enlarge or reduce a creature or object. Enlarged creatures gain advantages on Strength checks and deal extra damage. Reduced creatures have disadvantages on Strength checks and deal less damage.

Ranger 2nd-level transmutation

FIND TRAPS

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

Sense the presence of any trap within range and line of sight. Reveals the general nature of the danger posed by the trap but not its location. Detects magical traps like alarm or glyph of warding, not natural weaknesses.

Ranger 2nd-level divination

FIRE BOMBS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (chunks of coal)
  • duration 1 minute

Conjure three fiery orbs. Orbs stick to creatures on failed Dexterity Saving Throw. As a bonus action, a creature can remove an orb, causing it to explode within 10 feet, requiring a Dexterity Saving Throw. Damage increases with higher spell slots.

Ranger 2nd-level conjuration

FLAMING SPHERE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (tallow, brimstone, powdered iron)
  • duration Concentration, up to 1 minute

Create a 5-foot-diameter sphere of fire. Deals damage to creatures within 5 feet on their turns. Bonus action to move. Ignites flammable objects. Damage increases with higher spell slots.

Ranger 2nd-level conjuration

FLING

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Manipulate gravity around a creature. Target makes a Strength Saving Throw. On failure, fling them up or in a direction, causing falling damage and prone. If stopped early, both target and obstacle take damage.

Ranger 2nd-level transmutation

FLOCK OF FAMILIARS

  • casting time 1 minute
  • range Touch

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

Summon three familiars with the same type (celestials, fey, or fiends). Familiars can communicate telepathically, share senses, and deliver touch spells. Conjure additional familiars at higher levels.

Ranger 2nd-level conjuration

FORCE LADDER

  • casting time 1 action
  • range 60 feet

  • components V, S, M (miniature silver ladder)
  • duration 10 minutes

Create a force energy ladder up to 100 feet long. Transparent but visible in bright light. Weighs 1 pound, carries up to 1000 pounds.

Ranger 2nd-level evocation

DRAGON’S BREATH

  • casting time 1 bonus action
  • range Touch

  • components V, S, M (hot pepper)
  • duration Concentration, up to 1 minute

Imbue a creature with the ability to exhale energy (acid, cold, fire, lightning, or poison) in a 15-foot cone. Deals damage, with damage increasing at higher spell slots.

Ranger 2nd-level transmutation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

DUST DEVIL

  • casting time 1 action
  • range 60 feet

  • components V, S, M (pinch of dust)
  • duration Concentration, up to 1 minute

Create a dust devil in a 5-foot cube. Creatures within 5 feet make a Strength Saving Throw or take damage and are pushed. Bonus action to move. Can create a debris cloud that heavily obscures the area.

Ranger 2nd-level conjuration

EARTH RIPPLE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (cracked pebble)
  • duration Instantaneous

Cause the earth to deform and ripple. Target makes a Dexterity Saving Throw or suffers effects like being pulled into the earth, slammed in a direction, or impaled by a spike of rock.

Ranger 2nd-level transmutation

EARTHBIND

  • casting time 1 action
  • range 300 feet

  • components V
  • duration Concentration, up to 1 minute

Target creature makes a Strength Saving Throw. On failure, flying speed reduced to 0 feet. Descends at 60 feet per round.

Ranger 2nd-level transmutation

EARTHEN GRASP

  • casting time 1 action
  • range 30 feet

  • components V, S, M (miniature hand sculpted from clay)
  • duration Concentration, up to 1 minute

Create a soil hand in a 5-foot-square space. Grasps and restrains a creature, which can be crushed as a bonus action.

Ranger 2nd-level transmutation

ELEMENTAL ANGUISH

  • casting time 1 action
  • range 30 feet

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

Targeted creature must move 60 feet away or lose resistance to a chosen damage type (acid, cold, fire, lightning, or thunder) for 1 minute. Damage type can change at higher levels.

Ranger 2nd-level necromancy

Emniporium

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

Touch a willing creature, allowing them to add their proficiency bonus to initiative rolls and Intelligence-based skill checks for the duration. Only one instance can be active at a time.

Ranger 2nd-level enchantment (ritual)

ENHANCE ABILITY

  • casting time 1 action
  • range Touch

  • components V, S, M (fur or a feather from a beast)
  • duration Concentration, up to 1 hour

Touch a creature to bestow a magical enhancement: Bear’s Endurance (advantage on Constitution checks, 2d6 temporary hit points), Bull’s Strength (advantage on Strength checks, double carrying capacity), Cat’s Grace (advantage on Dexterity checks, no damage from falling 20 feet or less if not incapacitated), Eagle’s Splendor (advantage on Charisma checks), Fox’s Cunning (advantage on Intelligence checks), Owl’s Wisdom (advantage on Wisdom checks). Target additional creatures at higher levels.

Ranger 2nd-level transmutation

ENHANCE GREED

  • casting time 1 action
  • range Self

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

Detect precious metals, gems, and jewelry within 60 feet. Presence and direction are known. Exact location revealed if within 10 feet. Penetrates barriers but blocked by stone, common metal, thin lead, or 3 feet of dirt or wood. Duration and range increase at higher levels.

Ranger 2nd-level divination (dragon)

DETECT DRAGONS

  • casting time 1 action
  • range Self

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

Detect dragons and draconic creatures within line of sight and 120 feet. See through disguises and illusions. Learn information based on consecutive rounds of examination. DC 15 Intelligence (Arcana) check for detailed information. Provides no information on the turn it’s cast unless you have the means to take a second action that turn.

Ranger 2nd-level divination (dragon)

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

DETECT FAMILIAR

  • casting time 1 action
  • range Self

  • components V, S
  • duration Up to 10 minutes

Sense presence of any creature serving as a familiar within 30 feet. Use action to see aura. Sense if master is within 1 mile and know their general direction. Penetrates barriers but blocked by stone, common metal, thin lead, or 3 feet of wood or dirt.

Ranger 2nd-level divination

DETECT THOUGHTS

  • casting time 1 action
  • range Self

  • components V, S, M (a copper piece)
  • duration Concentration, up to 1 minute

Read surface thoughts of creatures within 30 feet. Probe deeper with Wisdom Saving Throw. Gain insight on reasoning, emotional state, and prominent thoughts. Target knows and can contest the intrusion. Can detect thinking creatures you can’t see. Penetrates barriers but blocked by rock, metal (except lead), or thin lead. Can't detect creatures with Intelligence 3 or lower.

Ranger 2nd-level divination

DISSOCIATIVE EDGE

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

  • components V, S, M (any melee weapon)
  • duration Instantaneous

Infuse violent energy into a weapon. First melee weapon attack launches a scything blade of force in a 5 feet wide, 30 feet long line. Dexterity Saving Throw for creatures in the line. First failed save takes 2d8 force damage, suffering effects as if hit by a successful weapon attack. Force damage increases at higher levels.

Ranger 2nd-level transmutation

DISTRACTING DIVINATION

  • casting time 1 reaction, when an enemy attempts to cast a spell
  • range Touch

  • components V, S
  • duration Instantaneous

Make a melee spell attack against an enemy attempting to cast a spell. If it hits, the spell fails and has no effect.

Ranger 2nd-level divination (combat)

DISTRACTION CASCADE

  • casting time 1 reaction, when an ally declares an attack against an enemy you can see
  • range 30 feet

  • components V, S
  • duration Instantaneous

Target a creature declared as the target of an ally's attack. Unless it makes a successful Charisma Saving Throw, attacks against it have advantage until the end of this turn.

Ranger 2nd-level divination (combat)

Divine Ward

  • casting time 10 minutes (200 mana)
  • range Touch

  • components V, S, M (hair, fingernail clippings, or other pieces of the creature’s body)
  • duration 24 hours

Create a magical bond with a willing creature. For 24 hours, any touch-range spell you cast on the target can be cast from up to 30 feet away. Range increases at higher levels.

Ranger 2nd-level abjuration

DOME OF NIGHT

  • casting time 1 action
  • range 60 feet

  • components V, S, M (owl feathers)
  • duration Concentration, up to 1 minute

Create a 15-foot radius dome of magical darkness. Darkvision can't penetrate. Nonmagical light can't illuminate. Dome shows an accurate night sky. Dispel overlapping light spells of 2nd level or lower.

Ranger 2nd-level transmutation (ritual)

CONSECRATION

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

  • components V, S, M (holy symbol, vial of holy water, incense worth 20 gp, consumed)
  • duration 1 minute

Divine energy spreads from a touched point. Chosen creatures have advantage on Wisdom saving throws and skill checks. Undead must make a Charisma saving throw to enter. Disadvantage for undead inside. Area is consecrated ground when the spell ends.

Ranger 2nd-level abjuration

Continual Flame

  • casting time 1 action (200 Mana)
  • range Touch

  • components Target is object
  • duration V S M (Ruby dust worth 50 gp, which the spell consumes)

Until dispelled

Ranger 2nd-level evocation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

CROWN OF MADNESS

  • casting time 1 action
  • range 120 feet

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

Target humanoid makes Wisdom Saving Throw or becomes charmed. Must use action before moving to attack a creature you choose. Wisdom Saving Throw each turn. Twisted crown appears. Spell ends if you lose control or target succeeds on saving throw.

Ranger 2nd-level enchantment

DARK SECRET

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Whisper a terrifying phrase into the target's mind. You gain advantage on actions involving the target until the end of your next turn, while the target has disadvantage on actions involving you. Immune to targets immune to fear. At higher levels, choose additional targets per spell slot level above 2nd.

Ranger 2nd-level divination

DARKNESS

  • casting time 1 action
  • range 60 feet

  • components V, M (bat fur and a drop of pitch or piece of coal)
  • duration Concentration, up to 10 minutes

Create magical darkness in a 15-foot radius sphere. Darkvision can't penetrate it. Nonmagical light can't illuminate it. Dispel light spells of 2nd level or lower if overlapping. Moves with an object if cast on it.

Ranger 2nd-level evocation

DARKVISION

  • casting time 1 action
  • range Touch

  • components V, S, M (pinch of dried carrot or an agate)
  • duration 8 hours

Grant a willing creature darkvision with a range of 60 feet for the duration.

Ranger 2nd-level transmutation

DECELERATE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (toy top)
  • duration 1 minute

Target makes Wisdom Saving Throw. On a fail, speed is halved, and it decreases again at the start of each of your turns. Can't reduce speed below 5 feet. Ends after 1 minute or if target succeeds on a Wisdom Saving Throw. Additional creatures affected at higher levels.

Ranger 2nd-level transmutation (temporal)

DECASTAVE

  • casting time 1 bonus action
  • range Self

  • components V, S, M (slender wand of duskwood)
  • duration Concentration, up to 10 minutes

Conjure a force staff. Use action for a melee spell attack (2d8 force damage). Critical hit stuns target. Can affect ethereal or incorporeal creatures. Damage increases at higher levels.

Ranger 2nd-level conjuration

DESECRATION

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

  • components V, S, M (holy symbol, vial of holy water, incense worth 20 gp, consumed)
  • duration 1 minute

Unholy energy spreads from a touched point, benefiting undead and harming chosen creatures. Grants advantage and temporary hit points to undead. Disadvantage on saves and skill checks to chosen creatures. Taints the area as desecrated ground when the spell ends.

Ranger 2nd-level abjuration

CHARM OF PROTECTION

  • casting time 1 minute
  • range Touch

  • components V, S, M (golden ring, bracelet, or necklace worth at least 50 gp in total)
  • duration 24 hours

Bestow magical energy into a piece of jewelry. It glows when triggered by aberration, celestial, elemental, fey, fiend, or undead within 30 feet. Creates light and a protective ward, taking damage in place of the wearer. Lasts 10 minutes or until ward is reduced to 0 hit points. Ward's hit points increase at higher levels.

Ranger 2nd-level abjuration

CLAWS OF DARKNESS

  • casting time 1 action
  • range Self

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

Your arms elongate into shadowy claws. Make melee spell attacks (2d10 necrotic damage) or attempt to grapple. Can be attacked. Damage increases at higher levels.

Ranger 2nd-level necromancy

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

CLEARING THE FIELD

  • casting time 1 action
  • range 40 feet

  • components V, S
  • duration 1 hour

Clear vegetation within 40 feet, turning difficult terrain into clear ground. Lasts longer at higher levels. Ritual Focus can affect plant creatures with a chance of reducing them as though by a reduce spell.

Ranger 2nd-level transmutation (ritual, high elven)

CLINGING SHADOWS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (bat fur)
  • duration Concentration, up to 1 minute

Choose an area of dim light or darkness. Creatures within must make a Strength Saving Throw or be restrained. You can use actions to pull creatures into the area. Bright light negates the effect.

Ranger 2nd-level transmutation

CLOUD OF BEWILDERMENT

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

  • components V, S, M (rotten egg)
  • duration Concentration, up to 1 minute

Exhale nauseating vapors creating a 10-foot-radius cloud. Obscures vision. Creatures entering or starting turn must make a Constitution Saving Throw or be poisoned until the end of your next turn.

Ranger 2nd-level conjuration

CLOUD OF DAGGERS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (sliver of glass)
  • duration Concentration, up to 1 minute

Fill the air with spinning daggers. Creatures entering or starting turn in the area take 4d4 slashing damage. Damage increases at higher levels.

Ranger 2nd-level conjuration

CONJURE SCARAB SWARM

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a beetle carapace)
  • duration Instantaneous

Summon two swarms of scarab beetles in unoccupied spaces. Swarms are friendly, have their own turns, and follow verbal commands. They disappear when they drop to 0 hit points or when the spell ends.

Ranger 2nd-level conjuration (hieroglyph)

BLOOD LURE

  • casting time 1 action
  • range 10 ft.

  • components V, S, M (blood pool)
  • duration 1 minute

Point at liquid with at least a quart of blood. Predators and blood-feeding creatures within 60 feet make Charisma Saving Throws. Failure makes them move toward the blood. Attack or complete consumption of the blood ends the effect.

Ranger 2nd-level enchantment (blood)

BLOOD SEAL

  • casting time 1 action
  • range 30 feet

  • components V, S, M (an ornate dagger worth at least 25 gp)
  • duration 1 hour

Inflict a wound upon yourself, expend hit points, and grant the target temporary hit points. At higher levels, the target gains additional temporary hit points.

Ranger 2nd-level necromancy (hemomancy)

BLOODSHOT

  • casting time 1 action
  • range 40 feet

  • components V, S
  • duration Instantaneous

Launch boiling blood from your eyes at a target within range. Take damage, make a ranged spell attack. On a hit, target takes fire and psychic damage. At higher levels, fire damage increases.

Ranger 2nd-level conjuration (blood)

BLUR

  • casting time 1 action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Become blurred, giving attackers disadvantage. No effect on creatures relying on senses other than sight.

Ranger 2nd-level illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

BOILING OIL

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a vial of oil)
  • duration Concentration, up to 1 minute

Conjure a pool of boiling oil. Difficult terrain. Creatures entering or starting turn take fire damage and may fall prone. Dexterity saving throw for half damage.

Ranger 2nd-level conjuration (battle)

CALM EMOTIONS

  • casting time 1 action
  • range 60 feet

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

Suppress strong emotions in a group. Charisma saving throw. Choose to suppress charm/fear effects or make targets indifferent toward chosen creatures.

Ranger 2nd-level enchantment

CAUSTIC BLOOD

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Concentration, special

When damaged, use reaction to deal acid damage to up to three targets. Damage and number of targets increase at higher levels.

Ranger 2nd-level transmutation (blood)

BAD TIMING

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Target makes a Charisma saving throw. On a fail, the next attack roll or ability check it makes within 10 minutes is at disadvantage.

Ranger 2nd-level divination (chaos)

BARRICADE

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Up to 1 minute

Create a semi-transparent vertical wall of magical force (AC 25, 10 HP). Provides full cover. Lasts until duration or takes damage.

Ranger 2nd-level conjuration

BIND SPIRIT

  • casting time 1 action
  • range Touch

  • components V, S, M (a golden ring, bracelet, or necklace inlaid with a ruby, worth at least 200 gp in total)
  • duration 10 days

Touch a piece of jewelry to a creature that died within the last hour. Bound soul can telepathically communicate with the wearer.

Ranger 2nd-level necromancy

BITTER CHAINS

  • casting time 1 action
  • range Touch

  • components V, S, M (a spiked metal ring)
  • duration 1 minute

Make a melee spell attack to ensnare a creature. Bound creature has reduced speed, disadvantage on rolls, and takes damage if it moves.

Ranger 2nd-level transmutation (ring)

BLACK SWAN STORM

  • casting time 1 action
  • range 30 feet

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

Create a cube of black feathers. Deals force damage and causes darkness. Damage increases at higher levels.

Ranger 2nd-level evocation (high elven)

BLAZING RAY

  • casting time 1 action (200 mana)
  • range 30 feet

  • components V, S, M (a red dragon scale)
  • duration Create a line of fire. Dexterity saving throw for half damage. Damage increases at higher levels.

Ranger 2nd-level evocation

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

BLESSED HALO

  • casting time 1 action (200 mana)
  • range Self

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

Nimbus of golden light. Grants a pool of healing points. Advantage on Charisma checks against good creatures. Dispel darkness spells. Healing pool increases at higher levels.

Ranger 2nd-level evocation

BLINDNESS/DEAFNESS

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 1 minute

Choose a creature within range. It makes a Constitution Saving Throw. On a fail, it's blinded or deafened (your choice) for the duration. It can make a saving throw at the end of each turn. At higher levels, target one additional creature per slot level above 2nd.

Ranger 2nd-level necromancy

ALTER SELF

  • casting time 1 action
  • range Self

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

Choose aquatic adaptation (breathe underwater, swimming speed), change appearance, or natural weapons. Can switch options as an action. Natural weapons deal 1d6 damage, are magical, and get +1 to attack and damage rolls.

Ranger 2nd-level transmutation

AMORPHOUS FORM

  • casting time 1 action
  • range Touch

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

Transform a creature into a gray ooze. Save to resist. Stats become that of a gray ooze. Reverts upon reaching 0 hit points or dying. Limited actions, can't speak or cast spells. Gear melds into new form.

Ranger 2nd-level transmutation

ANALYZE BLOOD

  • casting time 1 action
  • range Touch

  • components V, S, M (1 ounce of blood)
  • duration Instantaneous

Learn creature's type, age, gender, presence of poison or disease, proximity (20 miles), and plane of existence. Casting with a spell slot shows a glimpse of the moment before shedding blood.

Ranger 2nd-level divination (ritual)

ANTICIPATE ATTACK

  • casting time 1 reaction, before attack roll
  • range Self

  • components V, S
  • duration Instantaneous

Move up to half your speed without triggering opportunity attacks in response to an oncoming attack. The attack still occurs but automatically misses if you are no longer a valid target.

Ranger 2nd-level divination (combat)

ARCANE LOCK

  • casting time 1 action
  • range Touch

  • components V, S, M (gold dust worth 25 gp)
  • duration Until dispelled

Locks a door, window, or similar entryway. Designated creatures can open normally. Password suppresses for 1 minute. Knock suppresses for 10 minutes. DC to break or pick locks increases by 10.

Ranger 2nd-level abjuration

AUGURY

  • casting time 1 minute
  • range Self

  • components V, S, M (specially marked sticks, bones, or similar tokens worth 25 gp)
  • duration Instantaneous

Receive an omen about the results of a specific course of action. Possible omens: Weal (good), Woe (bad), Weal and woe (both), Nothing (neutral). Doesn't account for changes in circumstances.

Ranger 2nd-level divination (ritual)

AURA OF SHADE

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a deep black stone)
  • duration 1 minute

Create a 15-foot cube of shadow magic. Creatures within become invisible at the start of their turns if they remain in the area. Invisibility ends if they attack, cast a spell, or leave.

Ranger 2nd-level illusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

AVIAN GEYSER

  • casting time 1 action
  • range Concentration, up to 1 minute

  • components V, M (a feather)
  • duration 1 action

Create a wind geyser, lifting medium or smaller creatures in its space into the air. Large creatures make Dexterity saves with advantage, and Huge or larger creatures are unaffected.

Ranger 2nd-level conjuration

ACCURSED WISH

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

Replicate the effects of a damaging 1st-level spell with a casting time of 1 action or bonus action, or any cantrip. Roll a d20

Ranger 2nd-level conjuration

ACID ARROW

  • casting time 1 action
  • range 90 feet

  • components V, S, M (powdered rhubarb leaf and an adder’s stomach)
  • duration Instantaneous

Make a ranged spell attack. On a hit, target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. At higher levels, damage increases.

Ranger 2nd-level evocation

AID

  • casting time 1 action (200 mana)
  • range 30 feet

  • components V, S, M (a tiny strip of white cloth)
  • duration 8 hours

Choose up to three creatures. Their hit point maximum and current hit points increase by 5 for the duration. At higher levels, the increase is an additional 5 for each slot level above 2nd.

Ranger 2nd-level abjuration

TONGUES

  • casting time 1 action
  • range Touch

  • components V, M (a small clay model of a ziggurat)
  • duration 1 hour

Grant the touched creature the ability to understand any spoken language it hears. When the target speaks, any creature understanding at least one language and hearing the target can understand it.

Ranger 3rd-level divination

UMBRAL FORM

  • casting time 1 action
  • range Touch

  • components V, S, M (a wisp of smoke)
  • duration Concentration, up to 1 hour

Transform a willing creature into an animated shadow. Resistance to nonmagical damage, advantage on certain saving throws and Dexterity (Stealth) checks. Can pass through small spaces. Can't talk, manipulate objects, attack, or cast spells.

Ranger 3rd-level transmutation

VAMPIRIC TOUCH

  • casting time 1 action
  • range Self

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

Make a melee spell attack. On a hit, target takes 3d6 necrotic damage, and you regain hit points equal to half the damage dealt. Can make the attack on each turn. Higher levels increase damage.

Ranger 3rd-level necromancy

VENOM BLAST

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a snake’s fang)
  • duration Instantaneous

Create an ethereal serpent that releases venom. Creatures in a 15-foot radius must make a Constitution Saving Throw. Failure results in poison and 6d6 poison damage. Success results in half damage. Poisoned creatures can repeat the saving throw at the end of each turn. Higher levels increase poison damage.

Ranger 3rd-level conjuration

WALL OF SAND

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a handful of sand)
  • duration Concentration, up to 10 minutes

Conjure a wall of swirling sand. Up to 30 feet long, 10 feet high, and 10 feet thick. Blocks line of sight but not movement. Blinds creatures in its space.

Ranger 3rd-level evocation

2 2
2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3

WALL OF WATER

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a drop of water)
  • duration Concentration, up to 10 minutes

Conjure a wall of water. Up to 30 feet long, 10 feet high, and 1 foot thick or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. Difficult terrain. Ranged weapon attacks have disadvantage, and fire damage is halved. Spells dealing cold damage may freeze sections.

Ranger 3rd-level evocation

WATER BREATHING

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a short reed or piece of straw)
  • duration 24 hours

Grants up to ten willing creatures the ability to breathe underwater.

Ranger 3rd-level transmutation (ritual)

WATER WALK

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a piece of cork)
  • duration 1 hour

Grants the ability to move across any liquid surface. Up to ten willing creatures gain this ability for the duration.

Ranger 3rd-level transmutation (ritual)

WITHERING PALM

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Make a melee spell attack. On a hit, target takes 4d10 necrotic damage and suffers one level of exhaustion.

Ranger 3rd-level necromancy

SURGE DAMPENER

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 minute, until expended

Protects a touched creature from the effects of chaos magic surges. Allows a saving throw or gives advantage on a saving throw against chaos magic surge effects.

Ranger 3rd-level abjuration (ritual, chaos)

TARGETING FOREKNOWLEDGE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

After a successful melee weapon attack, cast as a bonus action to inflict an additional 2d6 damage. If the attack roll was a natural 19, it becomes a critical hit, adding the weapon's basic damage die or dice to the 2d6 bonus damage.

Ranger 3rd-level divination (combat)

THUNDER STEP

  • casting time 1 action
  • range 90 feet

  • components V
  • duration Instantaneous

Teleport to an unoccupied space within range, creating a thunderous boom. Creatures within 10 feet must make a Constitution Saving Throw, taking 3d10 thunder damage on a failure, half on a success. Thunder audible up to 300 feet. Can bring objects and one willing creature. Higher levels increase damage.

Ranger 3rd-level conjuration

THUNDERCLAP

  • casting time 1 action
  • range Self

  • components S
  • duration Instantaneous

Clap hands, emitting thunder. Creatures within 20 feet take 8d4 thunder damage, deafened for 1d8 rounds. Half damage and no deafness on a successful Constitution Saving Throw. Failure by 5 or more results in stun for 1 round. Doesn't function in a silence spell. Brittle material may shatter at GM's discretion.

Ranger 3rd-level evocation (rune)

THUNDEROUS WAVE

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

Create a shockwave centered at a point within range. No damage directly, but creatures in the shockwave must make a Strength Saving Throw. Failure results in being pushed 30 feet and knocked prone, taking damage if they hit an obstruction. Success results in being pushed 15 feet and taking damage if they hit an obstruction. Thunderous boom audible within 400 feet.

Ranger 3rd-level evocation (battle)

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

TIDAL WAVE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a drop of water)
  • duration Instantaneous

Conjure a wave of water in a chosen area. Area can be 30 feet long, 10 feet wide, and 10 feet tall. Creatures make Dexterity Saving Throws. Failure results in 4d8 bludgeoning damage and being knocked prone. Success results in half damage and no prone. Extinguishes unprotected flames in its area and within 30 feet.

Ranger 3rd-level conjuration

TIDES OF BLOOD

  • casting time 1 action
  • range Self (20-foot radius)

  • components V, S
  • duration 1 round

Hemomancy HP cost: 7/20

Ranger 3rd-level necromancy (hemomancy)

TINY HUT

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

  • components V, S, M (a small crystal bead)
  • duration 8 hours

Create a stationary dome of force. Nine creatures can fit inside. Spells and magical effects can't pass through. Atmosphere is comfortable. You can command dim or dark interior.

Ranger 3rd-level evocation (ritual)

TINY METEORS

  • casting time 1 action
  • range Self

  • components V, S, M (niter, sulfur, and pine tar formed into a bead)
  • duration Concentration, up to 10 minutes

Create six tiny meteors. Expend as bonus action to send meteors toward points within 120 feet. Each meteor explodes, forcing Dexterity Saving Throws. Failure results in 2d6 fire damage. Higher levels increase meteors.

Ranger 3rd-level evocation

TINY SERVANT

  • casting time 1 minute
  • range Touch

  • components V, S
  • duration 8 hours

Animate a Tiny, nonmagical object. Creature under your control until spell ends or it drops to 0 hit points. Can mentally command as bonus action. Higher levels animate additional objects.

Ranger 3rd-level transmutation

SPEAK WITH DEAD

  • casting time 1 action
  • range 10 feet

  • components V, S, M (burning incense)
  • duration 10 minutes

Grant semblance of life and intelligence to a corpse. Can ask up to five questions. Answers are brief and may be cryptic. Corpse can't learn new information.

Ranger 3rd-level necromancy

SPIRIT GUARDIANS

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

  • components V, S, M (a holy symbol)
  • duration Concentration, up to 10 minutes

Call forth spirits to protect you. Creatures in the area have halved speed. Wisdom Saving Throw on entry or start turn, taking 3d8 radiant or necrotic damage on a failure, half on a success.

Ranger 3rd-level conjuration

SPITEFUL WEAPON

  • casting time 1 action
  • range 25 feet

  • components V, S, M (a melee weapon that injured the target)
  • duration Concentration, up to 5 rounds

Create a connection between the target, attacker, and a melee weapon. Damage dealt to the attacker is replicated on the target. Lasts until the spell ends or the attacker receives healing.

Ranger 3rd-level necromancy (rune)

STEAL WARMTH

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Instantaneous

After taking cold damage, select a living creature within 5 feet. That creature takes the cold damage, or half with a successful Constitution Saving Throw. You regain hit points equal to the damage taken by the target.

Ranger 3rd-level necromancy (winter)

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

STINKING CLOUD

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a rotten egg or skunk cabbage leaves)
  • duration Concentration, up to 1 minute

Create a nauseating gas cloud in a 20-foot-radius sphere. Creatures in the cloud make Constitution Saving Throws or spend their action retching. A strong wind disperses the cloud.

Ranger 3rd-level conjuration

SUDDEN DAWN

  • casting time 1 action
  • range 100 feet

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

Create a brightly lit 60-foot-diameter cylinder of light. Extends into the sky for 100 feet or until obstructed.

Ranger 3rd-level evocation (ritual, battle)

SERPENT'S BITE

  • casting time 1 action
  • range Self

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

Manifest venomous fangs. Make a melee spell attack for poison damage. Target must make a Constitution Saving Throw or be poisoned. Can make the attack and an additional weapon attack as a bonus action. Higher levels increase damage.

Ranger 3rd-level transmutation

SHADOW TOXIN

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 minute

Fling a needle of darkness at a target, injecting corruptive magic. Target attempting to cast spells targeting friends makes Intelligence Saving Throws, taking psychic damage on failure. Higher levels allow additional targets.

Ranger 3rd-level necromancy

SLEET STORM

  • casting time 1 action
  • range 150 feet

  • components V, S, M (pinch of dust and drops of water)
  • duration Concentration, up to 1 minute

Create a freezing rain and sleet storm. Area is heavily obscured, difficult terrain, and causes Dexterity Saving Throws for prone. Concentrating creatures may lose concentration.

Ranger 3rd-level conjuration

SLOW

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a drop of molasses)
  • duration Concentration, up to 1 minute

Slow up to six creatures in a cube. Halves speed, -2 AC and Dexterity Saving Throws, no reactions, limited actions. Can make a Wisdom Saving Throw at the end of each turn.

Ranger 3rd-level transmutation

SONG OF THE FOREST

  • casting time 1 minute
  • range Self

  • components V, S, M (a dried leaf crumpled and released)
  • duration Concentration, up to 10 minutes

Attune your senses to nature, detecting sounds within 60 feet. Gain tremorsense 10 feet and advantage on Perception relying on sound. Functions only in natural environments.

Ranger 3rd-level transmutation (ritual, high elven)

SENDING

  • casting time 1 action (300 mana)
  • range Unlimited

  • components V, S, M (short piece of fine copper wire)
  • duration 1 round

Send a short message of twenty-five words or less to a familiar creature across any distance, even other planes. 5% chance of failure if on a different plane.

Ranger 3rd-level evocation

PROTECTION FROM ENERGY

  • casting time 1 action
  • range Touch

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

Grants resistance to one damage type (acid, cold, fire, lightning, or thunder) of your choice.

Ranger 3rd-level abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

PROTECTIVE ICE

  • casting time 1 action
  • range Touch

  • components V, S, M (a seed encased in ice or glass)
  • duration Concentration, up to 1 hour

Encases a willing target in icy armor equivalent to breastplate. Deals cold damage to attackers. Higher levels increase armor type and damage.

Ranger 3rd-level abjuration (winter)

PULSE WAVE

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

  • components V, S
  • duration Instantaneous

Create a 30-foot cone of pressure, pulling or pushing creatures. Constitution Saving Throw for half damage. Higher levels increase damage and distance.

Ranger 3rd-level evocation (dunamancy)

REMOVE CURSE

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Ends all curses affecting a creature or object. Doesn't affect curses on cursed magic items.

Ranger 3rd-level abjuration

RETURN

  • casting time 1 reaction
  • range 45 feet

  • components V, S
  • duration Instantaneous

Use your reaction to teleport a creature to its point of origin if it moved during its turn. Charisma Saving Throw to resist.

Ranger 3rd-level abjuration

REVIVIFY

  • casting time 1 action
  • range Touch

  • components V, S, M (diamonds worth 300 gp, which the spell consumes)
  • duration Instantaneous

Touch a creature that died within the last minute, restoring it to life with 1 hit point. Can't restore creatures that died of old age or missing body parts.

Ranger 3rd-level necromancy

RIPTIDE

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

Create a swell of water in a cylinder. Creatures make Strength Saving Throws. Failed save restrains in the cylinder. On the next turn, choose Riptide (push and damage) or Undertow (pull and stun). Higher levels may increase damage.

Ranger 3rd-level conjuration (elemental)

SACRED WARD

  • casting time 1 action
  • range Touch

  • components V, S, M (a piece of cloth)
  • duration Concentration, up to 1 minute

Place a divine ward on a creature. After damage, it regains hit points, and the ward jumps to another creature. Higher levels grant additional charges.

Ranger 3rd-level abjuration

SCRY AMBUSH

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Instantaneous

Allies equal to your spellcasting ability modifier + proficiency bonus are not surprised. If you were surprised, make a spellcasting check

Ranger 3rd-level divination (combat)

MOTIVATIONAL SPEECH

  • casting time 1 minute
  • range 60 feet

  • components V
  • duration 1 hour

Inspire up to five creatures with temporary hit points, advantage on Wisdom saves, and advantage on their next attack roll after being hit. Higher levels increase temporary hit points.

Ranger 3rd-level enchantment

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

MUMMIFY

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

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

Curse a humanoid, dealing initial necrotic damage and restraining them. On subsequent turns, deal additional necrotic damage. If they die, they become a friendly mummy. Higher levels may increase the initial and additional damage.

Ranger 3rd-level necromancy

NIGHTFALL

  • casting time 1 action
  • range 100 feet

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

Create a cylinder of darkness, heavily obscuring sight. Creatures inside can see out normally. The darkness extends into the sky until obstructed.

Ranger 3rd-level evocation (ritual, battle)

NONDETECTION

  • casting time 1 action
  • range Touch

  • components V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
  • duration 8 hours

Hide a target from divination magic. Can be a creature, place, or object no larger than 10 feet in any dimension.

Ranger 3rd-level abjuration

PHANTOM DRAGON

  • casting time 1 action
  • range Touch

  • components V, S, M (a piece of dragon eggshell)
  • duration Concentration, up to 1 hour

Make an ally appear as a draconic beast. Viewers make a Wisdom Saving Throw. The illusion can be made to appear ferocious, frightening creatures within range. Higher levels increase the number of targets the illusion can frighten.

Ranger 3rd-level illusion (dragon)

PHANTOM STEED

  • casting time 1 minute
  • range 30 feet

  • components V, S
  • duration 1 hour

Conjure a quasi-real, horse-like creature as a steed. The creature has the statistics of a riding horse, but with increased speed. It fades when the spell ends.

Ranger 3rd-level illusion (ritual)

POISON DARTS

  • casting time 1 bonus action
  • range 60 feet

  • components V, S
  • duration Up to 1 hour

Conjure 2d4 magical darts that deal poison damage and force a Constitution Saving Throw for poison. Higher levels summon additional darts.

Ranger 3rd-level conjuration

LUCKY STARS

  • casting time 1 action
  • range Self

  • components V, S, M (a rabbit’s foot or other lucky charm)
  • duration Concentration, up to 1 minute

Create three small stars that circle around your head. Expend a star to roll an additional d20 on attack rolls, ability checks, or saving throws. Can also expend a star when attacked to roll a d20 and choose the better result. Higher levels create additional stars.

Ranger 3rd-level divination (ritual)

LUNAR BLESSING

  • casting time 1 action
  • range 30 feet

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

Grant darkvision (30 feet) and advantage on stealth ability checks to chosen creatures within range.

Ranger 3rd-level enchantment

MAGIC CIRCLE

  • casting time 1 minute
  • range 10 feet

  • components V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
  • duration 1 hour

Create a magical circle affecting celestials, elementals, fey, fiends, or undead. Limits their entry, gives disadvantage on attacks within, and protects targets from being charmed, frightened, or possessed. Can be reversed. Higher levels increase duration.

Ranger 3rd-level abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

MAIM

  • casting time 1 action
  • range Touch

  • components V, S, M (flake of skin or bone from an undead)
  • duration Instantaneous

Transfer a virulent disease on touch. Constitution Saving Throw or take 8d4 necrotic damage. Failed save causes inability to take reactions for 10 minutes. Higher levels increase damage.

Ranger 3rd-level necromancy

MAJOR IMAGE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a bit of fleece)
  • duration Concentration, up to 10 minutes

Create a realistic image in a 20-foot cube. Illusion seems real, including sounds and temperature. Can move the image within range. Physical interaction reveals it as an illusion. Investigation check can discern it. Higher levels allow the spell to last until dispelled without concentration.

Ranger 3rd-level illusion

MASS HEALING WORD

  • casting time 1 bonus action
  • range 60 feet

  • components V
  • duration Instantaneous

Heal up to six creatures for 1d4 + spellcasting ability modifier hit points. No effect on undead or constructs. Higher levels increase healing.

Ranger 3rd-level evocation

MASS HOBBLE MOUNT

  • casting time 1 action
  • range 60 feet

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

Make ranged spell attacks against up to six mounts, disabling them and dealing damage if they move more than half their speed. No effect on creatures not considered mounts. Higher levels increase damage.

Ranger 3rd-level necromancy (battle)

MELD INTO STONE

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

Merge with a stone object or surface, becoming undetectable. Can cast spells on self, aware of time. Exiting requires movement. Damage dealt on partial destruction or expulsion.

Ranger 3rd-level transmutation (ritual)

MIRE

  • casting time 1 action
  • range 100 feet

  • components V, S
  • duration 1 hour

Create a pit of quicksand or sticky mud. Strength Saving Throw or be restrained. Acts like quicksand. Damage dealt by the quicksand scales with your spell save DC.

Ranger 3rd-level transmutation (hieroglyph)

HASTE

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a shaving of licorice root)
  • duration Concentration, up to 1 minute

Double the speed, +2 AC, advantage on Dexterity Saving Throws, and an additional action (Attack, Dash, Disengage, Hide, or Use an Object). Lethargy after the spell ends.

Ranger 3rd-level transmutation

HERO’S STEEL

  • casting time 1 action
  • range Touch

  • components V, S, M ()
  • duration 1 minute

Infuse a melee weapon with a hero's aura. Advantage on Charisma (Intimidate) checks. Struck creatures with 30 or fewer hit points must make a Charisma saving throw or be stunned for 1 round. Higher levels increase stun duration.

Ranger 3rd-level transmutation (rune)

HOLY RAIN

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a drop of holy water)
  • duration Concentration, up to 1 hour

Create a rain of holy water in a 60-foot-tall cylinder. Undead or fiends take radiant damage. Corpses can't become undead, and living creatures are stabilized. Rain provides healing to nonhostile creatures and enriches plants.

Ranger 3rd-level conjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

HYPNOTIC PATTERN

  • casting time 1 action
  • range 120 feet

  • components S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
  • duration Concentration, up to 1 minute

Create a twisting pattern of colors in a 30-foot cube. Wisdom Saving Throw or charmed and incapacitated. Ends if damaged or shaken out of stupor.

Ranger 3rd-level illusion

ICY RING

  • casting time 1 action
  • range Self

  • components V, S, M (a shard of ice or glass of water)
  • duration Concentration, up to 1 minute

Create a 5-foot thick ring of dust and ice. Dexterity Saving Throw or take 3d6 cold damage. Bonus action to adjust the ring's radius. Higher levels increase damage.

Ranger 3rd-level conjuration (ritual)

INCITE GREED

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a gem worth at least 50 gp)
  • duration Concentration, up to 1 minute

Charm creatures to be charmed until spell ends or harm is done. Charmed creatures approach you greedily and stare at the presented gem. Wisdom Saving Throw at end of each turn to end effect.

Ranger 3rd-level enchantment

INNOCUOUS ASPECT

  • casting time 1 action
  • range Self

  • components V, S, M (a paper ring)
  • duration Concentration, up to 10 minutes

Create a ring of false vision within 20 feet. All creatures take on the appearance of a chosen harmless creature or object. Vision affected only

Ranger 3rd-level illusion (ring)

LIFE TRANSFERENCE

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Sacrifice 4d8 necrotic damage to heal a creature for twice the damage taken. Damage can't be reduced. Higher levels increase damage.

Ranger 3rd-level necromancy

LIGHTNING BOLT

  • casting time 1 action
  • range Self (100-foot line)

  • components V, S, M (a bit of fur and a rod of amber, crystal, or glass)
  • duration Instantaneous

Create a 100-foot line of lightning. Dexterity Saving Throw or take 8d6 lightning damage. Higher levels increase damage.

Ranger 3rd-level evocation

FROZEN RAZORS

  • casting time 1 action
  • range 90 feet

  • components V, S, M (water from a melted icicle)
  • duration Concentration, up to 1 minute

Create razor-sharp ice blades in a 20-foot cube. Dexterity Saving Throw on movement, taking 2d6 slashing and 3d6 cold damage on a failed save. Speed reduced on cold damage.

Ranger 3rd-level evocation (elemental)

FUNERAL PYRE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (ash from a cremated corpse)
  • duration Instantaneous

Call forth spikes of burning wood. Dexterity Saving Throw or restrained, taking 2d8 fire damage and 3d8 piercing damage. On success, half damage and not restrained. Spikes last until your next turn if the target is not slain.

Ranger 3rd-level conjuration

GALDER’S TOWER

  • casting time 10 minutes
  • range 30 feet

  • components V, S, M (a fragment of stone, wood, or other building material)
  • duration 24 hours

Conjure a two-story tower with various configurations. Interior is warm and dry. Objects vanish outside. Creatures and objects appear safely outside at the spell's end. Casting again maintains the tower. Permanent tower created by casting in the same location and configuration daily for a year. Higher levels add additional stories.

Ranger 3rd-level conjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

GASEOUS FORM

  • casting time 1 action
  • range Touch

  • components V, S, M (a bit of gauze and a wisp of smoke)
  • duration Concentration, up to 1 hour

Transform a willing creature into misty cloud. Flying speed of 10 feet, resistance to nonmagical damage, advantage on Strength, Dexterity, and Constitution Saving Throws. Can pass through small openings, treat liquids as solid surfaces. Can't talk or manipulate objects.

Ranger 3rd-level transmutation

GLOOMWROUGHT BARRIER

  • casting time 1 action
  • range 100 feet

  • components V, S, M (a piece of obsidian)
  • duration Instantaneous

Erect a barrier of energy from the realm of death and shadow. Wall 20 feet high and 60 feet long or a ring 20 feet high and 20 feet in diameter. Lightly obscures vision, Wisdom Saving Throw to pass through without being frightened. Immunity after a successful save.

Ranger 3rd-level conjuration (hieroglyph)

GRIMLORE’S AFFLICTION

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 10 minutes

Harness necrotic energies to frighten targets damaged by your spells. Wisdom Saving Throw or frightened until end of next turn. Success grants immunity for 24 hours.

Ranger 3rd-level necromancy

HAIL BLAST

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

  • components V, S
  • duration Instantaneous

Cone of wind, sleet, and hail. Constitution Saving Throw or take 3d6 cold damage. Strength Saving Throw or be pushed 10 feet away and knocked prone.

Ranger 3rd-level conjuration

FLAMING SERPENT

  • casting time 1 action
  • range 60 feet

  • components V, S, M (ashes of a snakeskin)
  • duration Concentration, up to 1 minute

Create a floating fire serpent. Choose actions: Constrict (damage and disadvantage), Protect (resistance and disadvantage on attacks), Reposition (move to another creature). Serpent sheds light.

Ranger 3rd-level conjuration

FLASHBURST

  • casting time 1 action
  • range 60 feet

  • components V, S, M (piece of clear quartz)
  • duration Instantaneous

20-foot radius of dazzling light. Constitution Saving Throw or blinded for 1 minute. Repeat save at the end of each turn.

Ranger 3rd-level evocation

FLICKER

  • casting time 1 action
  • range Range

  • components V, S, M (displacer beast fur)
  • duration Concentration, up to 1 minute

Flicker in and out of existence. Bonus action teleport, and reaction teleport when targeted by an attack. Roll a d20

on 11 or higher, the attack misses. 3rd-level transmutation

FLY

  • casting time 1 action
  • range Touch

  • components V, S, M (wing feather from any bird)
  • duration Concentration, up to 10 minutes

Grant a willing creature a flying speed of 60 feet. Duration up to 1 hour out of combat. Higher levels target additional creatures.

on 11 or higher, the attack misses. 3rd-level transmutation

FREEZING FOG

  • casting time 1 action
  • range 100 feet

  • components V, S
  • duration Concentration, up to 5 minutes

Create a freezing mist in a 20-foot-radius sphere. Heavily obscured. End turn in fog, take cold damage and gain exhaustion. Higher levels increase damage.

on 11 or higher, the attack misses. 3rd-level conjuration (rune)

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

FROST ARMOR

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Up to 1 minute

Touch a willing creature, granting +3 AC, resistance to cold, and retaliation damage. AC bonus decreases with each successful attack. Spell ends when bonus is reduced to 0.

on 11 or higher, the attack misses. 3rd-level conjuration

FROSTBITTEN FINGERS

  • casting time 1 action
  • range 30 feet

  • components V, S, M (patch of frostbitten skin)
  • duration Concentration, up to 1 hour

Ray attack induces frostbite. Dexterity Saving Throw to maintain grip. Disadvantage on checks requiring both hands. Damage and finger loss over time.

on 11 or higher, the attack misses. 3rd-level transmutation (winter)

FROZEN LANCE

  • casting time 1 action
  • range Self

  • components V, S, M (melee weapon)
  • duration Instantaneous

Encase weapon in ice, rush towards a creature. Melee spell attack deals 6d6 cold damage, knocks target prone. Failure to stand leads to restraint. Mounted grants extra damage.

on 11 or higher, the attack misses. 3rd-level conjuration

EXPLODING ICICLE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (glass splinter)
  • duration Instantaneous

Create an exploding icicle. Dexterity Saving Throw or take cold and piercing damage. Speed halved on failed save. Higher levels increase cold damage.

on 11 or higher, the attack misses. 3rd-level evocation

FAST FRIENDS

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

Charm humanoid to perform friendly tasks. Wisdom Saving Throw to resist, repeated if harmful or conflicting tasks arise. Target knows it was charmed when the spell ends. Higher levels target additional creatures.

on 11 or higher, the attack misses. 3rd-level enchantment

FATEBINDING

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 1 hour

Choose two creatures, make Charisma Saving Throws

on 11 or higher, the attack misses. 3rd-level necromancy

FEAR

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

  • components V, S, M (a white feather or the heart of a hen)
  • duration Concentration, up to 1 minute

Create a cone of phantasmal images causing creatures to drop items and become frightened. Frightened creatures move away, and they can repeat the save at the end of their turns.

on 11 or higher, the attack misses. 3rd-level illusion

FEIGN DEATH

  • casting time 1 action
  • range Touch

  • components V, S, M (a pinch of graveyard dirt)
  • duration 1 hour

Render a willing creature indistinguishable from death. Blinded, incapacitated, speed reduced to 0, and resistant to all damage except psychic. Disease and poison have no effect.

on 11 or higher, the attack misses. 3rd-level necromancy (ritual)

FIRE WHIP

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Create a fire whip, make a Dexterity Saving Throw. Failed save results in fire damage and the choice to knock prone or pull closer. Higher levels increase damage and pulling distance.

on 11 or higher, the attack misses. 3rd-level evocation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

FIREBALL

  • casting time 1 action
  • range 150 feet

  • components V, S, M (a tiny ball of bat guano and sulfur)
  • duration Instantaneous

Create an exploding sphere of flame, dealing fire damage to creatures in a radius. Higher levels increase damage.

on 11 or higher, the attack misses. 3rd-level evocation

FLAME ARROWS

  • casting time 1 action
  • range Touch

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

Enchant ammunition to deal extra fire damage. The spell ends after twelve shots. Higher levels increase the number of affected pieces of ammunition.

on 11 or higher, the attack misses. 3rd-level transmutation

CURSE OF INCOMPETENCE

  • casting time 1 action
  • range 120 feet

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

Impose disadvantage on Intelligence, Wisdom, and Charisma checks related to battle direction. Creatures receiving orders have reduced initiative. Higher levels increase duration.

on 11 or higher, the attack misses. 3rd-level necromancy (battle)

DAYLIGHT

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 hour

Create a bright light sphere, dispelling darkness spells of 3rd level or lower. Bright light with additional dim light. Can be cast on an object.

on 11 or higher, the attack misses. 3rd-level evocation

DISPEL MAGIC

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

End spells of 3rd level or lower on the target. Higher levels allow checks to end higher-level spells.

on 11 or higher, the attack misses. 3rd-level abjuration

DISPLACEMENT

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Swap places with a creature, resisted by a Charisma Saving Throw if hostile. Higher levels increase the range.

on 11 or higher, the attack misses. 3rd-level conjuration

ENEMIES ABOUND

  • casting time 1 action
  • range 120 feet

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

Force a creature to make an Intelligence Saving Throw

on 11 or higher, the attack misses. 3rd-level enchantment

ENTROPIC DAMAGE FIELD

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a silver wire)
  • duration Concentration, up to 1 minute

Share damage taken equally among creatures in range. Leftover damage is taken by the caster.

on 11 or higher, the attack misses. 3rd-level transmutation (chaos)

ERUPTING EARTH

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a piece of obsidian)
  • duration Instantaneous

Create an erupting fountain of earth and stone. Dexterity Saving Throw for damage, and the area becomes difficult terrain. Higher levels increase damage.

on 11 or higher, the attack misses. 3rd-level transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

ERUPTING FILTH

  • casting time 1 action
  • range 120 ft.

  • components V, S, M (a piece of rotting flesh)
  • duration Instantaneous

Create a fountain of rotting flesh, dealing 3d12 necrotic damage in a 20-foot cube. Failed save causes sewer plague. Higher levels increase damage.

on 11 or higher, the attack misses. 3rd-level transmutation

CIRCLE OF SMOTHERING

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a small piece of a woolen blanket)
  • duration Concentration, up to 10 minutes

Reduce oxygen in a 30-foot radius. Fires go out, creatures have fire resistance, and creatures must make saves or become disoriented. Higher levels increase the radius.

on 11 or higher, the attack misses. 3rd-level transmutation

CLAIRVOYANCE

  • casting time 10 minutes
  • range 1 mile

  • components V, S, M (a focus worth 100 gp)
  • duration Concentration, up to 10 minutes

Create an invisible sensor to see or hear in a familiar or unfamiliar location within range.

on 11 or higher, the attack misses. 3rd-level divination

CLEARSTONE

  • casting time 1 action
  • range Self

  • components V, S, M (a small, flat piece of glass)
  • duration Concentration, up to 1 minute

Make stone or a stone wall transparent. Higher levels increase affected cubic feet.

on 11 or higher, the attack misses. 3rd-level transmutation

CONJURE LESSER DEMON

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a vial of blood from an intelligent humanoid)
  • duration Concentration, up to 1 hour

Summon eight manes or dretches. You can create a protective circle. Higher levels summon more demons.

on 11 or higher, the attack misses. 3rd-level conjuration

COUNTERSPELL

  • casting time 1 reaction
  • range 60 feet

  • components S
  • duration Instantaneous

Interrupt a creature casting a spell of 3rd level or lower, or make an ability check to counter higher-level spells. Higher levels increase the level of countered spells.

on 11 or higher, the attack misses. 3rd-level abjuration

CREATE FOOD AND WATER

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Create 45 pounds of food and 30 gallons of water to sustain creatures for 24 hours.

on 11 or higher, the attack misses. 3rd-level conjuration

CREEPING DARK

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

Gain resistance to nonmagical bludgeoning, piercing, and slashing damage, become heavily obscured, and attack with a deadly spike of shadow. Higher levels increase damage.

on 11 or higher, the attack misses. 3rd-level transmutation

CRUSHING SINGULARITY

  • casting time 1 action
  • range 60

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

Create a gravitational singularity, pulling creatures in, dealing bludgeoning damage, and imposing movement restrictions. Higher levels increase damage.

on 11 or higher, the attack misses. 3rd-level transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

CRUSHING TIDE

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Summon a rushing wave of water, knocking creatures prone and dealing bludgeoning damage. Higher levels increase damage.

on 11 or higher, the attack misses. 3rd-level evocation

BLOODSIGHT

  • casting time 1 action
  • range Self

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

Hemomancy HP cost min/max: 7/20

on 11 or higher, the attack misses. 3rd-level necromancy (hemomancy)

BOIL

  • casting time 1 action
  • range 90 feet

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

Increase the temperature in a 40-foot cube, causing 3d6 fire damage to creatures on a failed Constitution Saving Throw. Additional effects on water areas.

on 11 or higher, the attack misses. 3rd-level transmutation

CALM OF THE STORM

  • casting time 1 action
  • range Touch

  • components V, S, M (an amethyst worth 250 gp, consumed)
  • duration Instantaneous

Undo the effects of a chaos magic surge on a creature within the last minute. Higher levels extend the time.

on 11 or higher, the attack misses. 3rd-level abjuration (chaos)

CATNAP

  • casting time 1 action
  • range 30 feet

  • components S, M (a pinch of sand)
  • duration 10 minutes

Up to three creatures fall unconscious, gaining a short rest if undisturbed. Higher levels target more creatures.

on 11 or higher, the attack misses. 3rd-level enchantment

CATCH THE BREATH

  • casting time 1 reaction
  • range Self

  • components V
  • duration Instantaneous

Gain advantage on a saving throw against a breath weapon, absorb and release energy on your next turn. Higher levels increase damage.

on 11 or higher, the attack misses. 3rd-level transmutation (dragon)

CHILLING WORDS

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a frozen strip of paper with writing)
  • duration Concentration, up to 8 hours

Freeze a target's blood with a phrase, causing cold damage and restraint. Final utterance increases damage.

on 11 or higher, the attack misses. 3rd-level enchantment (winter)

ARMOR OF DARKNESS

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

Envelop a creature in shadows, setting AC to 18, with advantage on Stealth checks in dim light or darkness.

on 11 or higher, the attack misses. 3rd-level abjuration

ABSORBING WARD

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Up to 1 minute

Create a protective ward that absorbs damage, adding it as force damage to your next attack. Higher levels increase ward hit points.

on 11 or higher, the attack misses. 3rd-level abjuration

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

ACCELERATE

  • casting time 1 action
  • range Touch

  • components V, S, M (a toy top)
  • duration Concentration, up to 1 minute

Double the movement speed, grant a bonus action for dashing, and advantage on Dexterity Saving Throws. Higher levels affect more creatures.

on 11 or higher, the attack misses. 3rd-level transmutation (temporal)

AMELIORATE

  • casting time 1 action
  • range 60 feet

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

Grant temporary hit points to a creature, refreshed every round. Higher levels increase temporary hit points.

on 11 or higher, the attack misses. 3rd-level evocation

ANIMATE BLOOD

  • casting time 1 action
  • range 10 feet

  • components V, S, M (droplets of blood)
  • duration Concentration, up to 10 minutes

Animate droplets of blood to act under your command. Deal necrotic damage by exploding droplets. Higher levels increase damage.

on 11 or higher, the attack misses. 3rd-level necromancy (hemomancy)

ANIMATE DEAD

  • casting time 1 minute
  • range 10 feet

  • components V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
  • duration Instantaneous

Create an undead servant. Control it for 30 hours, reassert control, or animate additional creatures at higher levels.

on 11 or higher, the attack misses. 3rd-level necromancy

VITRIOLIC SPHERE

  • casting time 1 action
  • range 150 feet

  • components V, S, M (a drop of giant slug bile)
  • duration Instantaneous

Point at a location within range, sending a 1-foot ball of emerald acid. It explodes in a 20-foot radius, requiring creatures to make a Dexterity Saving Throw. On a failure, they take 10d4 acid damage and 5d4 acid damage at the end of their next turn. On a success, they take half the initial damage and no damage at the end of their next turn. Higher Levels: Increased initial damage.

on 11 or higher, the attack misses. 4th-level evocation

WALL OF FIRE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a small piece of phosphorus)
  • duration Concentration, up to 1 minute

Create a wall of fire on a surface within range. The wall can be 60 feet long, 20 feet high, and 1 foot thick, or a ring with a 20-foot diameter, 20 feet high, and 1 foot thick. Creatures in the area must make a Dexterity Saving Throw, taking 5d8 fire damage on a failed save or half on a success. One side of the wall deals damage to creatures within 10 feet of it or inside the wall. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level evocation

WATERY SPHERE

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a droplet of water)
  • duration Concentration, up to 1 minute

Conjure a water sphere with a 10-foot radius. Creatures in its space must make a Strength Saving Throw. On a failed save, a creature is restrained and can be ejected. The sphere can restrain up to four Medium or smaller creatures or one Large creature. It can be moved, and restrained creatures move with it. The sphere falls when the spell ends, extinguishing flames.

on 11 or higher, the attack misses. 4th-level conjuration

WAX

  • casting time 1 action
  • range 60 feet

  • components V, S, M (1 ounce of sealing wax)
  • duration 1 minute

Cover an area in wax, creating difficult terrain. Creatures in the area must make a Dexterity Saving Throw or fall prone.

on 11 or higher, the attack misses. 4th-level conjuration

WILD SHIELD

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

Surround yourself with chaos, making stealth impossible. Absorb spells to cause a chaos magic surge. Ends after absorbing 4 levels of spells. Higher Levels: Absorb more spell levels.

on 11 or higher, the attack misses. 4th-level abjuration (chaos)

3 3
3 3
3 3
3 3
4 4
4 4
4 4
4 4
4 4

WINDBLADE

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Unleash a scythe of wind in a 30-foot cone. Creatures in the area must make a Dexterity Saving Throw, taking slashing damage. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level evocation

WITHERING COILS

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Create spectral coils for ranged spell attacks. Deals necrotic damage and may frighten targets. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level necromancy

VITRIOLIC SPHERE

  • casting time 1 action
  • range 150 feet

  • components V, S, M (a drop of giant slug bile)
  • duration Instantaneous

Send a ball of emerald acid, dealing damage and additional damage on the target's next turn. Higher Levels: Increased initial damage.

on 11 or higher, the attack misses. 4th-level evocation

WALL OF BONES

  • casting time 1 action
  • range Touch

  • components V, S, M (a skeletal hand)
  • duration Concentration, up to 10 minutes

Create a wall of bones and skeletons. Creatures starting their turn must make a Dexterity Saving Throw or take bludgeoning damage and become restrained. The wall has AC and hit points.

on 11 or higher, the attack misses. 4th-level conjuration

WAX

  • casting time 1 action
  • range 60 feet

  • components V, S, M (1 ounce of sealing wax)
  • duration 1 minute

Cover an area in wax, creating difficult terrain. Creatures in the area must make a Dexterity Saving Throw or fall prone.

on 11 or higher, the attack misses. 4th-level conjuration

WILD SHIELD

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

Surround yourself with chaotic energy. Absorb spells, causing a chaos magic surge. Ends after absorbing 4 levels of spells. Stealth is impossible. Higher Levels: Absorb more spell levels.

on 11 or higher, the attack misses. 4th-level abjuration (chaos)

WINDBLADE

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Unleash a wind scythe in a cone, forcing creatures to make a Dexterity Saving Throw or take slashing damage. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level evocation

WITHERING COILS

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Create spectral coils to make ranged spell attacks, dealing necrotic damage. Targets may become frightened. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level necromancy

SICKENING RADIANCE

  • casting time 1 action
  • range 120 feet

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

Create a dim, greenish light in a radius, causing creatures to make Constitution Saving Throws or take radiant damage and gain exhaustion. Creatures emit light, losing invisibility.

on 11 or higher, the attack misses. 4th-level evocation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

SKIN OF FLINT

  • casting time 1 action
  • range Self

  • components V, S, M (a shard of flint)
  • duration 1 minute

Cover yourself in flint, dealing fire damage to attackers. Higher Levels: Increased fire damage.

on 11 or higher, the attack misses. 4th-level transmutation

SLIME SPHERE

  • casting time 1 action
  • range 60 feet

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

Create a sphere of adhesive slime, restraining creatures inside. They can attempt to break free and take acid damage. Higher Levels: Increased acid damage.

on 11 or higher, the attack misses. 4th-level conjuration

SPEEDY COURIER

  • casting time 1 action
  • range 10 feet

  • components V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)
  • duration 10 minutes

Summon a formless air elemental with a chest. Deposit items in the chest, name a creature, and the elemental delivers the chest to them. Higher Levels: Can send the chest to a different plane.

on 11 or higher, the attack misses. 4th-level conjuration

SPELLSTEAL

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Up to 1 minute

Cause a creature to make a Wisdom Saving Throw. On a failed save, place a minor hex. The next spell they attempt to cast of 3rd level or lower fails, and you can cast it using your reaction. Higher Levels: Increase affected spell level.

on 11 or higher, the attack misses. 4th-level abjuration

SPINNING AXES

  • casting time 1 action
  • range Self

  • components V, S, M (an iron ring)
  • duration Instantaneous

Create a ring of luminous force, damaging creatures within 10 feet. Causes bleeding, dealing additional necrotic damage. Higher Levels: Increased force damage.

on 11 or higher, the attack misses. 4th-level evocation (ring)

RESILIENT SPHERE

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
  • duration Concentration, up to 1 minute

Enclose a creature or object in a sphere of force. Nothing can pass through. Immune to damage. Can be moved by the enclosed creature or others. Disintegrate destroys it.

on 11 or higher, the attack misses. 4th-level evocation

SAFEGUARD

  • casting time 1 action
  • range Self

  • components V, S, M (a holy symbol)
  • duration Up to 1 minute

Create protective light, gain temporary hit points, and have advantage against fiends or devils.

on 11 or higher, the attack misses. 4th-level abjuration

SANGUINE SANCTUM

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

  • components V, S
  • duration 1 hour

Create a protective blood dome, granting cover and preventing attacks from passing through. Maintain and reinforce with hit points.

on 11 or higher, the attack misses. 4th-level abjuration (hemomancy)

SCALE ROT

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a piece of rotten meat)
  • duration Concentration, up to 1 minute

Afflict a creature with scale rot, providing advantage on attacks against them and preventing HP regeneration. Higher Levels: Target additional creatures.

on 11 or higher, the attack misses. 4th-level necromancy (dragon)

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

SECRET CHEST

  • casting time 1 action
  • range Touch

  • components V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)
  • duration Instantaneous

Hide a chest and its contents on the Ethereal Plane, recall it later.

on 11 or higher, the attack misses. 4th-level conjuration

SEEKING SUNFIRE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a pinch of sulfur)
  • duration Instantaneous

Fire and radiant beam targets creatures in succession. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level evocation

SHADOWY RETRIBUTION

  • casting time 10 minutes
  • range Self

  • components V, S, M (a silver goblet filled with the caster’s blood)
  • duration 12 hours

Swear an oath of vengeance, summoning a shadow upon reaching 0 hit points. Higher Levels: Summon additional undead.

on 11 or higher, the attack misses. 4th-level necromancy (ritual, high elven)

POLYMORPH

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a caterpillar cocoon)
  • duration Concentration, up to 1 hour

Transform a creature into a new form. Higher Levels: Target higher-level creatures.

on 11 or higher, the attack misses. 4th-level transmutation

POWER WORD PAIN

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a quill jabbed into your own body)
  • duration Instantaneous

Inflict force damage and ongoing pain. Target makes Constitution Saving Throw at the start of each turn.

on 11 or higher, the attack misses. 4th-level enchantment (hieroglyph)

PRIVATE SANCTUM

  • casting time 10 minutes
  • range 120 feet

  • components V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
  • duration 24 hours

Create a magically secure area with various protective properties. Higher Levels: Increase the size of the protected area.

on 11 or higher, the attack misses. 4th-level abjuration

RADIANT DEATHFLARE

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Envelop a creature in pure white light, dealing radiant damage. If reduced to 0 hit points, burst of light damages nearby creatures. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level evocation

RAID THE LAIR

  • casting time 10 minutes
  • range Self

  • components V, S, M (a piece of the dragon whose lair you are raiding)
  • duration Concentration, up to 1 hour

Create a protective circle against dragon lair actions. Disadvantage on attack rolls, advantage on saving throws, and halved damage from lair actions. Lair actions occur on a lower initiative count. Advantage on concentration checks.

on 11 or higher, the attack misses. 4th-level abjuration (dragon)

RAPID REPLICATION

  • casting time 1 action
  • range 20 feet

  • components V, S, M (a poison or venom)
  • duration Concentration, up to 10 minutes

Transform creatures into swarms of shadowy replicas. Creatures obey commands and act in combat on your turn. Swarms remain until duration ends, they drop to 0 hit points, or you dismiss the effect.

on 11 or higher, the attack misses. 4th-level conjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

RAZE

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

  • components V, S, M (a red dragon’s scale worth 300 gp)
  • duration Instantaneous

Summon fiery floor, damaging and hindering creatures. Higher Levels: Increased radius.

on 11 or higher, the attack misses. 4th-level evocation

REND SHADOWS

  • casting time 1 action
  • range 60 feet

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

Rip shadows from creatures, creating hostile shadows. Higher Levels: Target more creatures.

on 11 or higher, the attack misses. 4th-level necromancy

REPOSITION

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Instantaneous

Teleport up to three friendly creatures within range.

on 11 or higher, the attack misses. 4th-level conjuration (battle)

IONIZING WIND

  • casting time 1 action
  • range 40 feet

  • components V, S
  • duration Instantaneous

Blast of electrified wind, forcing Strength Saving Throws. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level evocation (ritual)

LATHANDER’S BLESSING

  • casting time 1 action
  • range Self

  • components V, S
  • duration Up to 1 minute

Invoke Lathander's blessing for protection and temporary hit points.

on 11 or higher, the attack misses. 4th-level abjuration

LOCATE CREATURE

  • casting time 1 action
  • range Self

  • components V, S, M (a bit of fur from a bloodhound)
  • duration Concentration, up to 1 hour

Sense the direction to a known or described creature.

on 11 or higher, the attack misses. 4th-level divination

MARK OF OBJECTION

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

Mark an ally, teleporting and swapping places to absorb damage.

on 11 or higher, the attack misses. 4th-level abjuration

MINDFIRE

  • casting time 1 action
  • range 120 feet

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

Inflict burning sensation and ongoing fire damage. Higher Levels: Increased initial damage.

on 11 or higher, the attack misses. 4th-level evocation

OATH OF PEACE

  • casting time 1 minute
  • range 60 feet

  • components V, S, M (an olive branch)
  • duration 24 hours

Form an oath preventing harm among allies. Higher Levels: Extended duration.

on 11 or higher, the attack misses. 4th-level enchantment (ritual)

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

OBSERVANCE

  • casting time 1 action
  • range 30 feet

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

Heighten senses of an ally. Higher Levels: Target additional creatures.

on 11 or higher, the attack misses. 4th-level enchantment

PHANTASMAL KILLER

  • casting time 1 action
  • range 120 feet

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

Create illusions of deepest fears, causing fear and psychic damage. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level illusion

GRAVITY SINKHOLE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a black marble)
  • duration Instantaneous

Create a sphere of crushing force, pulling in creatures. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level evocation (dunamancy)

GREATER INVISIBILITY

  • casting time 1 action
  • range Touch

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

Grant invisibility to self or touched creature.

on 11 or higher, the attack misses. 4th-level illusion

GUARDIAN OF FAITH

  • casting time 1 action
  • range 30 feet

  • components V
  • duration 8 hours

Summon a spectral guardian to damage hostile creatures.

on 11 or higher, the attack misses. 4th-level conjuration

HALLOWING CURSE

  • casting time 1 action
  • range Touch

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

Curse a creature, inflicting negative temporary hit points. Higher Levels: Extended duration.

on 11 or higher, the attack misses. 4th-level necromancy

HALLUCINATORY TERRAIN

  • casting time 10 minutes
  • range 300 feet

  • components V, S, M (a stone, a twig, and a bit of green plant)
  • duration 24 hours

Alter the appearance of natural terrain.

on 11 or higher, the attack misses. 4th-level illusion

ICE STORM

  • casting time 1 action
  • range 300 feet

  • components V, S, M (a pinch of dust and a few drops of water)
  • duration Instantaneous

Hailstorm dealing bludgeoning and cold damage. Higher Levels: Increased bludgeoning damage.

on 11 or higher, the attack misses. 4th-level evocation

INSPIRING SPEECH

  • casting time 10 minutes
  • range 60 feet

  • components V
  • duration 1 hour

Deliver a rousing speech to grant bonuses and temporary hit points.

on 11 or higher, the attack misses. 4th-level enchantment (battle)

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

INTELLECT FORTRESS

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

Grant resistance to psychic damage and advantage on mental Saving Throws.

on 11 or higher, the attack misses. 4th-level abjuration

EMBERS

  • casting time 1 action
  • range Self

  • components V, S
  • duration Instantaneous

Create burning embers to help or hinder. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level evocation

ENERGY FOREKNOWLEDGE

  • casting time 1 reaction
  • range Self

  • components V, S
  • duration Instantaneous

Gain resistance to a spell's damage type. Higher Levels: Include additional allies.

on 11 or higher, the attack misses. 4th-level divination (combat)

EVERCOLD

  • casting time 1 action
  • range 30 feet

  • components V, S, M (an insect that froze to death)
  • duration Until dispelled

Deal cold damage and induce exhaustion. Higher Levels: Increase duration.

on 11 or higher, the attack misses. 4th-level necromancy (winter)

FABRICATE

  • casting time 10 minutes
  • range 120 feet

  • components V, S
  • duration Instantaneous

Convert raw materials into products. Restrictions apply.

on 11 or higher, the attack misses. 4th-level transmutation

FAITHFUL PHANTOM HOUND

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a tiny silver whistle, a piece of bone, and a thread)
  • duration 8 hours

Summon an invisible watchdog. Bite attackers.

on 11 or higher, the attack misses. 4th-level conjuration

FIRE SHIELD

  • casting time 1 action
  • range Self

  • components V, S, M (a bit of phosphorous or a firefly)
  • duration 10 minutes

Wreathe in flames for resistance and damage retaliation.

on 11 or higher, the attack misses. 4th-level evocation

FLAME WAVE

  • casting time 1 action
  • range Self (40-foot cone)

  • components V, S, M (a drop of tar, pitch, or oil)
  • duration Instantaneous

Unleash a cone of fire, pushing and damaging creatures. Higher Levels: Increased damage.

on 11 or higher, the attack misses. 4th-level evocation (elemental)

FORCE ORB

  • casting time 1 action
  • range 60 ft.

  • components V, S
  • duration Instantaneous

Create force orbs for ranged attacks. Higher Levels: Create additional orbs.

on 11 or higher, the attack misses. 4th-level evocation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

FURTIVE ARMORY

  • casting time 1 action
  • range Touch

  • components V, S, M (An exquisite weapon rack, 10 feet wide by 6 feet tall, constructed from rare materials worth at least 6000 gp, and a Tiny replica made from the same materials worth at least 60 gp)
  • duration Instantaneous

Hide a weapon rack on the Ethereal Plane.

on 11 or higher, the attack misses. 4th-level conjuration

FUSILLADE OF ICE

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

  • components V, S, M (a dagger shaped like an icicle)
  • duration Instantaneous

Unleash ice shards in a cone, dealing cold and piercing damage. Higher Levels: Choose damage increase.

on 11 or higher, the attack misses. 4th-level evocation (winter)

DIMENSION DOOR

  • casting time 1 action
  • range 500 feet

  • components V
  • duration Instantaneous

Teleport to a location within range. Risk of damage if destination occupied.

on 11 or higher, the attack misses. 4th-level conjuration

DIVINATION

  • casting time 1 action
  • range Self

  • components V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
  • duration Instantaneous

Ask a single question about a specific goal, event, or activity. Receive a truthful reply.

on 11 or higher, the attack misses. 4th-level divination (ritual)

DRAINING THREAD

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Hemomancy HP cost min/max: 10/25

on 11 or higher, the attack misses. 4th-level necromancy (hemomancy)

DUSK ARROW

  • casting time 1 action
  • range Touch

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

Enhance ammunition to deal extra necrotic damage. Creates a skeleton under your control on target's death. Higher Levels: Control additional skeletons.

on 11 or higher, the attack misses. 4th-level necromancy

EARTHSKIMMER

  • casting time 1 action
  • range Self

  • components V, S, M (a piece of shale or slate)
  • duration Instantaneous

Lift yourself with earth and stone, skimming at 60 feet. Deal damage and knock creatures prone when dashing.

on 11 or higher, the attack misses. 4th-level transmutation (elemental)

EGO WHIP

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

Fill the mind of a target with despair. Disadvantage on various rolls. Save at end of turns.

on 11 or higher, the attack misses. 4th-level enchantment

ELEMENTAL BANE

  • casting time 1 action
  • range 90 feet

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

Choose a creature, a damage type. Target takes extra damage of that type. Lose resistance to it. Higher Levels: Target additional creatures.

on 11 or higher, the attack misses. 4th-level transmutation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

CHARM MONSTER

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 hour

Attempt to charm a creature. Charmed creature is friendly. Save at end of turns. Higher Levels: Target additional creatures.

on 11 or higher, the attack misses. 4th-level enchantment

CONFUSION

  • casting time 1 action
  • range 90 feet

  • components V, S, M (three nut shells)
  • duration Concentration, up to 1 minute

Affect creatures' minds in an area. Roll a d10 to determine behavior each turn. Save at end of turns. Higher Levels: Increase radius.

on 11 or higher, the attack misses. 4th-level enchantment

CURSED GIFT

  • casting time 1 action
  • range Touch

  • components V, S, M (an object worth at least 75 gp)
  • duration 1 day

Imbue an object with a curse. Transferable to a creature that willingly accepts the item. Save to resist. Higher Levels: Increase duration.

on 11 or higher, the attack misses. 4th-level abjuration (rune)

DARK EMPOWERMENT

  • casting time 1 action
  • range Self

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

Channel dark energy, increase size, deal extra damage, gain temporary hit points.

on 11 or higher, the attack misses. 4th-level transmutation

DEATH WARD

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 8 hours

Grant a creature protection from death. Drop to 1 HP instead of 0. Negate instantaneous killing effects.

on 11 or higher, the attack misses. 4th-level abjuration

DESICCATING BREATH

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

  • components V, S, M (a clump of dried clay)
  • duration InstantaneousYou spew a cloud of black dust that draws all moisture from a 30-foot cone. Animals in the cone take 22 (4d10) necrotic damage, or half damage with a successful Constitution Saving Throw. The damage is

on 11 or higher, the attack misses. 4th-level evocation (hieroglyph)

BLAST OF FLAME

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

  • components V, S, M (a bit of wick soaked in oil)
  • duration Instantaneous - Deals 7d6 fire damage in a cone, igniting flammable objects.

on 11 or higher, the attack misses. 4th-level evocation

BLIGHT

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous - Deals 8d8 necrotic damage, more against plants

no effect on undead or constructs.

on 11 or higher, the attack misses. 4th-level necromancy

BLOODBRIARS

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a drop of blood)
  • duration Concentration, up to 1 minute - Summons invisible razor-sharp briars to snare and damage creatures.

on 11 or higher, the attack misses. 4th-level evocation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

BOUNDARY

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Instantaneous - Grants a creature temporary hit points.

on 11 or higher, the attack misses. 4th-level abjuration

BROOK HEALING

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous - Heals a creature and damages the caster, potentially causing exhaustion.

on 11 or higher, the attack misses. 4th-level evocation

BURNING BLOOD

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a drop of blood and a pinch of saltpeter)
  • duration Concentration, up to 1 minute - Infuses a creature's blood with acidic and burning effects.

on 11 or higher, the attack misses. 4th-level necromancy

CELESTIAL PYRE

  • casting time 1 hour
  • range Touch

  • components V, S, M (100 lbs of firewood, consumed)
  • duration Until dispelled or triggered - Turns a dead creature into a constellation, extending the time limit for resurrection.

on 11 or higher, the attack misses. 4th-level necromancy (ritual)

CHAOTIC FORM

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 10 minutes - Temporarily transforms a creature, granting advantages and disadvantages.

on 11 or higher, the attack misses. 4th-level transformation (chaos)

AEGIS

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour - Magical armor grants +1 AC and resistance to spell damage.

on 11 or higher, the attack misses. 4th-level transmutation

ARCANE EYE

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a bit of bat fur)
  • duration Concentration, up to 1 hour - Creates an invisible eye for visual information.

on 11 or higher, the attack misses. 4th-level divination

ASHEN PACK

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes - Summons flaming wolves for attacks.

on 11 or higher, the attack misses. 4th-level conjuration (ritual)

BANISHMENT

  • casting time 1 action
  • range 60 feet

  • components V, S, M (an item distasteful to the target)
  • duration Concentration, up to 1 minute - Sends a creature to another plane on failed Charisma Saving Throw.

on 11 or higher, the attack misses. 4th-level abjuration

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

BLACK TENTACLES

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a piece of tentacle from a giant octopus or a giant squid)
  • duration Concentration, up to 1 minute - Creates difficult terrain with restraining tentacles and deals damage.

on 11 or higher, the attack misses. 4th-level conjuration

TOUCH OF UNDEATH

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute - Incapacitates a target, spreading a toxic aura

multiple targets at higher levels.

on 11 or higher, the attack misses. 5th-level necromancy

TRANSMUTE ROCK

  • casting time 1 action
  • range 120 feet

  • components V, S, M (clay and water)
  • duration Instantaneous - Transforms rock to mud or mud to rock in a 40-ft cube

creates difficult terrain.

on 11 or higher, the attack misses. 5th-level transmutation

VACUUM

  • casting time 1 action
  • range 30 feet

  • components S, M (a sealed container)
  • duration Concentration, up to 1 hour - Draws air from a creature, causing bludgeoning damage and potential suffocation.

on 11 or higher, the attack misses. 5th-level conjuration (ritual)

VENGEANCE OF LIGHTNING

  • casting time 1 action
  • range 5 feet

  • components V, S, M (a weapon)
  • duration Instantaneous - Adds lightning damage to a melee weapon attack, stunning the target and potentially knocking others prone.

on 11 or higher, the attack misses. 5th-level evocation

WALL

  • casting time 1 reaction
  • range Self

  • components V
  • duration 1 round - Grants a bonus to AC, imposes disadvantage on attacks, and provides immunity to magic missile.

on 11 or higher, the attack misses. 5th-level abjuration

WALL OF FORCE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a pinch of powder made by crushing a clear gemstone)
  • duration Concentration, up to 10 minutes - Creates an indestructible, invisible wall.

on 11 or higher, the attack misses. 5th-level evocation

WALL OF LIGHT

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a hand mirror)
  • duration Concentration, up to 10 minutes - Creates a radiant wall that damages and blinds creatures, with additional ranged options.

on 11 or higher, the attack misses. 5th-level evocation

WALL OF OOZE

  • casting time 1 action
  • range 120 feet

  • components V
  • duration Concentration, up to 1 hour - Summons a wall of acid ooze that damages and restrains creatures.

on 11 or higher, the attack misses. 5th-level conjuration

4 4
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

WALL OF STONE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a small block of granite)
  • duration Concentration, up to 10 minutes - Creates a nonmagical, stone wall that can be shaped and used for various purposes.

on 11 or higher, the attack misses. 5th-level evocation

WALL OF TIME

  • casting time 1 action
  • range 120 feet

  • components V, S, M (an hourglass)
  • duration Concentration, up to 1 minute - Creates a wall that affects ranged attacks and slows creatures that pass through it.

on 11 or higher, the attack misses. 5th-level abjuration (temporal)

SHADOW WORLD

  • casting time 1 action
  • range Self (60 feet)

  • components V, S
  • duration Concentration, up to 1 minute - Creates a shadowy landscape, influencing the world with various effects each turn.

on 11 or higher, the attack misses. 5th-level conjuration

SKILL EMPOWERMENT

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour - Grants expertise in a chosen skill, doubling proficiency bonus.

on 11 or higher, the attack misses. 5th-level transmutation

STEEL WIND STRIKE

  • casting time 1 action
  • range 30 feet

  • components S, M (a melee weapon worth at least 1 sp)
  • duration Instantaneous - Strikes up to five creatures with a melee spell attack, teleporting to one of the targets.

on 11 or higher, the attack misses. 5th-level conjuration

STORM'S EYE

  • casting time 1 action
  • range 300 feet

  • components V, S, M (a piece of fulgurite)
  • duration Concentration, up to 1 minute - Grants complete awareness of objects, creatures, and magical effects

imposes disadvantage on Dexterity saving throws in response to actions.

on 11 or higher, the attack misses. 5th-level divination

SWORD OF FATE

  • casting time 1 action
  • range 60 feet

  • components V
  • duration 1 hour - Creates an illusionary sword with conditional effects, dealing slashing damage upon breaking the condition.

on 11 or higher, the attack misses. 5th-level illusion

SYNAPTIC STATIC

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous - Causes psychic explosion, dealing psychic damage and imposing muddled thoughts on failed Intelligence saving throws.

on 11 or higher, the attack misses. 5th-level enchantment

TELEKINESIS

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 10 minutes - Moves or manipulates creatures or objects

restrains creatures or moves objects within weight limits.

on 11 or higher, the attack misses. 5th-level transmutation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

TELEPATHIC BOND

  • casting time 1 action
  • range 30 feet

  • components V, S, M (pieces of eggshell from two different kinds of creatures)
  • duration 1 hour - Creates a telepathic link among willing creatures for communication over any distance.

on 11 or higher, the attack misses. 5th-level divination (ritual)

TELEPORTATION CIRCLE

  • casting time 1 minute
  • range 10 feet

  • components V, M (rare chalks and inks infused with precious gems with 50 gp)
  • duration 1 round - Creates a temporary teleportation circle, allowing instant travel between linked locations.

on 11 or higher, the attack misses. 5th-level conjuration

TEMPORAL SHUNT

  • casting time 1 reaction
  • range 120 feet

  • components V, S
  • duration 1 round - Causes a creature to vanish temporarily, making attacks or spells miss

higher levels target more creatures.

on 11 or higher, the attack misses. 5th-level transmutation (dunamancy)

TONGUE TIED

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute - Prevents verbal communication, imposes disadvantage on Charisma checks, and hinders spellcasting with verbal components.

on 11 or higher, the attack misses. 5th-level enchantment (high elven)

NEGATIVE ENERGY FLOOD

  • casting time 1 action
  • range 60 feet

  • components V, M (a broken bone and a square of black silk)
  • duration Instantaneous - Sends ribbons of negative energy, dealing necrotic damage and raising the target as a zombie on death.

on 11 or higher, the attack misses. 5th-level necromancy

NOT TODAY!

  • casting time 1 action
  • range Touch

  • components V, S, M ()
  • duration 24 hours - Marks a target with a rune, providing advantage on saving throws related to a specific damage type or creature type.

on 11 or higher, the attack misses. 5th-level abjuration (rune)

OVERWHELMING EMOTION

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a gemstone worth at least 50 gp)
  • duration Concentration, up to 1 minute - Induces intense emotions (wrath, sorrow, or joy) in up to three creatures, each with different effects on failed saves.

on 11 or higher, the attack misses. 5th-level enchantment

PASSWALL

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a pinch of sesame seeds)
  • duration 1 hour - Creates a passage through wooden, plaster, or stone surfaces with specified dimensions.

on 11 or higher, the attack misses. 5th-level transmutation

PLANAR BINDING

  • casting time 1 hour
  • range 60 feet

  • components V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
  • duration 24 hours - Attempts to bind a celestial, elemental, fey, or fiend to your service.

on 11 or higher, the attack misses. 5th-level abjuration

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

RAIN OF BLADES

  • casting time 1 action
  • range 25 feet

  • components V, S, M (shard of metal from a weapon)
  • duration 4 rounds - Calls down a rain of slashing damage, frightening intelligent undead.

on 11 or higher, the attack misses. 5th-level conjuration (rune)

RAISE DEAD

  • casting time 1 hour
  • range Touch

  • components V, S, M (a diamond worth at least 500 gp, which the spell consumes)
  • duration Instantaneous - Revives a dead creature, neutralizes poison, and cures nonmagical diseases.

on 11 or higher, the attack misses. 5th-level necromancy

RAY OF FATIGUE

  • casting time 1 action
  • range 10 feet

  • components V, S
  • duration Concentration, up to 1 minute - Causes exhaustion with a Constitution saving throw, with repeated saves at the start of each turn.

on 11 or higher, the attack misses. 5th-level necromancy

RUIN

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute - Creates a maelstrom of fire and brimstone, dealing fire damage to creatures entering the area.

on 11 or higher, the attack misses. 5th-level evocation

SEEMING

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 8 hours - Changes the illusory appearance of creatures, disguising physical features and equipment.

on 11 or higher, the attack misses. 5th-level illusion

SHADOW STRIDE

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes - Allows teleportation between shadows in dim light or darkness, with two uses per round.

on 11 or higher, the attack misses. 5th-level conjuration

MANIFEST MIMIC

  • casting time 8 hours
  • range Touch

  • components V, S, M (an object worth at least 500 gp, which the spell consumes)
  • duration Instantaneous - Brings a non-magical object to life as a charmed mimic under your command, with combat statistics based on the object's size.

on 11 or higher, the attack misses. 5th-level transmutation (ritual)

MASS CURE WOUNDS

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous - Heals up to six creatures in a 30-foot radius, restoring hit points based on 3d8 + spellcasting ability modifier.

on 11 or higher, the attack misses. 5th-level evocation

MASS SURGE DAMPENER

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 minute, until expended - Protects up to three creatures from the effects of a chaos magic surge, providing saving throws or advantage on saving throws.

on 11 or higher, the attack misses. 5th-level abjuration (ritual, chaos)

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

MIDNIGHT

  • casting time 1 action
  • range 120 feet

  • components V, S, M (Bat fur and a drop of pitch or a piece of coal)
  • duration Up to 1 hour - Creates a 60-foot-radius sphere of magical darkness, dispelling lower-level light spells.

on 11 or higher, the attack misses. 5th-level evocation

MISLEAD

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 hour - Becomes invisible while creating an illusory double that can be controlled and observed through.

on 11 or higher, the attack misses. 5th-level illusion

MODIFY MEMORY

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute - Attempts to reshape a creature's memories, charming it and allowing modification of recent events in its memory.

on 11 or higher, the attack misses. 5th-level enchantment

MUFFLE

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Up to 24 hours - Magically reduces noise from an object, eliminating disadvantage on Dexterity-based skill checks.

on 11 or higher, the attack misses. 5th-level illusion (ritual)

NAVIGATOR’S MAP

  • casting time 1 minute
  • range 60 feet

  • components V, S, M (a map worth at least 1 sp, and a golden pin worth at least 5 gp)
  • duration Concentration, up to 8 hours - Imbues a map and pin with divination magic, displaying the caster's location and providing a direct route.

on 11 or higher, the attack misses. 5th-level divination (ritual)

HOLY WEAPON

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour - Enhances a weapon with radiant damage and magical properties. Can be dismissed to emit a burst of radiance.

on 11 or higher, the attack misses. 5th-level evocation

ICE FORTRESS

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a miniature keep carved from ice or glass that is consumed in the casting)
  • duration Until dispelled or destroyed - Creates an ice fortress with walls, arrow slits, and an ice door for protection.

on 11 or higher, the attack misses. 5th-level conjuration (winter)

ILL FORTUNE

  • casting time 1 action
  • range 1 mile

  • components V, S
  • duration Concentration, up to 1 hour - Senses injured creatures within 1 mile, enhances restorative spells, and provides advantage on Wisdom (Medicine) checks.

on 11 or higher, the attack misses. 5th-level divination (ritual)

IMMOLATION

  • casting time 1 action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 minute - Deals fire damage and causes the target to burn, shedding light. Magical flames can't be extinguished nonmagically.

on 11 or higher, the attack misses. 5th-level evocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

INFERNAL CALLING

  • casting time 1 minute
  • range 90 feet

  • components V, S, M (a ruby worth at least 999 gp)
  • duration Concentration, up to 1 hour - Summons a devil of challenge rating 6 or lower from the Nine Hells, unfriendly but controllable with Charisma checks.

on 11 or higher, the attack misses. 5th-level conjuration

INSECT PLAGUE

  • casting time 1 action
  • range 300 feet

  • components V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
  • duration Concentration, up to 10 minutes - Summons swarming locusts, creating a difficult terrain and dealing piercing damage to creatures in the area.

on 11 or higher, the attack misses. 5th-level conjuration

INSTANT FORTIFICATION

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a stone statuette of a keep worth 250 gp which is consumed in the casting)
  • duration Permanent - Transforms a statuette into a fortified structure with walls, arrow slits, and a metal door.

on 11 or higher, the attack misses. 5th-level transmutation (ritual, battle)

INTELLECT FORTRESS

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes - Creates a protective psychic barrier, granting advantage on saving throws and allowing rerolls for nearby creatures.

on 11 or higher, the attack misses. 5th-level abjuration

KNOWLEDGE LINK

  • casting time 1 reaction, which you take when a creature casts a spell
  • range 60 feet

  • components V, S
  • duration Instantaneous - Transfers knowledge to an ally, granting access to your list of prepared spells for casting.

on 11 or higher, the attack misses. 5th-level transmutation

LEGEND LORE

  • casting time 10 minutes
  • range Self

  • components V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
  • duration Instantaneous - Provides information about a named person, place, or object, based on existing knowledge.

on 11 or higher, the attack misses. 5th-level divination

MAGMA BURST

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute - Creates a burst of magma, dealing fire damage and enveloping creatures. Can be hardened to restrain targets.

on 11 or higher, the attack misses. 5th-level conjuration

FORGOTTEN PAIN

  • casting time Inflict ancient magical torture, dealing damage on failed saves and allowing bonus action damage.
  • range

on 11 or higher, the attack misses. 5th-level enchantment

FREEZE BLOOD

  • casting time Freeze a creature's blood on successful melee attack, causing damage and reducing speed.
  • range

on 11 or higher, the attack misses. 5th-level transmutation (winter)

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

FROST NOVA

  • casting time Invoke arctic cold in a radius, causing cold damage and imposing disadvantage on Dexterity saving throws.
  • range

on 11 or higher, the attack misses. 5th-level evocation

FROSTBITE

  • casting time Surround a creature with biting cold, causing damage, reducing speed, and imposing disadvantage.
  • range

on 11 or higher, the attack misses. 5th-level evocation (elemental)

GEAS

  • casting time Force a creature to follow commands, taking psychic damage for disobedience. Higher levels increase duration.
  • range

on 11 or higher, the attack misses. 5th-level enchantment

GOLDEN GLOW

  • casting time Create a bright orb of sunlight that deals radiant damage to creatures in its radius.
  • range

on 11 or higher, the attack misses. 5th-level evocation (ritual)

GRASP OF THE TUPILAK

  • casting time Steal spell slots from a target on successful melee attack, dealing necrotic damage.
  • range

on 11 or higher, the attack misses. 5th-level necromancy (rune)

GREATER RESTORATION

  • casting time Remove exhaustion or end various debilitating effects on a touched creature.
  • range

on 11 or higher, the attack misses. 5th-level abjuration

HALLOW

  • casting time Infuse an area with holy (or unholy) power, affecting celestial, elemental, fey, fiend, and undead creatures.
  • range

on 11 or higher, the attack misses. 5th-level evocation

HALO

  • casting time Emit radiant energy, damaging nearby creatures, creating a movable ring, and allowing control of passage through the ring.
  • range

on 11 or higher, the attack misses. 5th-level evocation

HELLFIRE

  • casting time Ignite a fiery coal, dealing initial and subsequent fire damage to a target in range.
  • range

on 11 or higher, the attack misses. 5th-level evocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

HOLD MONSTER

  • casting time Paralyze a creature on failed Wisdom saving throw. Higher levels allow targeting additional creatures.
  • range

on 11 or higher, the attack misses. 5th-level enchantment

HOLY GROUND

  • casting time Bless the ground, preventing raised undead, blocking lower-level summoning spells, and increasing prevention at higher levels.
  • range

on 11 or higher, the attack misses. 5th-level evocation (battle)

DREAM

  • casting time Shape a creature's dreams, communicate, and create dream environments. Nightmare option inflicts psychic damage.
  • range

on 11 or higher, the attack misses. 5th-level illusion

EIDETIC MEMORY

  • casting time Enhance memory, granting a +10 bonus to Intelligence checks for the duration.
  • range

on 11 or higher, the attack misses. 5th-level transmutation (ritual, hieroglyph)

ENERVATION

  • casting time Drain life from a creature, dealing necrotic damage on failed Dexterity saving throw.
  • range

on 11 or higher, the attack misses. 5th-level necromancy

EXSANGUINATING CLOUD

  • casting time Create a rose-colored mist that obscures sight, drains blood, and causes necrotic damage.
  • range

on 11 or higher, the attack misses. 5th-level necromancy (blood)

FALLING STAR

  • casting time Summon celestial power to crash into the ground, dealing radiant damage in a radius and creating bright light.
  • range

on 11 or higher, the attack misses. 5th-level evocation

FAR STEP

  • casting time Teleport up to 60 feet as a bonus action, usable on each turn before the spell ends.
  • range

on 11 or higher, the attack misses. 5th-level conjuration

JONO’S FIERY PORTAL

  • casting time Create runic marks that, when activated, form connected portals with fire damage upon entry.
  • range

on 11 or higher, the attack misses. 5th-level conjuration

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

FLAME STRIKE

  • casting time Call down a vertical column of divine fire, dealing fire and radiant damage in a cylinder.
  • range

on 11 or higher, the attack misses. 5th-level evocation

CONTAGION

  • casting time Inflict disease with a touch, causing various effects and potential long-term ailments.
  • range

on 11 or higher, the attack misses. 5th-level necromancy

CONTROL WINDS

  • casting time Manipulate air in a cube to create gusts, downdrafts, or updrafts with different effects.
  • range

on 11 or higher, the attack misses. 5th-level transmutation

CRUCIMIGRATION

  • casting time Sacrifice a willing humanoid to resurrect it as an awakened undead with specific traits.
  • range

on 11 or higher, the attack misses. 5th-level necromancy

CRUOR OF VISIONS

  • casting time Prick your finger to scry using a pool of blood, affecting scrying resistance.
  • range

on 11 or higher, the attack misses. 5th-level divination (blood)

CURSE RING

  • casting time Lay a curse on a ring, transferring its effects to the wearer without a saving throw.
  • range

on 11 or higher, the attack misses. 5th-level necromancy (ring)

DANSE MACABRE

  • casting time Raise up to five corpses as undead minions under your control.
  • range

on 11 or higher, the attack misses. 5th-level necromancy

DAWN

  • casting time Create a cylinder of sunlight, dealing radiant damage to creatures within and allowing mobility.
  • range

on 11 or higher, the attack misses. 5th-level evocation

DEFILE

  • casting time Unleash a wave of noxious energy in a cone, dealing poison damage and causing poisoning.
  • range

on 11 or higher, the attack misses. 5th-level necromancy

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

DESTRUCTIVE IMPACT

  • casting time Summon a fiery orb that crashes, dealing fire and bludgeoning damage in an area.
  • range

on 11 or higher, the attack misses. 5th-level evocation

DISPEL EVIL AND GOOD

  • casting time Gain protection against extraplanar creatures and the ability to break enchantments or dismiss them.
  • range

on 11 or higher, the attack misses. 5th-level abjuration

DOMINATE PERSON

  • casting time Charm a humanoid, establish telepathic link, and issue commands for concentration duration.
  • range

on 11 or higher, the attack misses. 5th-level enchantment

DRAGON BREATH

  • casting time Gain a dragon-type breath weapon for a duration, with damage based on dragon type.
  • range

on 11 or higher, the attack misses. 5th-level evocation (dragon)

COMMUNE

  • casting time Contact your deity or a divine proxy and ask up to three yes-or-no questions.
  • range

on 11 or higher, the attack misses. 5th-level divination (ritual)

COMMUNE WITH CITY

  • casting time Gain knowledge about the surrounding area, including terrain, creatures, and influences.
  • range

on 11 or higher, the attack misses. 5th-level divination (ritual)

CONE OF COLD

  • casting time Emit a cone of cold air, dealing cold damage and turning creatures killed into frozen statues.
  • range

on 11 or higher, the attack misses. 5th-level evocation

CONJURE ELEMENTAL

  • casting time Summon an elemental of air, earth, fire, or water to aid you in battle.
  • range

on 11 or higher, the attack misses. 5th-level conjuration

CONJURE VROCK

  • casting time Summon a vrock demon, controlling it with a gem and initiating combat for treasure.
  • range

on 11 or higher, the attack misses. 5th-level conjuration

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

CONSTRICTION

  • casting time Transform into a serpentine form, grapple and crush a target, dealing bludgeoning damage.
  • range

on 11 or higher, the attack misses. 5th-level transmutation

CONTACT OTHER PLANE

  • casting time Mentally contact an extraplanar entity, risking insanity, to ask up to five questions.
  • range

on 11 or higher, the attack misses. 5th-level divination (ritual)

BALL LIGHTNING

  • casting time 1 action
  • range 120 ft.

  • components V, S, M (copper pellets)
  • duration Concentration, 1 min

Create lightning spheres (4=2d4, 3=2d6, 2=5d4, 1=4d12). Move as bonus action. Discharge on approach.

on 11 or higher, the attack misses. 5th-level evocation

BLAZING CHARIOT

  • casting time 1 action
  • range 30 ft

  • components V, S, M (golden wheel, 250 gp)
  • duration 1 hour

Summon flaming chariot pulled by fire horses. Damages creatures touching or hitting it within 5 ft.

on 11 or higher, the attack misses. 5th-level conjuration (angelic)

BLOODCURSE

  • casting time 1 minute
  • range Touch

  • components S
  • duration Varies (see below)

Expend hit points (13/30). Curse target with no HP regen and poison. Long rest inflicts 4d10 necrotic damage. Remove curse ends effect. At Higher Levels: Damage increases by 1d10.

on 11 or higher, the attack misses. 5th-level necromancy (hemomancy)

CACOPHONIC BURST

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Instantaneous

20-ft-radius sphere. Constitution Saving Throw or take 8d6 thunder damage (half on success). At Higher Levels: Damage increases by 1d6 per slot level above 5th.

on 11 or higher, the attack misses. 5th-level evocation

CLASH OF GLACIERS

  • casting time 1 action
  • range Self (100-ft line)

  • components V, S, M (cracked glass)
  • duration Instantaneous

Creatures in line take 5d6 bludgeoning damage + 5d6 cold damage (Dexterity Saving Throw for half). At Higher Levels: Damage increases by 1d6.

on 11 or higher, the attack misses. 5th-level evocation (winter)

CLAWS OF THE EARTH DRAGON

  • casting time 1 action
  • range 60 ft

  • components V
  • duration Instantaneous

Ray forces target within 60 ft to fall prone, takes 6d8 bludgeoning damage. Additional damage for falling if flying/levitating. Successful Strength Saving Throw halves damage and prevents falling.

on 11 or higher, the attack misses. 5th-level evocation (dragon)

CLOUDKILL

  • casting time 1 action
  • range 120 ft

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

Creates a 20-ft-radius sphere of poisonous fog. Constitution Saving Throw or take 5d8 poison damage. Moves 10 ft away from you at the start of each of your turns. At Higher Levels: Damage increases by 1d8 per slot level above 5th.

on 11 or higher, the attack misses. 5th-level conjuration

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

COGNITION

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

Use Intelligence modifier for Dexterity or Wisdom saving throws and skill checks.

on 11 or higher, the attack misses. 5th-level enchantment

ACID RAIN

  • casting time 1 action
  • range 150 ft

  • components V, S, M (drop of acid)
  • duration Concentration, 1 min

Unleash swirling acid storm. 20-ft-wide, 30-ft-high cylinder. Dexterity Saving Throw for creatures in or entering, taking 6d6 acid damage (half on success). Leaving deals 3d6 acid damage at start of next turn. At Higher Levels: Increase initial damage by 2d6 and secondary damage by 1d6 for every two levels above 5th.

on 11 or higher, the attack misses. 5th-level conjuration (elemental)

AMBROSIA

  • casting time 1 minute
  • range Touch

  • components V, S, M (three fine glass bottles, 5 gp each)
  • duration 8 hours

Conjure sweet, glowing liquid in glass bottles. Drinking cures disease or poison, grants immunity for 1 hour, and provides nourishment for 1 day. Consistent use confers longevity. At Higher Levels: Conjures additional bottles-worth for each slot level above 5th.

on 11 or higher, the attack misses. 5th-level conjuration

ANGEL WINGS

  • casting time 1 reaction (when a creature within 60 ft would be reduced to 0 hit points but not killed)
  • range 60 ft

  • components V, S
  • duration Instantaneous

Target creature drops to 1 hit point, regains hit points equal to your spellcasting ability modifier, and gains angelic wings to fly 30 ft. Wings disappear at the end of the turn. At Higher Levels: Healing increases by 1d8 for each slot level above 5th.

on 11 or higher, the attack misses. 5th-level conjuration

ANGELIC REBUKE

  • casting time 1 reaction (in response to being damaged by a creature within 60 ft)
  • range 60 ft

  • components V
  • duration Instantaneous

Target makes Charisma Saving Throw. Failed save results in blindness until the start of your next turn and 5d10 radiant damage. Successful save results in half damage and no blindness.

on 11 or higher, the attack misses. 5th-level evocation

ANIMATE OBJECTS

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Concentration, 1 min

Animate up to ten nonmagical objects within range. Medium=2 objects, Large=4, Huge=8. Control with bonus action. Objects’ size determines HP, AC, and attack. At Higher Levels: Animate two additional objects for each slot level above 5th.

on 11 or higher, the attack misses. 5th-level transmutation

ARMOR OF BONES

  • casting time 1 action
  • range 60 ft

  • components V, S, M (pinch of bone dust)
  • duration Concentration, 1 min

Encase willing creature in solid bone armor. Grants +3 AC. Attackers within 5 ft take 3d6 piercing damage on a successful hit.

on 11 or higher, the attack misses. 5th-level conjuration

WINTERDARK

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration Concentration, 1 hour

Invoke deep night on winter solstice. 40-ft-radius, 60-ft-high cylinder centered on a point. Creatures in area make Constitution Saving Throw or take 1d6 cold damage and gain one level of exhaustion. Bonus action to move center 20 ft.

on 11 or higher, the attack misses. 6th-level transmutation (winter)

ZARIEL’S MEMENTO

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Make melee spell attack. On hit, target takes 10d12 fire damage and is branded with Zariel’s mark for 1 minute. Critical damage is doubled while branded.

on 11 or higher, the attack misses. 6th-level evocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
6 6
6 6

SEEDS OF DEATH

on 11 or higher, the attack misses. Summon minotaur skeletons, commands given. Extra skeletons with higher spell levels.

SHELTERING LIGHT

on 11 or higher, the attack misses. Creates sunlight, heals creatures within the area. Healing increases with higher spell levels.

SomeRandomFuckingGuy TRANSFORMATION

on 11 or higher, the attack misses. Grants temporary hit points, combat benefits. Causes exhaustion on end.

SOUL CAGE

on 11 or higher, the attack misses. Traps soul for various uses, prevents revival while trapped.

SPHERE OF ORDER

on 11 or higher, the attack misses. Deals psychic damage to chaotic creatures, advantage on saving throw.

SUNBEAM

on 11 or higher, the attack misses. Radiant damage beam, blinds on failed save. Functions as a light source.

TIME LOOP

on 11 or higher, the attack misses. Teleports target to previous turn's location, repeats actions.

TRUE SEEING

on 11 or higher, the attack misses. Grants truesight, sees hidden doors, into Ethereal Plane.

Vampiric Necrosis

on 11 or higher, the attack misses. Deals necrotic damage in a cone, heals caster for half. Higher levels increase damage.

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

WALL OF ICE

on 11 or higher, the attack misses. Creates a wall of ice, damages and chills creatures. Higher levels increase damage.

OTHERWORLDLY FORM

on 11 or higher, the attack misses. Transforms you with immunity to specific damage types, spectral wings, AC bonus, and magical attacks.

PERMAFROST

on 11 or higher, the attack misses. Grants understanding of winter's fury. Causes vulnerability or removes resistance/immunity to cold damage.

PLANAR ALLY

on 11 or higher, the attack misses. Beseech an otherworldly entity for aid, summoning a celestial, elemental, or fiend. Bargain for services with payment.

PROGRAMMED ILLUSION

on 11 or higher, the attack misses. Creates an illusion triggered by specific conditions. Lasts 5 minutes, then becomes dormant.

PSYCHE ONSLAUGHT

on 11 or higher, the attack misses. Creates a heavily obscured mist, imposing disadvantage on Intelligence, Wisdom, and Charisma saves and skill checks.

PSYCHIC CRUSH

on 11 or higher, the attack misses. Overloads the target's mind with discordant emotions, dealing psychic damage and stunning on a failed save.

QUASAR

on 11 or higher, the attack misses. Produces a radiant beam in a line, dealing radiant damage and blinding targets on a failed save.

RAIN OF BLOOD

on 11 or higher, the attack misses. Turns blood into rain, dealing necrotic damage and slowing creatures in the area.

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

RAMPART OF DISPEL MAGIC

on 11 or higher, the attack misses. Creates a wall that dispels spells of 6th level or lower on creatures passing through it.

ROBE OF SHARDS

on 11 or higher, the attack misses. Creates a robe of metal shards, providing AC and the ability to absorb fallen foe's metal to increase AC.

SARCOPHAGUS OF STONE

on 11 or higher, the attack misses. Encloses a creature in a natural sarcophagus of raw stone, restricting movement but allowing actions.

SCATTER

on 11 or higher, the attack misses. Teleports up to five creatures to unoccupied spaces within 120 feet of you.

LAVA COILS

on 11 or higher, the attack misses. Conjures lava tendrils to damage and restrain targets. Absorbs bodies into lava upon death.

LINGERING VITALITY

on 11 or higher, the attack misses. Infuses a willing creature with restorative magics over time. Pool of hit points can be used as a reaction.

MAGIC JAR

on 11 or higher, the attack misses. Puts your soul into a container, allowing you to possess humanoid bodies. Various conditions and consequences.

MANTLE OF MALAR

on 11 or higher, the attack misses. Grants a wolf spirit visage, providing advantages to allies and special aspects to your actions.

MASS SUGGESTION

on 11 or higher, the attack misses. Influences up to twelve creatures with a reasonable suggestion, lasting up to 24 hours.

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

MENTAL PRISON

on 11 or higher, the attack misses. Attempts to bind a creature within an illusory cell, dealing psychic damage and restraining on a failed save.

MOONSILVER

on 11 or higher, the attack misses. Transforms a nonmagical silvered melee weapon into a +1 magic weapon effective against certain creatures. Has additional charges for special effects.

MOVE EARTH

on 11 or higher, the attack misses. Reshapes dirt, sand, or clay within a chosen area. Can raise, lower, create, or fill terrain features.

OPPRESSION

on 11 or higher, the attack misses. Deals force damage to creatures in a radius, causing disadvantage on saving throws against magical effects on a failed save.

HEROES’ FEAST

on 11 or higher, the attack misses. Conjures a great feast with various benefits for those who partake, lasting 24 hours.

ICE WAVE

on 11 or higher, the attack misses. Sends a wave of ice in a line, damaging and potentially restraining creatures in its area.

INSTANT SUMMONS

on 11 or higher, the attack misses. Marks and inscribes an object's name on a sapphire, allowing you to summon it instantly later.

INTENSIFY GRAVITY

on 11 or higher, the attack misses. Increases gravity in an area, making everything 10 times heavier with potential consequences.

INVESTITURE OF FLAME

on 11 or higher, the attack misses. Covers the caster in flames, providing immunity to fire damage, resistance to cold, and offensive fire capabilities.

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

INVESTITURE OF ICE

on 11 or higher, the attack misses. Covers the caster in ice, providing immunity to cold damage, resistance to fire, and offensive cold capabilities.

INVESTITURE OF NECROSIS

on 11 or higher, the attack misses. Covers the caster in necrotic energy, providing immunity to necrotic damage, resistance to poison, and offensive necrotic capabilities.

INVESTITURE OF SHADOW

on 11 or higher, the attack misses. Shrouds the caster in shadows, providing invisibility, darkvision, and the ability to create magical darkness.

INVESTITURE OF STONE

on 11 or higher, the attack misses. Covers the caster in rock, providing resistance to physical damage, earthquake creation, and limited earth or stone traversal.

INVESTITURE OF WIND

on 11 or higher, the attack misses. Surrounds the caster with wind, giving disadvantage to ranged attacks against them, a flying speed, and the ability to create a damaging wind cube.

FREEZING SPHERE

on 11 or higher, the attack misses. Launches a frigid globe of cold energy, causing damage in an area and potentially freezing water.

GUARDS AND WARDS

on 11 or higher, the attack misses. Creates a protective ward over an area, with various effects like obscured corridors, locked doors, and magical effects.

GLOBE OF INVULNERABILITY

on 11 or higher, the attack misses. Creates a protective barrier around the caster, blocking spells of 5th level or lower.

GRACE OF SHAR

on 11 or higher, the attack misses. Grants blindsight to a touched creature for one hour.

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

GRAVITY FISSURE

on 11 or higher, the attack misses. Creates a line of gravitational energy, dealing force damage and pulling creatures toward it.

HARM

on 11 or higher, the attack misses. Unleashes a virulent disease, dealing necrotic damage and reducing the target's hit point maximum on a failed save.

HEAL

on 11 or higher, the attack misses. Restores 70 hit points to a target, ends blindness, deafness, and diseases.

HEAVENLY CROWN

on 11 or higher, the attack misses. Creates a glowing golden crown that allows the caster to grant a willing creature an extra melee weapon attack and movement.

HELLISH HALO

on 11 or higher, the attack misses. Summons a flaming halo around the caster, dealing fire damage to nearby creatures and granting temporary hit points to the caster.

DISINTEGRATE

on 11 or higher, the attack misses. Emits a green ray that deals force damage and can disintegrate creatures or objects.

DROWN

on 11 or higher, the attack misses. Forces water into a creature's lungs, potentially stunning it and causing suffocation.

ENCHANT RING

on 11 or higher, the attack misses. Enchants a ring, causing the wearer to be charmed by the caster.

ENCROACHING SHADOWS

on 11 or higher, the attack misses. Creates shadows that reduce illumination, dispel lower-level light spells, and enhance shadow-related spells.

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

ENTOMB

on 11 or higher, the attack misses. Creates a stone tomb around a creature, trapping it inside.

EXTRACT KNOWLEDGE

on 11 or higher, the attack misses. Gains specific knowledge from a recently deceased creature.

EYEBITE

on 11 or higher, the attack misses. Causes various effects (sleep, panic, sickness) on a target within sight.

FIND THE PATH

on 11 or higher, the attack misses. Helps the caster find the shortest and most direct route to a familiar location on the same plane.

FLESH TO STONE

on 11 or higher, the attack misses. Attempts to turn a creature's flesh into stone, potentially petrifying it.

FORBIDDANCE

on 11 or higher, the attack misses. Creates a ward against magical travel, preventing teleportation and planar travel, and damaging specified creatures entering the area.

CHAIN LIGHTNING

on 11 or higher, the attack misses. Creates a lightning bolt that jumps to multiple targets.

CHAOTIC WORLD

on 11 or higher, the attack misses. Creates a sensory overload, potentially blinding, deafening, and incapacitating enemies in a 30-foot cube.

CIRCLE OF DEATH

on 11 or higher, the attack misses. Deals necrotic damage in a 60-foot-radius sphere.

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

CONFLAGRATION

on 11 or higher, the attack misses. Engulfs a creature in fire, dealing ongoing damage.

CONTINGENCY

on 11 or higher, the attack misses. Sets a condition for another spell to take effect.

CREATE HOMUNCULUS

on 11 or higher, the attack misses. Creates a homunculus companion.

CREATE UNDEAD

on 11 or higher, the attack misses. Animates corpses to become ghouls under your control.

CRUSHING SPHERE

on 11 or higher, the attack misses. Creates a sphere that squeezes a target, dealing bludgeoning damage.

CURSE OF BOREAS

on 11 or higher, the attack misses. Freezes the target and its equipment in ice, effectively paralyzing it.

DELICATE DISK

on 11 or higher, the attack misses. Summons a disk that can store and release a single spell.

DEMON FORM

on 11 or higher, the attack misses. Transforms the caster into an average example of a demon with a specific challenge rating.

AMPLIFY MAGIC

on 11 or higher, the attack misses. Enhances the next 3rd-level spell cast to the effects of a 7th-level spell.

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

APOCALYPSE

on 11 or higher, the attack misses. Creates demonic symbols, causing fire damage and stunning creatures in a 30-foot radius.

AQHOTIC ARMOR

on 11 or higher, the attack misses. Grants temporary hit points, obscures the caster, and frightens attackers on hit.

ARCANE GATE

on 11 or higher, the attack misses. Creates linked teleportation portals.

BANSHEE’S WAIL

on 11 or higher, the attack misses. Emits a psychic wail, potentially dealing damage and causing unconsciousness.

BATTLE BEETLE

on 11 or higher, the attack misses. Summons a fey beetle companion for combat.

BLADE BARRIER

on 11 or higher, the attack misses. Creates a wall of slashing blades.

BLOOD CARTOGRAPHY

on 11 or higher, the attack misses. Creates a permanent map of locations traveled by a creature using its blood.

BORROWED TIME

on 11 or higher, the attack misses. Temporarily allows the caster to take additional actions or bonus actions.

BOUND INTO OBEDIENCE

on 11 or higher, the attack misses. Charms and compels an unconscious creature to serve the caster.

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

BURNING MARK

on 11 or higher, the attack misses. Burns a fiery rune into a creature, causing fire damage when it moves.

CATAPULT

on 11 or higher, the attack misses. Hurls an object or creature through the air, causing damage on impact.

TEMPLE OF THE GODS

on 11 or higher, the attack misses. Conjures a temporary temple with various protective features and benefits.

TETHER ESSENCE

on 11 or higher, the attack misses. Links two creatures, causing damage dealt or healed to affect both.

TRIUMPH OF ICE

on 11 or higher, the attack misses. Transforms an area based on the targeted element (Air, Water, Earth, or Fire), causing various effects.

UNCONTROLLABLE TRANSFORMATION

on 11 or higher, the attack misses. Induces a random beneficial mutation in the caster.

WALKING WALL

on 11 or higher, the attack misses. Creates a mobile wall of swinging axes that can make attacks.

WHIRLWIND

on 11 or higher, the attack misses. Summons a controllable whirlwind that inflicts damage and can restrain creatures.

SEAL OF SANCTUARY

on 11 or higher, the attack misses. Creates a protective seal with a 50-foot radius, damaging and repelling specified creatures and providing advantages within the boundary.

6 6
6 6
7 7
7 7
7 7
7 7
7 7
7 7
7 7

SEQUESTER

on 11 or higher, the attack misses. Hides a willing creature or object from detection, rendering it invisible and immune to divination.

SIMULACRUM

on 11 or higher, the attack misses. Creates a clone of the caster, linked telepathically, with half the caster's mana.

STERN REPROOF

on 11 or higher, the attack misses. Causes the target to suffer radiant damage, potential stunning, and imposes disadvantage on various rolls.

SYMBOL

on 11 or higher, the attack misses. Creates a harmful glyph on a surface or object, triggering an explosion when approached by creatures other than the caster.

SYMBOL OF SORCERY

on 11 or higher, the attack misses. Creates an arcane symbol that explodes when approached, potentially stunning creatures in a 60-foot cone.

TELEPORT

on 11 or higher, the attack misses. Instantly transports the caster and willing creatures or an object to a selected destination, with potential mishaps based on familiarity.

POWER WORD BLIND

on 11 or higher, the attack misses. Causes one creature with 200 hit points or fewer to become blinded.

POWER WORD PAIN

on 11 or higher, the attack misses. Causes intense pain to one creature with 100 hit points or fewer, affecting its speed, attacks, and spellcasting.

PROJECT IMAGE

on 11 or higher, the attack misses. Creates an illusory copy of the caster that can be moved and senses through, providing a versatile means of observation and interaction.

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

REGENERATE

on 11 or higher, the attack misses. Stimulates natural healing in a touched creature, restoring hit points and allowing the regeneration of severed body parts.

RESTORATION

on 11 or higher, the attack misses. Returns the terrain, structures, and objects within a 300-foot cube to their condition at a chosen point in time up to 30 days ago.

RESURRECTION

on 11 or higher, the attack misses. Brings a dead creature back to life, provided it has been dead for no more than 100 years, didn't die of old age, and isn't undead.

REVEILLE

on 11 or higher, the attack misses. Summons warriors (Knight or Veteran and auxiliary Guards or Bandits) to fight for you and your allies.

REVERSE GRAVITY

on 11 or higher, the attack misses. Reverses gravity in a designated area, causing creatures and objects to fall upward.

RINGWARD

on 11 or higher, the attack misses. Creates a protective energy ring around the caster, providing advantage on saving throws against spells and resistance to a chosen type of damage.

HEMOPLAGUE

on 11 or higher, the attack misses. Infects creatures with a portion of the caster's blood, causing necrotic damage and ongoing effects, such as poisoning and additional necrotic damage.

IRRADIATING BEAM

on 11 or higher, the attack misses. Creates a radiant beam that damages undead creatures in an area, functioning as difficult terrain for them.

LEGEND KILLER

on 11 or higher, the attack misses. Temporarily prevents a creature capable of legendary actions from using them, draining its legendary actions until the spell ends.

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

MAGNIFICENT MANSION

on 11 or higher, the attack misses. Conjures an extradimensional mansion with various chambers and servants, providing a luxurious and comfortable space.

MARDESWORD

on 11 or higher, the attack misses. Creates a hovering sword of force that can be moved and used to make melee spell attacks.

MIRAGE ARCANE

on 11 or higher, the attack misses. Alters the appearance and sensory qualities of terrain and structures within a 1-mile square, creating illusions of different environments.

MOLECH’S BLESSING

on 11 or higher, the attack misses. Ritualistically transforms a living being into an avatar of Molech, a Neutral Evil earth elemental with enhanced abilities.

MULTI ASSAULT

on 11 or higher, the attack misses. Causes the shadows of creatures near the target to attack it, dealing necrotic damage based on the number of nearby creatures.

PLANE SHIFT

on 11 or higher, the attack misses. Transports the caster and willing creatures to a different plane of existence, with the option to banish an unwilling creature.

CURSE OF DUST

on 11 or higher, the attack misses. Causes a target to be unable to draw sustenance from food, leading to constant hunger and potential starvation.

DELAYED BLAST FIREBALL

on 11 or higher, the attack misses. Creates a glowing bead that turns into a powerful explosion of flame, dealing increasing damage over time.

DIVINE INSIGHT

on 11 or higher, the attack misses. Allows the caster to contact a deity or divine proxy for a reminder, advice, or omen, providing information about the past, present, or future.

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

DIVINE WORD

on 11 or higher, the attack misses. Utters a divine word that affects creatures based on their current hit points, potentially deafening, blinding, stunning, or killing them.

ENCROACHING LAVA

on 11 or higher, the attack misses. Conjures molten lava in a designated area, dealing fire damage to creatures in the area and creating difficult terrain.

FINGER OF DEATH

on 11 or higher, the attack misses. Sends negative energy through a creature, causing necrotic damage, and turning it into a zombie if killed.

FIRE STORM

on 11 or higher, the attack misses. Creates a storm of roaring flame in a chosen location, damaging creatures in the area with fire damage.

FORCECAGE

on 11 or higher, the attack misses. Creates an immobile, invisible, cube-shaped prison made of magical force, trapping creatures inside.

HELLFORGING

on 11 or higher, the attack misses. Summons a disembodied evil spirit and transfers it into a constructed body, creating a hellforged creature with specific traits and vulnerabilities.

ACID STORM

on 11 or higher, the attack misses. Creates a storm of acidic rain and dense fog, dealing acid damage and potentially destroying metal items.

ANOMALOUS OBJECT

on 11 or higher, the attack misses. Temporally retrieves another version of a touched object, affecting both the original and the duplicate.

ARSENAL OF FLAME

on 11 or higher, the attack misses. Conjures flaming, spectral weaponry to make melee spell attacks against chosen creatures, dealing fire damage.

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

BLIZZARD

on 11 or higher, the attack misses. Summons a howling storm of snow and ice crystals in a cylinder, dealing cold damage and affecting concentration.

CELEBRATION

on 11 or higher, the attack misses. Creates an area of revelry, compelling intelligent creatures to engage in festivities, causing them to procrastinate and abandon tasks.

CREATE MAGEN

on 11 or higher, the attack misses. Transforms a life-sized human doll into a magen of your choosing, with your hit points decreasing as a cost.

CROWN OF STARS

on 11 or higher, the attack misses. Summons seven star-like motes of light orbiting your head, which can be sent to deal radiant damage to creatures or objects.

CRUEL WIND

on 11 or higher, the attack misses. Conjures a cruel wind that deals cold damage to creatures within range at the start of their turns and causes a psychic explosion when a creature dies in the area.

Advanced Prestidigitation

  • casting time 1 bonus action
  • range 30 feet

  • components S
  • duration Up to 10 hours

Disintegrates individual beads of energy, forcing a WILL saving throw. On a failure, the target takes 10d6 + 40 force damage. If reduced to 0 hit points, the target is completely disintegrated. Encases a creature or object (no larger than 10 x 10 ft) in ice, putting them in cryostasis. Immune to fire, and the body is preserved for up to 10 hours. Unwilling creatures can make a CON saving throw to resist. Instantly lights or douses a fire in a 50 x 50 ft area. Creatures inside take normal 1d6 fire damage per round. Disables up to 1 of the target's senses (smell, sight, hearing, or taste) for up to 1 hour. The target can make a WIS saving throw to resist. Creates a harmless color, small mark, or symbol on an area or surface (no larger than 50 x 50 ft) for 10 hours. Creates a non-magical object (no larger than 10 x 10 ft). Non-moving and lasts up to 10 hours. If cast multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as a bonus action.

on 11 or higher, the attack misses. 8th-level transmutation

QUINTESSENCE

on 11 or higher, the attack misses. Infuses the caster with celestial essence, providing enhanced defenses and the ability to frighten and restrain nearby creatures.

REALITY BREAK

on 11 or higher, the attack misses. Shatters barriers between realities, subjecting a creature to various effects, including psychic damage, force damage, teleportation, and cold damage.

REFLECTIVE DEFENSE

on 11 or higher, the attack misses. Creates an invisible barrier that reduces incoming damage to 0 and reflects the full damage amount as force damage to the attacker.

7 7
7 7
7 7
7 7
7 7
8 8
8 8
8 8
8 8

SCORNFUL MANTLE OF THE UNDAUNTED

on 11 or higher, the attack misses. Strengthens a willing creature, granting immunity to all conditions, the removal of existing conditions, and survival from an otherwise lethal blow.

SOUL IMPRISONMENT

on 11 or higher, the attack misses. Captures the soul of a humanoid upon death, allowing the possessor to exploit the soul's properties for various benefits.

STEAM WHISTLE

on 11 or higher, the attack misses. Unleashes a deafening scream in a radius, dealing thunder damage and deafening creatures for a duration.

SUNBURST

on 11 or higher, the attack misses. Creates a burst of brilliant sunlight, damaging and blinding creatures in the area, dispelling darkness.

TELEPATHY

on 11 or higher, the attack misses. Establishes a telepathic link between the caster and a willing creature, enabling the sharing of words, images, sounds, and sensory messages.

TIME JUMP

on 11 or higher, the attack misses. Temporarily removes a construct from the timeline, rendering it unresponsive for a short duration before returning unchanged.

UNDERTOW

on 11 or higher, the attack misses. Opens a portal to a watery abyss, attempting to drag a creature into the depths, causing drowning and exhaustion.

ILLUSORY DRAGON

on 11 or higher, the attack misses. Creates a Huge shadowy dragon illusion that can frighten enemies, move, and exhale damaging energy in a cone.

MAZE

on 11 or higher, the attack misses. Banishes a creature into a labyrinthine demiplane, allowing it to attempt an Intelligence check to escape.

8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8

MIGHTY FORTRESS

on 11 or higher, the attack misses. Conjures a stone fortress with turrets, walls, and a keep, providing shelter and invisible servants for a duration.

MIND BLANK

on 11 or higher, the attack misses. Renders a willing creature immune to psychic damage, emotion-reading effects, divination spells, and more for 24 hours.

MOONFALL

on 11 or higher, the attack misses. Summons a falling moon that grapples and damages creatures in its path, causing additional damage upon collision.

MOVE THE COSMIC WHEEL

on 11 or higher, the attack misses. Swaps a portion of the caster's plane with a corresponding portion of another plane, potentially displacing creatures.

PARAGON OF CHAOS

on 11 or higher, the attack misses. Transforms the caster into a chaotic mass, providing resistance to damage, immunity to conditions, truesight, and chaos magic surges.

POWER WORD RESTORE

on 11 or higher, the attack misses. Instantly restores all lost hit points to a touched construct, ends negative conditions, and allows the construct to stand up.

POWER WORD STUN

on 11 or higher, the attack misses. Stuns a creature with 150 hit points or fewer, forcing a Constitution saving throw at the end of each turn to end the effect.

EARTHQUAKE

on 11 or higher, the attack misses. Creates a seismic disturbance, causing difficult terrain, breaking concentration, and potentially knocking creatures prone. Additional effects based on terrain.

FEEBLEMIND

on 11 or higher, the attack misses. Deals psychic damage and forces an Intelligence saving throw. On a failed save, Intelligence and Charisma scores become 1, with limited abilities. The spell can be ended by certain means.

8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8

HARSH LIGHT OF SUMMER’S GLARE

on 11 or higher, the attack misses. Radiates blinding light, blinding and stunning creatures in range. Can charm creatures instead of blinding with the use of a ritual focus.

HOLY AURA

on 11 or higher, the attack misses. Creates a divine aura, granting advantage on saving throws and imposing disadvantage on attack rolls against creatures in the area. Also, causes attackers to make a Constitution saving throw or be blinded when hitting an affected creature.

HORRID WILTING

on 11 or higher, the attack misses. Draws moisture from creatures in a cube, dealing necrotic damage. Constructs and undead are unaffected, and plants and water elementals have disadvantage on the saving throw.

INCENDIARY CLOUD

on 11 or higher, the attack misses. Summons a cloud of smoke and embers, dealing fire damage to creatures in its area. The cloud moves away from the caster each turn.

LEVITATE LANDSCAPE

on 11 or higher, the attack misses. Elevates a portion of the landscape into the air, creating a floating island. The island can be moved by the caster and requires a gemstone to cast.

MACHINE SACRIFICE

on 11 or higher, the attack misses. Sacrifices a construct to imbue a target with construct traits, granting resistance to nonmagical damage and immunity to certain conditions.

MADDENING DARKNESS

on 11 or higher, the attack misses. Spreads magical darkness in a radius, causing psychic damage and requiring a Wisdom saving throw for creatures starting their turn in the darkness.

COSTLY VICTORY

on 11 or higher, the attack misses. Curses enemies, causing them to burst into flames if they reduce one of your allies to 0 hit points. Deals fire and radiant damage, with ongoing fire damage if the creature is flammable.

CREATE RING SERVANT

on 11 or higher, the attack misses. Creates a sentient construct known as a ring servant from two metal rings. The servant acts independently and follows verbal commands.

8 8
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CRIPPLING INCURSION

on 11 or higher, the attack misses. Emits a cone of necrotic energy, causing damage and exhaustion. Successful saves result in half damage and no exhaustion but cause fear.

DANSE MACRABRE

on 11 or higher, the attack misses. Dominates the minds and bodies of humanoids in a radius, allowing the caster to control their actions. Creatures die when the spell ends if still under its effect.

DARK STAR

on 11 or higher, the attack misses. Creates a sphere of magical darkness and gravitational force. Creatures within the sphere take force damage and may be disintegrated.

DEADLY STING

on 11 or higher, the attack misses. Grows a tail with a stinger, allowing a melee spell attack. Deals piercing and poison damage, with a Constitution saving throw to avoid vulnerability to poison.

DEMIPLANE

on 11 or higher, the attack misses. Creates a shadowy door on a surface leading to a demiplane. The demiplane is a room, and the door disappears when the spell ends.

DESOLATION

on 11 or higher, the attack misses. Renders the land unfertile within 1 mile of an obsidian acorn. Plants die, and spells summoning plants have a chance to fail.

DOMINATE MONSTER

on 11 or higher, the attack misses. Attempts to charm a creature within range. Charmed creature follows telepathic commands, and the caster can take total control for a turn. The spell has a chance to end if the creature takes damage.

BLACK HOLE

on 11 or higher, the attack misses. Creates a dense gravity orb that pulls creatures and objects toward it. Causes bludgeoning damage and imposes movement restrictions. Destroys small non-magical objects that come too close.

BLOOM

on 11 or higher, the attack misses. Makes the land extremely fertile within a 1-mile radius. Enhances plant growth, speeds up food regrowth, and maximizes hit points restored during a short rest. Counters the effects of a desolation spell.

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CAUSTIC TORRENT

on 11 or higher, the attack misses. Sprays a line of acid, dealing damage and potentially killing creatures. Creatures in the area are poisoned, with a chance to end the effect on a successful Constitution saving throw.

CHALICE OF THE NIGHT

on 11 or higher, the attack misses. Allows the caster to assume the form of an average vampire, gaining their statistics and abilities until the next dawn or the end of the spell's duration.

CLONE

on 11 or higher, the attack misses. Grows an inert duplicate of a living creature, safeguarding against death. The clone forms inside a sealed vessel and matures over 120 days.

CONTROL WEATHER

on 11 or higher, the attack misses. Takes control of the weather within a 5-mile radius of the caster for up to 8 hours. Requires burning incense and bits of earth and wood mixed in water as components.

ALLUVIAL POOL

on 11 or higher, the attack misses. Creates a pool of thick ooze that deals acid damage, grapples creatures, and corrodes non-magical metal objects. The pool is difficult terrain and can restrain creatures.

ANTIMAGIC FIELD

on 11 or higher, the attack misses. Creates a 10-foot-radius sphere of antimagic around the caster, suppressing spells, magical effects, and magic items within the sphere. The sphere moves with the caster.

ANTIPATHY-SYMPATHY

on 11 or higher, the attack misses. Attracts or repels creatures of a specified kind from a target object, creature, or area. The target has an aura that affects creatures within 60 feet, causing them to become frightened (antipathy) or compelled to approach (sympathy).

ARCANE SIGHT

on 11 or higher, the attack misses. Grants the recipient the benefits of true seeing and detect magic for 1 hour. The recipient also learns the name and effect of every spell witnessed during the spell's duration.

TIME RAVAGE

on 11 or higher, the attack misses. Inflicts necrotic damage and rapid aging on a target. A failed save results in the target aging to the point of having 30 days left to live. Only a wish or greater restoration spell cast with a 9th-level slot can reverse the aging effects.

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WISH

  • casting time 1 Hour
  • range Self

  • components V, S
  • duration Instantaneous

Allows up to 50 creatures you can see to regain all hit points. Ends all effects described in the greater restoration spell on the creatures, including: Removing all exhaustion points Ending one effect that charmed or petrified the target Lifting one curse, including the target’s attunement to a cursed magic item Restoring any reduction to one of the target’s ability scores Ending one effect reducing the target’s hit point maximum Can be used for other effects, but there is a 33% chance to lose the ability to cast and learn this spell forever. Roll a d100, and if the result is between 0-33%, you lose the ability.

on 11 or higher, the attack misses. 9th-level Restoration

TIME STOP

on 11 or higher, the attack misses. Temporarily stops time for all creatures except the caster. The caster takes 1d4 + 1 turns during which they can act freely. The spell ends if the caster affects a creature other than themselves or an object worn or carried by someone else, or if they move more than 1,000 feet from the casting location.

TOUCH INFINITY

on 11 or higher, the attack misses. Grants the caster access to a pool of 500 points that can be used to kill, maim, move, shape, or create. Casting this spell inflicts two levels of exhaustion on the caster.

TRUE POLYMORPH

on 11 or higher, the attack misses. Transforms a creature or object into another creature, object, or form of the caster's choosing. The transformation is permanent if the spell is concentrated on for the full duration.

TRUE RESURRECTION

on 11 or higher, the attack misses. Restores life to a creature that has been dead for no more than 200 years. The spell also cures various conditions and replaces damaged or missing body parts.

WEIRD

on 11 or higher, the attack misses. Creates illusory creatures in the minds of creatures within a 30-foot-radius sphere, causing them to become frightened. Frightened creatures take psychic damage at the end of each turn, with a chance to end the effect on a successful Wisdom saving throw.

TIME STOP

  • casting time 1 action
  • range Self

  • components V
  • duration Instantaneous

Briefly stop time for others, taking 1d4 + 1 turns. Ends if actions affect others or move more than 1,000 feet from casting location.

on 11 or higher, the attack misses. 9th-level transmutation

TOUCH INFINITY

  • casting time 1 action
  • range Unlimited

  • components S
  • duration Instantaneous

Change reality with a pool of 500 points: Kill, Maim, Move, Shape, Create. Gain two levels of exhaustion after casting.

on 11 or higher, the attack misses. 9th-level transmutation

TRUE POLYMORPH

  • casting time 1 action
  • range 30 feet

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

Transform creature or object. Permanent if concentration lasts. No effect on shapechangers or creatures with 0 hit points.

on 11 or higher, the attack misses. 9th-level transmutation

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TRUE RESURRECTION

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

Restore dead creature to life within 200 years. Closes wounds, neutralizes poison, cures diseases, lifts curses. Gain a new body if original is gone.

on 11 or higher, the attack misses. 9th-level necromancy

WEIRD

  • casting time 1 action
  • range 120 feet

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

Create illusory creatures, frightening targets. Failed save causes psychic damage at end of turns.

on 11 or higher, the attack misses. 9th-level illusion

REBIRTH

  • casting time 1 action
  • range Touch

  • components V, S, M (diamonds worth at least 10,000 gp, consumed)
  • duration Up to 24 hours

Touch a willing creature. If it dies, returns to life at next turn with half hit points. Closes wounds, neutralizes poison, cures diseases, lifts curses. Provides a new body if the original no longer exists. Appears within 10 feet of where it died.

on 11 or higher, the attack misses. 9th-level necromancy

REPLICATE

  • casting time 12 hours
  • range Self

  • components V, S, M (hair or fingernail clippings, a ruby worth 2,500 gp, consumed)
  • duration Permanent

Create a duplicate sharing abilities, spells, and features. Ages at the same rate. Dispelling does not affect it. Only one duplicate at a time. Duplicate becomes new form if you die.

on 11 or higher, the attack misses. 9th-level conjuration

SHAPECHANGE

  • casting time 1 action
  • range Self

  • components V, S, M (jade circlet worth at least 1,500 gp, placed on head before casting)
  • duration Concentration, up to 1 hour

Assume the form of a creature with a challenge rating equal to your level or lower. Retain alignment, mental scores, skill, and saving throw proficiencies. Equipment may merge, fall, or be worn by the new form. Can revert to a different form during the duration.

on 11 or higher, the attack misses. 9th-level transmutation

THEOGENESIS

  • casting time 1 hour
  • range Touch

  • components V, S, M (offerings worth at least 10,000 gp, consumed, and the Caduceus, the Ambrosia, and the Promethean fire)
  • duration Special

Place a divine spark into a mortal creature to unlock the potential to ascend to godhood. Greater god decides based on the target's relationship and worship history. Failure means the god refuses, and success grants a divine spark.

on 11 or higher, the attack misses. 9th-level conjuration

TIME RAVAGE

  • casting time 1 action
  • range 90 feet

  • components V, S, M (hourglass filled with diamond dust worth at least 5,000gp, consumed)
  • duration Instantaneous

Target a creature within range. Make a Constitution Saving Throw, taking 10d12 necrotic damage on a failed save. On failure, ages to have only 30 days left before death of old age. Disadvantage on rolls, and halved speed. Only wish or 9th-level greater restoration can end these effects.

on 11 or higher, the attack misses. 9th-level necromancy (dunamancy)

PRISMATIC SPRAY

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

  • components V, S
  • duration Instantaneous

Eight multicolored rays of light with different effects. Dexterity Saving Throw for each target. Damage types: fire, acid, lightning, poison, cold. Special effects: restrained, blinded, transported. Roll twice for special.

on 11 or higher, the attack misses. 9th-level evocation

PRISMATIC WALL

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 10 minutes

Creates a multicolored wall with different layers and effects. Layers: fire, acid, lightning, poison, cold, restrained, blinded. Each layer has specific ways to destroy it. Wall can blind creatures and has other effects on passing through.

on 11 or higher, the attack misses. 9th-level abjuration

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PSYCHIC SCREAM

  • casting time 1 action
  • range 90 feet

  • components S
  • duration Instantaneous

Unleash a psychic blast on up to ten creatures. Intelligence Saving Throw. Failed save results in psychic damage and stunned condition. Successful save halves damage and avoids stunning.

on 11 or higher, the attack misses. 9th-level enchantment

PYROCLASM

  • casting time 1 action
  • range 500 feet

  • components V, S, M (shard of obsidian)
  • duration Concentration, up to 1 minute

Creates a geyser of lava, damaging creatures in the area. Lava pool spreads each turn. Hardened lava clings to creatures, reducing speed and giving disadvantage on Dexterity Saving Throws.

on 11 or higher, the attack misses. 9th-level evocation (elemental)

RAVENOUS VOID

  • casting time 1 action
  • range 1,000 feet

  • components V, S, M (small, nine-pointed star made of iron)
  • duration Concentration, up to 1 minute

Creates a 20-foot-radius sphere of destructive gravitational force. Difficult terrain, destroys nonmagical objects, pulls unsecured objects toward the center. Creatures pulled take damage and can be restrained. Creatures reduced to 0 hit points are annihilated.

on 11 or higher, the attack misses. 9th-level evocation (dunamancy)

GREATER SEAL OF SANCTUARY

  • casting time 10 minutes
  • range Touch

  • components V, S
  • duration 24 hours

Creates a spiritual boundary with a 100-foot radius. Repels and damages aberrations, elementals, fey, fiends, and undead. Effects include disadvantage, damage, and restrictions on specific creatures. Seal has hit points, resistances, and immunities.

on 11 or higher, the attack misses. 9th-level abjuration (ritual, angelic)

IMPRISONMENT

  • casting time 1 minute
  • range 30 feet

  • components V, S, M (vellum depiction or carved statuette, special component)
  • duration Until dispelled

Creates a magical restraint on a creature. Target must make a Wisdom Saving Throw or be bound.

on 11 or higher, the attack misses. 9th-level abjuration

INVULNERABILITY

  • casting time 1 action
  • range Self

  • components V, S, M (small piece of adamantine)
  • duration Concentration, up to 10 minutes

Grants immunity to all damage.

on 11 or higher, the attack misses. 9th-level abjuration

MASS HEAL

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Restores up to 700 hit points, cures diseases, and removes blindness or deafness. No effect on undead or constructs.

on 11 or higher, the attack misses. 9th-level conjuration

MASS POLYMORPH

  • casting time 1 action
  • range 120 feet

  • components V, S, M (caterpillar cocoon)
  • duration Concentration, up to 1 hour

Transforms up to ten creatures into beasts. Temporary hit points and limitations on actions apply.

on 11 or higher, the attack misses. 9th-level transmutation

METEOR SWARM

  • casting time 1 action
  • range 1 mile

  • components V, S
  • duration Instantaneous

Deals fire and bludgeoning damage in a 40-foot-radius sphere at four points. Ignites flammable objects.

on 11 or higher, the attack misses. 9th-level evocation

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NIGHT SKY

  • casting time 1 action
  • range Self (1-mile radius)

  • components S
  • duration 1 hour

Manipulates the night sky, offering various effects including altering terrain, raising undead, granting temporary hit points, inducing sleep, or creating a star storm.

on 11 or higher, the attack misses. 9th-level illusion (ritual)

ASMODEUS’ ETERNAL SUFFERING

  • casting time 1 action
  • range 666 feet

  • components V
  • duration Special

Deals fire damage and brands the target with the symbol of Asmodeus. Branded creature takes damage each time it takes an action. If killed, rises as a shadow demon under your control.

on 11 or higher, the attack misses. 9th-level evocation

PETRIFYING LIGHT

  • casting time 1 action
  • range 1000 feet

  • components V, S
  • duration 1 round

Creates sunlight in a 60-foot-radius, 100-foot-high cylinder. Petrifies creatures based on their current hit points.

on 11 or higher, the attack misses. 9th-level transmutation

POWER WORD KILL

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Utter a word of power to instantly kill a creature with 100 hit points or fewer.

on 11 or higher, the attack misses. 9th-level enchantment

GRIMLORE’S CALAMITY

  • casting time 1 action
  • range 90 feet

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

Creates a shadowy pool connecting the plane to the Shadowfell. Causes necrotic damage to creatures entering the pool. Spectral hand can beckon creatures, enchanting them to move toward it.

on 11 or higher, the attack misses. 9th-level necromancy

CIRCLE OF DEVASTATION

  • casting time 1 action
  • range 1 mile

  • components V, S, M (metal ring)
  • duration Concentration, up to 1 minute

Creates a ring of destructive energy, expanding each turn. Deals damage of chosen type to creatures and objects inside or touching the ring. Radius expands each turn.

on 11 or higher, the attack misses. 9th-level evocation (ring)

COSMIC ALIGNMENT

  • casting time 1 hour
  • range Self

  • components V, S, M (piece of quartz)
  • duration 24 hours

Aligns with a cosmic event affecting spellcasting (conjunction, eclipse, or nova). Spells cast as if under the cosmic event until next sunrise or 24 hours.

on 11 or higher, the attack misses. 9th-level conjuration (ritual, high elven)

DRAIN LIFE

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Drains the blood of another creature, dealing necrotic damage. Hemomancy HP cost: 25/50.

on 11 or higher, the attack misses. 9th-level necromancy (hemomancy)

END OF DAYS

  • casting time 10 minutes
  • range 10 miles

  • components V, S, M (sphere of obsidian worth 1,000 gp)
  • duration 24 hours

Summons a sphere of magical darkness, creating a perpetual night within the spell's range.

on 11 or higher, the attack misses. 9th-level conjuration

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FORESIGHT

  • casting time 1 minute
  • range Touch

  • components V, S, M (hummingbird feather)
  • duration 8 hours

Grants a limited ability to see into the immediate future. Target can't be surprised, has advantage on various rolls, and others have disadvantage on attack rolls against the target.

on 11 or higher, the attack misses. 9th-level divination

FORM OF THE GODS

  • casting time 1 action
  • range Touch

  • components V, S, M (holy symbol)
  • duration Concentration, up to 1 hour

Temporarily transforms the caster into the avatar form of their patron deity. Grants size increase, damage resistances, multiattack, and new ability scores.

on 11 or higher, the attack misses. 9th-level transmutation (hieroglyph)

GATE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (diamond worth at least 5,000 gp)
  • duration Concentration, up to 1 minute

Conjures a portal linking an unoccupied space to a location on a different plane. Portal diameter is 5 to 20 feet. Deities can prevent portals in their presence. Can also summon a specific creature from another plane by speaking its name.

on 11 or higher, the attack misses. 9th-level conjuration

AFFLICT LINE

  • casting time 1 hour
  • range 1 mile

  • components V, S, M (statuette carved in the likeness of the victim worth 1,250 gp)
  • duration Permanent

one generation

on 11 or higher, the attack misses. 9th-level necromancy (ritual, high elven)

ARMAGEDDON

  • casting time 1 hour
  • range Sight

  • components V, S, M (heart of broken glass, defiled with the blood of an innocent humanoid)
  • duration Instantaneous

Creates an explosion of fire, blinding creatures within sight, destroying structures, and dealing massive damage. Creates a burning crater that persists for one month. Caster gains 5 levels of exhaustion.

on 11 or higher, the attack misses. 9th-level evocation

ASTRAL PROJECTION

  • casting time 1 hour
  • range 10 feet

  • components V, S, M (jacinth worth 1,000 gp and ornately carved bar of silver worth 100 gp per creature)
  • duration Special

Projects astral bodies into the Astral Plane, leaving material bodies unconscious. Astral forms can travel through the Astral Plane and enter other planes. Spell ends when dismissed or under certain conditions.

on 11 or higher, the attack misses. 9th-level necromancy

BIXMODEUS’ BINDING OF PERDURING POSSESSION

  • casting time 1 hour
  • range Touch

  • components V, S, M (item worth 1,000 gp per Hit Die of the target)
  • duration Special

Embeds the soul and personality of a willing target into an item. Target is in suspended animation, and item gains magical properties. Ritual can end the spell, or a 9th-level dispel magic targeting the item.

on 11 or higher, the attack misses. 9th-level abjuration

BLADE OF DISASTER

  • casting time 1 bonus action
  • range 60 feet

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

Creates a blade-shaped planar rift, makes melee spell attacks with it. Can move the blade and make attacks as a bonus action.

on 11 or higher, the attack misses. 9th-level conjuration

BLASPHEMOUS

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

  • components V
  • duration Concentration, up to 10 minutes

Deals psychic damage to creatures within range at the start of their turns. Additional effects based on current hit points, including incapacitation, stunning, paralysis, or instant death. Restoration requires true resurrection or wish.

on 11 or higher, the attack misses. 9th-level evocation

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