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.
Emits a thick pale mist, gaining total cover but being blinded and deafened.
Creates a solid lash of howling wind, dealing slashing damage and pushing the target.
Sends a blade of wind in a straight line, forcing a Dexterity saving throw and dealing slashing damage.
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.
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.
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.
Makes an object you possess invisible for up to 10 minutes. Cannot make the same object invisible again for 24 hours.
Creates a burst of thunderous sound, damaging creatures (other than you) within 5 feet. Damage increases at higher levels.
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.
Allows you to strike back at your attacker with a blast of fire when hit with an attack dealing critical damage. Deals fire damage.
Creates or manipulates lights within range. Can have up to three non-instantaneous effects active at a time.
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.
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.
Pulls shadows into a vial, creating pitch-black ink. The ink dissipates after an hour or when the vial is stoppered.
Summons a spike of shadow to stab and push a creature. Deals piercing damage. Damage increases at higher levels.
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.
Envelops a creature in a 10-foot-radius sphere of dark mist, granting advantage on Stealth checks. Range and size increase at higher levels.
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.
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.
Projects noxious gas, requiring a Constitution saving throw. On a failure, the creature takes poison damage, increasing at higher levels.
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.
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.
Grants a willing creature a roll of a d4 to add to its next initiative or Dexterity saving throw before the spell ends.
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.
Requires a melee attack with a weapon, enveloping the target in acidic mist. Damage and area increase at higher levels.
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.
Ignites an unattended flammable object, dealing fire damage to nearby creatures. Damage increases at higher levels.
Creates a copy of a written work in your handwriting. Cannot reproduce magical properties.
Creates a lash of lightning energy, pulling a creature toward the caster and dealing lightning damage. Damage increases at higher levels.
Summons a spectral hand to manipulate objects within range.
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.
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.
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.
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.
Summons a small shadowy figure to assault the mind of a creature, dealing psychic damage. Damage increases at higher levels.
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.
Creates effects like pushing a creature away, moving a small object, or producing harmless sensory effects using air.
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.
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.
Shoots an icy shard at a creature, dealing cold damage. Critical hits cause vulnerability to cold damage. Damage increases at higher levels.
Releases a cloud of shimmering gas at a creature, dealing radiant damage and imposing disadvantages on Stealth checks. Damage increases at higher levels.
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.
Sends sparks to shock a creature, granting advantage on the next death saving throw for unconscious targets. Deals lightning damage, increasing at higher levels.
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.
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.
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.
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.
Creates magical paint usable in any way ordinary paint can be used. Remains tangible for an hour, with extended duration for additional minutes.
Grants advantage on Charisma checks directed at one non-hostile creature. When the spell ends, the creature becomes hostile.
Causes numbing frost on a creature, dealing cold damage and imposing disadvantage on its next weapon attack roll. Damage increases at higher levels.
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.
Emits a bright flash of light, shedding brightness in a radius and dealing radiant damage to a creature grappling the caster.
Creates a dazzling light to draw attention. Creatures make a Wisdom saving throw, suffering disadvantage on ability checks if they fail.
Absorbs natural light, creating darkness within a radius. Bright light becomes dim light, and dim light becomes darkness.
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.
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.
Deals psychic damage to frightened creatures within range. Damage and range increase at higher levels.
Grants a target the ability to roll a d4 and add the result to one ability check.
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.
Forces a creature to make a Strength saving throw to avoid dropping an object or weapon it's holding.
Summons saltwater to extinguish flames or deal cold damage to a creature on a failed Constitution saving throw. Damage increases at higher levels.
Amplifies the caster's voice to assault the mind of a creature, dealing psychic damage and causing fear. Damage increases at higher levels.
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.
Forces a creature within range to make a Strength or Dexterity skill check to avoid being grappled.
Fires a beam of crackling energy at a creature, dealing force damage. Creates additional beams at higher levels.
Hides or reveals the contents of a written message. Ends when cast again or dispelled.
Hurls a mote of fire at a creature or object, dealing fire damage. Damage increases at higher levels.
Temporarily suppresses a memory, requiring a Wisdom saving throw for others to access it magically.
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.
Generates a thunderclap, dealing thunder damage to an unattended object and flinging shrapnel at nearby creatures. Piercing damage increases at higher levels.
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.
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.
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.
Affects nonmagical flame in various ways, such as expanding, extinguishing, or changing color. Can create simple shapes within the flames.
Imbues the ground with faint necrotic energy, causing a penalty to attack rolls for creatures other than the caster. Range increases at higher levels.
Creates a bonfire that damages creatures in its space. Damage increases at higher levels.
Up to 1 minute
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.
Animates a skull, allowing it to speak a short phrase or snap at creatures that touch it. Damage increases at higher levels.
Forms a shield of astral energy, reducing damage from an attack. The number of uses increases at higher levels.
Calls down a blessing of protection on a creature, allowing it to roll a d4 to reduce damage. The spell then ends.
Grants resistance to bludgeoning, piercing, and slashing damage from weapon attacks until the end of the caster's next turn.
Causes a targeted creature to bleed, imposing penalties on Intelligence, Charisma, and Wisdom checks. No effect on undead or constructs.
Compels a target to truthfully answer a one-word question on a failed Wisdom saving throw.
Decreases a target's AC by 2 on a failed Constitution saving throw. No effect on creatures without separate armor.
Creates an invisible, mindless, shapeless servant that performs simple tasks. Lasts until the spell ends or it drops to 0 hit points.
Grants advantage on Dexterity (Stealth) checks and invisibility when not moving or taking actions in dim light or darkness.
Inflicts self-damage to create a +1 dagger. Higher levels increase initial damage and enhance the dagger.
Creates a wind tunnel with various effects on movement and ranged attacks. Disperses gases and extinguishes flames.
Forms a sustained arc of lightning between caster and target. Can automatically deal lightning damage on subsequent turns. Higher levels increase initial damage.
Causes a target's eyes to age rapidly, imposing disadvantage on Perception and attack rolls. Higher levels allow targeting additional creatures.
Allows using Spellcasting ability modifier instead of Dexterity for attack and damage rolls with ranged weapons.
Imbues writing with an illusion, appearing normal to designated creatures. Appears as unintelligible script to others. Truesight can reveal the hidden message.
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.
Awakens a spirit in an inanimate object, allowing the caster to ask questions and gain information.
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.
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.
Surrounds you with ghostly starlight. When damaged, explodes, dealing 2d10 radiant damage to creatures within 10 feet. Higher levels increase damage.
Awakens sleeping creatures and allows prone creatures to stand without expending movement.
Creates a 10x10x10-foot magical pit in an unoccupied space, anchored to a solid surface. Lasts for the duration.
Melts a 10-foot radius, 40-foot deep cylinder of ice. Creatures falling take 2d6 cold damage. Water refreezes gradually.
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.
Creates difficult terrain and forces Strength saving throws on creatures entering, pushing them away and reducing speed to 0 on a failure.
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.
Deals 2d6 piercing damage to creatures in a 15-foot cone. Higher levels increase damage.
Rerolls Dexterity check for initiative with a +5 bonus. Takes the higher of the two results.
Attune your senses to pick up the prevailing emotions of one humanoid you can see within 30 feet.
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.
Ends grapple and allows movement up to 15 feet without provoking attacks of opportunity.
Creates the image of an object, creature, or phenomenon within a 15-foot cube. Visual only. Investigation check can reveal it as an illusion.
Puts creatures to sleep based on hit points. Undead and creatures immune to being charmed are unaffected. Higher levels affect more hit points.
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.
Adds 1d8 fire damage to the next source of fire damage dealt. Can only have one active at a time. Higher levels increase damage.
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.
Kills insects or swarms with fewer than 25 hit points within 50 feet. Higher levels increase hit points affected.
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.
Grants protection against aberrations, celestials, elementals, fey, fiends, and undead. Disadvantage on attacks, immunity to charm, fear, and possession.
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.
Purifies nonmagical food and drink in a 5-foot-radius sphere.
Target gains benefits, including ignoring one condition or disease and removing one level of exhaustion. Ends with the creature regaining any removed effects.
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.
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.
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.
Target makes a Constitution saving throw or takes 2d12 necrotic damage. Higher levels increase damage.
Glows with silvery radiance. Creates a ray of silver light dealing 2d6 radiant damage. Higher levels increase damage.
Target's speed increases by 10 feet. Higher levels target additional creatures.
Grants a willing creature unarmored AC of 13 + Dexterity or Constitution modifier. Ends if target dons armor or if dismissed.
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.
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.
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.
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.
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.
Roll a d4 and subtract the result from a target creature’s attack roll, ability check, or saving throw.
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.
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.
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.
Target makes a Constitution saving throw. On a failure, takes 1d10 necrotic damage and is incapacitated until your next turn.
Melee spell attack deals 3d10 necrotic damage. Higher levels increase damage.
Transmute pages of your spellbook into sharp edges, dealing damage to creatures in range. Higher levels increase damage.
Target has vulnerability to one damage type of your choice until the end of your turn. Learn additional vulnerabilities if present.
Touch a bone from a creature dead for 10 days to a year. See a brief vision of how it died.
Target’s jump distance is tripled.
Target gains advantage on melee weapon attacks. Deals additional damage on next successful melee weapon attack against a larger creature.
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.
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.
Ranged spell attack deals 4d6 radiant damage. Next attack against target has advantage. Higher levels increase damage.
Create a Tiny incorporeal hand of light. Follows you and leads toward a major landmark. Beckons you to follow.
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.
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.
Target regains 1d4 + spellcasting ability modifier hit points. Higher levels increase healing.
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.
Roll a d20 when a creature fails a saving throw. On a 16 or higher, the target succeeds. Higher levels reduce the required roll.
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.
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.
Transform your hand into living stone. Unarmed strikes deal 1d6 + Strength modifier bludgeoning damage. Proficient with unarmed strikes. Attacks considered magic weapon attacks.
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.
Create a 5-foot radius flurry of snow. Disadvantage on Wisdom (Perception) checks and attack rolls into, out of, or through the area.
Create a 20-foot-radius sphere of fog, heavily obscuring the area. Higher levels increase the radius.
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.
Freeze the contents of a potion vial, drinking horn, or similar container. Contents melt normally. Higher levels may have additional effects.
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.
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.
Transcribe spoken words onto a writing surface. Permanent writings with chosen language, handwriting style, and color.
Touch a willing creature. For the duration, the target adds 1d8 to its initiative rolls.
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.
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.
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.
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.
Teleport to a location within range. Make a single melee spell attack as a bonus action. Higher levels increase range and damage.
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.
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.
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.
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.
Move at an incredible pace. Dash as a bonus action on each turn.
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.
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.
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.
Gain 1d4 + 4 temporary hit points. Higher levels grant additional temporary hit points.
Reaction: Slow the fall of creatures within 60 feet, preventing falling damage and allowing them to land on their feet.
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.
Create a whip from your own blood. Make a melee spell attack for 2d6 necrotic damage. Health cost increases reach. Higher levels increase damage.
Imbue a synthetic eye with magical power, allowing you to see through it within 100 feet. Higher levels increase the distance threshold.
Heal a creature for 1d8 + spellcasting ability modifier hit points. Higher levels increase healing.
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.
Spectral hands create difficult terrain. Creatures in the area make a Dexterity saving throw or take necrotic damage. Higher levels increase the covered area.
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.
Grant an object resistance to all damage and immunity to damage less than 5. Touch to remove. Duration increases with higher spell slots.
Detect the alignment of creatures within range, distinguishing between lawful, neutral, and chaotic auras.
Sense and identify poisons, poisonous creatures, and diseases within 30 feet. Penetrates most barriers.
Sense magic within 30 feet, see a faint aura around magical creatures or objects, and learn their school of magic. Penetrates most barriers.
Gain +2 AC against ranged attacks and advantage on saving throws against extreme heat and harmful gases while in a mild vortex.
Create a cone of colored light, affecting creatures based on hit points. Blinds affected creatures. Higher levels increase damage.
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.
Understand spoken and written languages. Penetrates barriers. Shortcut: [[Saving folder/Spells/Level 1/Comprehend Languages]]
Coats your hand with acid, making a melee spell attack. On a hit, deal 4d6 acid damage. Damage increases with higher spell slots.
Create or destroy up to 10 gallons of water. Effects increase with higher spell slots.
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]]
Perform a religious ceremony with various effects, such as atonement, bless water, coming of age, dedication, funeral rite, or wedding.
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.
Hurl a 4-inch-diameter sphere of energy at a creature, dealing 3d8 damage of a chosen type. Damage increases with higher spell slots.
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.
Implant a suggestion into an item. If accepted willingly, the recipient must make a Wisdom saving throw or use the object as intended.
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.
Change the color of a flame, dealing necrotic and fire damage to creatures in a 5-foot radius. Damage increases with higher spell slots.
Hemomancy HP cost 1/10
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.
Hemomancy HP cost 1/10
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.
Target creature with wintry air, forcing a Constitution saving throw. Failed saves render the creature unable to speak or cast spells with vocal components.
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.
Launch an object in a straight line, dealing bludgeoning damage on impact. Maximum weight and damage increase with higher spell slots.
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.
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.
Bring a percussion instrument to life under your command. Can follow basic commands or play a rhythm idly.
Gain advantage on attack rolls until the end of your turn by anticipating weaknesses in your foe's defense.
Target gains temporary hit points and deals 1d6 fire damage to attackers within 5 feet when hit with a melee attack.
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.
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.
Turn a critical hit against you into a normal hit by casting this spell before damage dice are rolled.
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.
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.
Create a 30-ft line of acid. Failed Dexterity saving throws result in ongoing acid damage. Damage increases with higher spell slots.
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.
Gain the ability to read non-magical texts at a fast rate and perfect recollection of information during the spell’s duration.
8 hours
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.
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.
Summon a 15-ft radius, 40-ft tall elemental veil dealing 3d6 damage (cold, fire, lightning, thunder). Damage increases with higher spell slots.
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.
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.
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.
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.
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.
Create a starlight spear dealing 2d12 radiant damage. Counts as a melee weapon, has reach and thrown properties. Damage increases with higher spell slots.
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.
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.
Protect one creature from mind-reading, telepathic communication, and grants advantage on saves against truth-determining effects.
Temporarily step forward in time. Disappear and reappear at the beginning of your next turn, unaffected by events during the interval.
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.
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.
Create a 5-ft deep, 5-ft wide, and 60-ft long trench. Width or length increases at higher spell levels.
Hurl a ball of violet energy, dealing 5d6 radiant damage. Target makes a Constitution save or is poisoned. Damage increases with higher spell slots.
Hemomancy HP cost min/max: 4/15
Magic snowballs deal 3d6 cold damage in a 5-ft radius. Damage increases with higher spell slots.
Inflict snow blindness on a creature within 30 feet. Failed save results in snow blindness. Recovery detailed in Conditions.
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.
Target gains ability to move on vertical surfaces and ceilings, climbing speed equal to walking speed.
Create a rock spire beneath you, lifting you up to 20 feet. Bonus action to rise or descend. Collapses when you move off it.
Create a floating spectral weapon for melee spell attacks. Deals 1d8 + spellcasting ability modifier force damage. Damage increases with higher spell slots.
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.
Gain advantage on next attack roll or ability check. Subsequent roll after casting has disadvantage.
Reshape memories of listeners. Creatures within 5 feet forget what you said in the last 6 seconds.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
See invisible creatures and objects as if visible. See into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
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.
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.
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.
Gain mole-like paws with a burrowing speed of 20 feet.
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.
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.
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.
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.
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.
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.
Up to six creatures regain hit points equal to 2d8 + your spellcasting ability modifier. No effect on undead or constructs. Higher levels increase healing.
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.
Neutralize poison in a touched creature. Provides advantage on saving throws against poison and resistance to poison damage.
Choose nonmagical flame in a 5-foot cube. Extinguish it and create fireworks, blinding creatures, or smoke, heavily obscuring an area.
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.
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.
Transform a smooth surface into a climbable one, providing a +2 bonus and advantage on Strength (Athletics) checks.
Cause a corpse to explode into necrotic energy, dealing 3d8 necrotic damage to creatures within 5 feet. Higher levels increase damage.
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.
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.
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.
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.
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.
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
Gain advantage on Intelligence, Wisdom, and Charisma Saving Throws, and resistance to psychic damage until the start of your next turn.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Touch a creature to end one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.
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.
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.
Create three glowing darts of holy energy. Each dart heals a creature of your choice within range for 1d4 hit points.
Summon a storm cloud, producing rain in a 10-foot radius. Extinguishes non-magical fires. Bonus action to move the cloud.
Conjures a warhammer made of ice dealing additional cold damage. Can create additional hammers at higher levels.
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.
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.
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.
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.
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.
Heat metal to a certain point based on roleplay. Heating an object makes a person drop it when it gets too hot. Utility spell.
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.
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.
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.
Touch a corpse to protect it from decay, prevent undead transformation, and extend the time limit for resurrection spells.
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.
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.
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.
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.
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.
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.
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.
Create a force energy ladder up to 100 feet long. Transparent but visible in bright light. Weighs 1 pound, carries up to 1000 pounds.
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.
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.
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.
Target creature makes a Strength Saving Throw. On failure, flying speed reduced to 0 feet. Descends at 60 feet per round.
Create a soil hand in a 5-foot-square space. Grasps and restrains a creature, which can be crushed as a bonus action.
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.
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.
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.
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.
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.
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.
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.
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.
Make a melee spell attack against an enemy attempting to cast a spell. If it hits, the spell fails and has no effect.
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.
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.
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.
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.
Until dispelled
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.
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.
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.
Grant a willing creature darkvision with a range of 60 feet for the duration.
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.
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.
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.
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.
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.
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.
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.
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.
Fill the air with spinning daggers. Creatures entering or starting turn in the area take 4d4 slashing damage. Damage increases at higher levels.
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.
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.
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.
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.
Become blurred, giving attackers disadvantage. No effect on creatures relying on senses other than sight.
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.
Suppress strong emotions in a group. Charisma saving throw. Choose to suppress charm/fear effects or make targets indifferent toward chosen creatures.
When damaged, use reaction to deal acid damage to up to three targets. Damage and number of targets increase at higher levels.
Target makes a Charisma saving throw. On a fail, the next attack roll or ability check it makes within 10 minutes is at disadvantage.
Create a semi-transparent vertical wall of magical force (AC 25, 10 HP). Provides full cover. Lasts until duration or takes damage.
Touch a piece of jewelry to a creature that died within the last hour. Bound soul can telepathically communicate with the wearer.
Make a melee spell attack to ensnare a creature. Bound creature has reduced speed, disadvantage on rolls, and takes damage if it moves.
Create a cube of black feathers. Deals force damage and causes darkness. Damage increases at higher levels.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
Grants up to ten willing creatures the ability to breathe underwater.
Grants the ability to move across any liquid surface. Up to ten willing creatures gain this ability for the duration.
Make a melee spell attack. On a hit, target takes 4d10 necrotic damage and suffers one level of exhaustion.
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.
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.
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.
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.
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.
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.
Hemomancy HP cost: 7/20
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.
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.
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.
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.
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.
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.
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.
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.
Create a brightly lit 60-foot-diameter cylinder of light. Extends into the sky for 100 feet or until obstructed.
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.
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.
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.
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.
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.
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.
Grants resistance to one damage type (acid, cold, fire, lightning, or thunder) of your choice.
Encases a willing target in icy armor equivalent to breastplate. Deals cold damage to attackers. Higher levels increase armor type and damage.
Create a 30-foot cone of pressure, pulling or pushing creatures. Constitution Saving Throw for half damage. Higher levels increase damage and distance.
Ends all curses affecting a creature or object. Doesn't affect curses on cursed magic items.
Use your reaction to teleport a creature to its point of origin if it moved during its turn. Charisma Saving Throw to resist.
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.
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.
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.
Allies equal to your spellcasting ability modifier + proficiency bonus are not surprised. If you were surprised, make a spellcasting check
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.