Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

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

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

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

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

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)

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

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

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

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

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

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

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

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

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

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

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

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

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

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)

0 0
0 0
0 0
0 0
1 1
1 1
1 1
1 1
1 1

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)

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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)

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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)

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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)

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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)

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

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)

1 1
1 1
1 1
1 1
1 1
1 1
2 2
2 2
2 2

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

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

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)

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

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

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

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)

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

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

  • casting time 1 action
  • range 30 ft

  • components V, S, M (minotaur teeth, alchemical fertilizer)
  • duration Concentration, up to 10 min

Summon three minotaur skeletons with commands. Bonus skeletons at higher spell levels.

on 11 or higher, the attack misses. Necromancy

SHELTERING LIGHT

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 10 min

Create 30-ft radius of sunlight, restoring 15 hit points/turn, up to 60. Ends if you fall unconscious. Additional hit points at higher levels.

on 11 or higher, the attack misses. Evocation

RANDOM GUY TRANSFORMATION

  • casting time 1 action
  • range Self

  • components V, S, M (bull hairs)
  • duration Concentration, up to 10 min

Gain 50 temp hit points, advantage on attacks, extra 2d12 force damage, armor proficiency, Str and Con saving throw proficiency. Attack twice. Con save or one level of exhaustion after.

on 11 or higher, the attack misses. Transmutation

SOUL CAGE

  • casting time 1 reaction (60 ft)
  • range V, S, M (tiny silver cage)

  • components 8 hours
  • duration Trap a humanoid's soul for exploitation. Can be used six times. Release ends the spell.

on 11 or higher, the attack misses. Necromancy

SPHERE OF ORDER

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

  • components V, S
  • duration 1 round

Surround yourself with clockwork order. Chaotic creatures take 5d8 (8d8 for certain types) psychic damage. Successful Wisdom saving throw halves the damage, with disadvantage for chaotic creatures.

on 11 or higher, the attack misses. Evocation (Clockwork)

SUNBEAM

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

  • components V, S, M (a magnifying glass)
  • duration Concentration, up to 1 minute

A 5-ft-wide, 60-ft-long beam of light. Creatures in the line make a Constitution Saving Throw. Failed save: 6d8 radiant damage and blinded until your next turn. Successful save: Half damage, no blindness. Undead and oozes have disadvantage. Can create a new line each turn. Mote of radiance sheds bright light (30 ft) and dim light (30 ft).

on 11 or higher, the attack misses. 6th-level evocation

TIME LOOP

  • casting time 1 action
  • range 30 feet

  • components V, S, M (a metal loop)
  • duration Concentration, up to 1 minute

Teleports the target to its previous turn's space. Wisdom Saving Throw or repeat previous actions. Repeats saving throw at the end of each turn. Target teleports back at the start of each turn.

on 11 or higher, the attack misses. 6th-level transmutation (temporal)

TRUE SEEING

  • casting time 1 action
  • range Touch

  • components V, S, M (an ointment for the eyes costing 25 gp)
  • duration 1 hour

Grants truesight, sees hidden doors, and sees into the Ethereal Plane (120 ft range).

on 11 or higher, the attack misses. 6th-level divination

VAMPIRIC NECROSIS

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

  • components V, S
  • duration Instantaneous

Deals 10d6 necrotic damage. Gain hit points equal to half the damage dealt. At Higher Levels: Damage increases by 1d6 per slot level above 6th.

on 11 or higher, the attack misses. 6th-level necromancy

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

WALL OF ICE

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a small piece of quartz)
  • duration Concentration, up to 10 minutes

Creates a 1-ft thick wall of ice. Dexterity Saving Throw for creatures it cuts through. Deals 10d6 cold damage. Wall has AC 12 and 30 hit points per 10-ft section. Vulnerable to fire. At Higher Levels: Damage increases by 2d6.

on 11 or higher, the attack misses. 6th-level evocation

WINTERDARK

  • casting time 1 action
  • range 120 feet

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

Creates a 40-ft radius, 60-ft high cylinder of darkness and cold. Creatures make a Constitution Saving Throw or take 1d6 cold damage and gain one level of exhaustion. Immunity with cold gear. Bonus action to move center 20 ft.

on 11 or higher, the attack misses. 6th-level transmutation (winter)

PSYCHE ONSLAUGHT

  • casting time 1 bonus action
  • range 60 feet

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

Creates a 15-ft-radius sphere of mist, heavily obscuring the area. Creatures inside have disadvantage on Intelligence, Wisdom, and Charisma Saving Throws and skill checks.

on 11 or higher, the attack misses. 6th-level enchantment

PSYCHIC CRUSH

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 minute

Target makes an Intelligence Saving Throw. Failed save: 12d6 psychic damage and stunned for 1 minute. Successful save: Half damage, not stunned. Stunned target repeats saving throw at the end of each turn.

on 11 or higher, the attack misses. 6th-level enchantment

QUASAR

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

  • components V, S
  • duration Instantaneous

Produces a 100-ft long, 5-ft wide beam of radiance. Dexterity Saving Throw for creatures in the line. Failed save: 10d8 radiant damage and blinded for 1 minute. Successful save: Half damage, not blinded. Blinded creature makes a Constitution Saving Throw at the end of each turn. At Higher Levels: Damage increases by 1d8 per slot level above 6th.

on 11 or higher, the attack misses. 6th-level evocation (ritual)

RAIN OF BLOOD

  • casting time 1 action
  • range 150 feet

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

Draws blood, turning it into rain over a 30-ft radius. Targets in the rain make a Dexterity Saving Throw. Failed save: 4d6 + half hit points spent necrotic damage, and speed is slowed. Successful save: Half damage, not slowed. Slow can stack. At Higher Levels: Damage increases by 1d6 per slot level above 6th.

on 11 or higher, the attack misses. 6th-level necromancy (hemomancy)

RAMPART OF DISPEL MAGIC

  • casting time 1 bonus action
  • range 90 feet

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

Creates a pulsating wall purging magical effects on creatures passing through. Wall can be up to 40 ft in length, 40 ft high, and 5 ft thick. Spells of 6th level or lower are dispelled. Spells of 7th level or higher are unaffected. At Higher Levels: Duration increases with spell slot level.

on 11 or higher, the attack misses. 6th-level abjuration

ROBE OF SHARDS

  • casting time 1 action
  • range Self

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

Creates a robe providing AC of 14 + Dexterity modifier. Bonus action to absorb metal for +1 AC each (max 18 + Dexterity modifier). Bonus action to dispel, causing explosion for 8d6 slashing damage + 1d6 per point of basic AC above 14, to all creatures within 30 feet.

on 11 or higher, the attack misses. 6th-level abjuration (clockwork)

SARCOPHAGUS OF STONE

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Encloses a Large or smaller creature in raw stone sarcophagus. Target must succeed on Dexterity Saving Throw with disadvantage. Sarcophagus is airtight, lasts one hour, and has AC 17 and 50 hit points per side. Immune to poison and psychic damage.

on 11 or higher, the attack misses. 6th-level conjuration

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

SCATTER

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Instantaneous

Up to five creatures make a Wisdom Saving Throw. Teleports each affected target to an unoccupied space within 120 feet. The space must be on the ground or on a floor.

on 11 or higher, the attack misses. 6th-level conjuration

MOONSILVER

  • casting time 1 hour
  • range Touch

  • components V, S, M (a nonmagical silvered melee weapon worth at least 50 gp, and a diamond worth at least 2,500 gp)
  • duration 7 days

Inscribes magical runes into a nonmagical silvered melee weapon, transforming it into a +1 magic weapon with additional benefits. Deals an additional 1d8 radiant damage against creatures resistant to silvered weapons. Has 16 charges for various abilities. Charges automatically deplete after 24 hours. Restored by casting this spell again. Diamond is magically ejected from the weapon when the spell ends. At Higher Levels: Maximum charges and special casting effects increase with spell slot level.

on 11 or higher, the attack misses. 6th-level transmutation

MOVE EARTH

  • casting time 1 action
  • range 120 feet

  • components V, S, M (an iron blade and a small bag containing a mixture of soils - clay, loam, and sand)
  • duration Concentration, up to 2 hours

Reshape dirt, sand, or clay in a 40-foot area. Changes take 10 minutes to complete. Can choose a new area every 10 minutes. Can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. This spell can't directly affect plant growth. Moved earth carries any plants along with it.

on 11 or higher, the attack misses. 6th-level transmutation

OPPRESSION

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Each creature in a 15-foot-radius sphere must make a Wisdom save. Failed save: 6d6 force damage and disadvantage on saving throws vs magical effects until your next turn. Successful save: Half damage, no other effects. Creatures with magic resistance automatically succeed the save and take minimum damage.

on 11 or higher, the attack misses. 6th-level evocation

OTHERWORLDLY FORM

  • casting time 1 action
  • range 90 feet

  • components V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)
  • duration Concentration, up to 1 minute

Gain immunity to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes). Immune to poisoned (Lower Planes) or charmed (Upper Planes) condition. Spectral wings for flying speed of 40 feet. +2 bonus to AC. All weapon attacks are magical. Use spellcasting ability modifier for attack and damage rolls. Can attack twice with the Attack action.

on 11 or higher, the attack misses. 6th-level transmutation

PERMAFROST

  • casting time 1 bonus action
  • range Self

  • components V, S, M (white dragon scales worth 500 gp)
  • duration Concentration, up to 1 minute

When casting a spell dealing cold damage, target becomes vulnerable. When casting cold damage spells on a resistant target, remove resistance. When casting on an immune target, make it resistant for the attack.

on 11 or higher, the attack misses. 6th-level evocation

PLANAR ALLY

  • casting time 10 minutes
  • range 60 feet

  • components V, S
  • duration Instantaneous

Beseech an otherworldly entity for aid. Entity sends a celestial, elemental, or fiend to aid you. Creature is not obliged to perform any specific task. Payment required based on task duration and complexity. Creature returns after task completion. Knowledge of the moonsilver spell allows restoration of charges.

on 11 or higher, the attack misses. 6th-level conjuration

PROGRAMMED ILLUSION

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a bit of fleece and jade dust worth at least 25 gp)
  • duration Until dispelled

Create an illusion of an object, creature, or phenomenon. Activates based on specified conditions. Lasts up to 5 minutes. Illusion is imperceptible until triggered. Physical interaction reveals it to be an illusion. Successful Intelligence (Investigation) check against your spell save DC also reveals it.```

on 11 or higher, the attack misses. 6th-level illusion

MOONSILVER

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration 7 days

Transforms a nonmagical silvered weapon into +1 magic weapon, deals extra radiant damage, has charges for various effects.

on 11 or higher, the attack misses. 6th-level transmutation

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

MOVE EARTH

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 2 hours

Reshapes dirt, sand, or clay in a 40-foot area, with changes taking 10 minutes to complete.

on 11 or higher, the attack misses. 6th-level transmutation

OPPRESSION

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Creates a 15-foot-radius sphere, forcing Wisdom saves. Failed saves result in force damage and disadvantage on magical saving throws.

on 11 or higher, the attack misses. 6th-level evocation

OTHERWORLDLY FORM

  • casting time 1 action
  • range 90 feet

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

Grants immunity to specific damage types, flying speed, bonus to AC, and extra attacks.

on 11 or higher, the attack misses. 6th-level transmutation

PERMAFROST

  • casting time 1 bonus action
  • range Self

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

Enhances cold damage spells, making targets vulnerable or removing resistances.

on 11 or higher, the attack misses. 6th-level evocation

PLANAR ALLY

  • casting time 10 minutes
  • range 60 feet

  • components V, S
  • duration Instantaneous

Summons a celestial, elemental, or fiend for a requested task, with payment required based on task complexity.

on 11 or higher, the attack misses. 6th-level conjuration

PROGRAMMED ILLUSION

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Until dispelled

Creates an illusion triggered by specific conditions, lasting up to 5 minutes.

on 11 or higher, the attack misses. 6th-level illusion

INVESTITURE OF STONE

  • casting time 1 action
  • range Self

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

Gain resistance to nonmagical bludgeoning, piercing, and slashing damage, create earthquakes, move through earth or stone.

on 11 or higher, the attack misses. 6th-level transmutation

INVESTITURE OF WIND

  • casting time 1 action
  • range Self

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

Gain advantage against ranged attacks, flying speed, create damaging wind cube.

on 11 or higher, the attack misses. 6th-level transmutation

LAVA COILS

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 round/1 minute

Conjures lava tendrils, deals fire damage, restrains targets, creates lava pool.

on 11 or higher, the attack misses. 6th-level conjuration

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

LINGERING VITALITY

  • casting time 1 action
  • range Touch

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

Infuses target with restorative magic, allows healing as a reaction.

on 11 or higher, the attack misses. 6th-level abjuration

MAGIC JAR

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration Until dispelled

Transfers soul into a container, can possess humanoid bodies.

on 11 or higher, the attack misses. 6th-level necromancy

MANTLE OF MALAR

  • casting time 1 action
  • range Self

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

Grants wolf spirit visage, enhances allies' attacks, provides combat bonuses.

on 11 or higher, the attack misses. 6th-level transmutation

MASS SUGGESTION

  • casting time 1 action
  • range 60 feet

  • components V, M
  • duration 24 hours

Suggests a course of action to up to twelve creatures, influence lasts 24 hours.

on 11 or higher, the attack misses. 6th-level enchantment

MENTAL PRISON

  • casting time 1 action
  • range 60 feet

  • components S
  • duration Concentration, up to 1 minute

Creates illusory cell, deals psychic damage, restrains target within illusion.

on 11 or higher, the attack misses. 6th-level illusion

HEROES’ FEAST

  • casting time 10 minutes
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

Summons a feast with curative and beneficial effects for up to twelve creatures.

on 11 or higher, the attack misses. 6th-level conjuration

ICE WAVE

  • casting time 1 action
  • range 5 feet

  • components V, S, M
  • duration Instantaneous

Creates a line of ice causing cold and bludgeoning damage, and possibly restricting movement.

on 11 or higher, the attack misses. 6th-level evocation

INSTANT SUMMONS

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Until dispelled

Marks an object and allows the caster to summon it instantly.

on 11 or higher, the attack misses. 6th-level conjuration (ritual)

INTENSIFY GRAVITY

  • casting time 1 action
  • range 100 feet

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

Increases gravity in an area, making creatures and objects heavier.

on 11 or higher, the attack misses. 6th-level transmutation (ritual)

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

INVESTITURE OF FLAME

  • casting time 1 action
  • range Self

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

Surrounds caster in flames, grants fire immunity, damages nearby creatures, and creates a line of fire.

on 11 or higher, the attack misses. 6th-level transmutation

INVESTITURE OF ICE

  • casting time 1 action
  • range Self

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

Covers caster in ice, grants cold immunity, creates difficult terrain, and releases a cone of freezing wind.

on 11 or higher, the attack misses. 6th-level transmutation

INVESTITURE OF NECROSIS

  • casting time 1 action
  • range Self

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

Surrounds caster in necrotic energy, grants necrotic immunity, damages nearby creatures, and creates a line of necrotic energy.

on 11 or higher, the attack misses. 6th-level transmutation

INVESTITURE OF SHADOW

  • casting time 1 action
  • range Self

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

Grants invisibility, darkvision, and the ability to create magical darkness.

on 11 or higher, the attack misses. 6th-level transmutation

GUARDS AND WARDS

  • casting time 10 minutes
  • range Touch

  • components V, S, M
  • duration 24 hours

Creates a protective ward with various effects including obscuring corridors, locking doors, and placing magical effects.

on 11 or higher, the attack misses. 6th-level abjuration

GLOBE OF INVULNERABILITY

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

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

Creates a barrier blocking spells of 5th level or lower within its radius.

on 11 or higher, the attack misses. 6th-level abjuration

GRACE OF SHAR

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

Grants blindsight to a touched creature.

on 11 or higher, the attack misses. 6th-level divination

GRAVITY FISSURE

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

  • components V, S, M
  • duration Instantaneous

Creates a line of gravitational energy, dealing force damage and pulling creatures towards it.

on 11 or higher, the attack misses. 6th-level evocation (dunamancy)

HARM

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Unleashes a virulent disease, dealing necrotic damage and reducing hit point maximum on a failed save.

on 11 or higher, the attack misses. 6th-level necromancy

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

HEAL

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Restores 70 hit points, removes blindness, deafness, and diseases.

on 11 or higher, the attack misses. 6th-level evocation

HEAVENLY CROWN

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

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

Creates a glowing crown, allowing the caster to grant an extra attack or movement to a willing creature.

on 11 or higher, the attack misses. 6th-level enchantment (angelic)

HELLISH HALO

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 minute

Summons a flaming halo dealing damage to nearby creatures and granting temporary hit points to the caster.

on 11 or higher, the attack misses. 6th-level evocation

ENTOMB

  • casting time 1 action
  • range 90 feet

  • components V, S, M
  • duration 8 hours

Traps a creature in a stone tomb with limited air.

on 11 or higher, the attack misses. 6th-level transmutation (elemental)

EXTRACT KNOWLEDGE

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

Gains specific knowledge from a recently deceased creature.

on 11 or higher, the attack misses. 6th-level necromancy (ritual, hieroglyph)

EYEBITE

  • casting time 1 action
  • range Self

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

Afflicts a creature with sleep, panic, or sickness.

on 11 or higher, the attack misses. 6th-level necromancy

FIND THE PATH

  • casting time 1 minute
  • range Self

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

Reveals the shortest path to a known location on the same plane.

on 11 or higher, the attack misses. 6th-level divination

FLESH TO STONE

  • casting time 1 action
  • range 60 feet

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

Attempts to turn a creature into stone.

on 11 or higher, the attack misses. 6th-level transmutation

FORBIDDANCE

  • casting time 10 minutes
  • range Touch

  • components V, S, M
  • duration 1 day

Protects an area against magical travel and damages specified creature types.

on 11 or higher, the attack misses. 6th-level abjuration (ritual)

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

FREEZING SPHERE

  • casting time 1 action
  • range 300 feet

  • components V, S, M
  • duration Instantaneous

Casts a frigid globe that explodes, dealing cold damage, and freezing water.

on 11 or higher, the attack misses. 6th-level evocation

CHAIN LIGHTNING

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

Creates a lightning bolt that jumps between targets, dealing lightning damage.

on 11 or higher, the attack misses. 6th-level evocation

CHAOTIC WORLD

  • casting time 1 action
  • range 60 feet

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

Creates a confusing and overwhelming sensory effect, potentially blinding and deafening enemies.

on 11 or higher, the attack misses. 6th-level illusion (chaos)

CIRCLE OF DEATH

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous

Creates a sphere of negative energy, dealing necrotic damage to creatures in the area.

on 11 or higher, the attack misses. 6th-level necromancy

CONFLAGRATION

  • casting time 1 action
  • range 150 feet

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

Engulfs a creature in fire, dealing fire damage over time, and causes an explosive burst upon death.

on 11 or higher, the attack misses. 6th-level evocation

CONTINGENCY

  • casting time 10 minutes
  • range Self

  • components V, S, M
  • duration 10 days

Links a lower-level spell to a specific circumstance, causing the spell to take effect automatically when the circumstance occurs.

on 11 or higher, the attack misses. 6th-level evocation

CREATE HOMUNCULUS

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

Creates a homunculus companion using blood, components, and a jewel-encrusted dagger.

on 11 or higher, the attack misses. 6th-level transmutation

CREATE UNDEAD

  • casting time 1 minute
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

Animates corpses to become ghouls under your control, with the ability to control them for 24 hours.

on 11 or higher, the attack misses. 6th-level necromancy

ARCANE GATE

  • casting time 1 action
  • range 500 feet

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

Creates linked teleportation portals allowing travel between two points.

on 11 or higher, the attack misses. 6th-level conjuration

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

BANSHEE’S WAIL

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

  • components V, S, M
  • duration Instantaneous

Releases a psychic wail, potentially causing damage and unconsciousness to nearby creatures.

on 11 or higher, the attack misses. 6th-level necromancy

BATTLE BEETLE

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 24 hours

Summons a fey beetle spirit that can be ridden and controlled in combat.

on 11 or higher, the attack misses. 6th-level conjuration

BLADE BARRIER

  • casting time 1 action
  • range 90 feet

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

Creates a wall of razor-sharp blades dealing slashing damage to creatures in its area.

on 11 or higher, the attack misses. 6th-level evocation

BLOOD CARTOGRAPHY

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

Draws a map of a creature's past travels using its blood.

on 11 or higher, the attack misses. 6th-level necromancy (ritual)

BORROWED TIME

  • casting time 1 action
  • range Self

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

Allows the caster to take additional actions or bonus actions at the end of another creature's turn for a limited duration.

on 11 or higher, the attack misses. 6th-level transmutation

BOUND INTO OBEDIENCE

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 10 days

Charms an unconscious creature, making it your servant with specific limitations.

on 11 or higher, the attack misses. 6th-level enchantment

BURNING MARK

  • casting time 1 action
  • range 60 feet

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

Burns a fiery rune on a creature, causing fire damage when it moves.

on 11 or higher, the attack misses. 6th-level evocation

CATAPULT

  • casting time 1 action
  • range 400 feet

  • components V, S, M
  • duration Instantaneous

Hurls an object or creature through the air, causing damage on impact.

on 11 or higher, the attack misses. 6th-level transmutation (clockwork)

AMPLIFY MAGIC

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Up to 1 minute

Empowers the next 3rd-level spell cast to gain benefits as if cast at 7th level.

on 11 or higher, the attack misses. 6th-level transmutation

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

APOCALYPSE

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

  • components V, S, M (a pinch of sulfur)
  • duration Instantaneous

Creates demonic symbols beneath chosen creatures, dealing fire damage and potentially stunning them.

on 11 or higher, the attack misses. 6th-level conjuration

UNCONTROLLABLE TRANSFORMATION

  • casting time 1 action
  • range Self

  • components V, S, M (the bill of a platypus)
  • duration 1 hour

Causes the caster to undergo a random, chaotic mutation. Higher spell slots grant additional mutations.

on 11 or higher, the attack misses. 7th-level transmutation (ritual, chaos)

WALKING WALL

  • casting time 1 action
  • range 30 feet

  • components V, S, M (100 miniature axes)
  • duration Concentration, up to 10 minutes

Creates a moving wall of swinging axes that attacks enemies in its path.

on 11 or higher, the attack misses. 7th-level transmutation (battle)

WHIRLWIND

  • casting time 1 action
  • range 300 feet

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

Summons a controllable whirlwind, damaging and restraining creatures in its area of effect.

on 11 or higher, the attack misses. 7th-level evocation

TEMPLE OF THE GODS

  • casting time 1 hour
  • range 120 feet

  • components V, S, M (a holy symbol worth at least 5 gp)
  • duration 24 hours

Creates a dedicated temple with defensive properties, opposition to chosen creature types, and additional hit point restoration.

on 11 or higher, the attack misses. 7th-level conjuration

TETHER ESSENCE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)
  • duration Concentration, up to 1 hour

Links two creatures, causing damage dealt to one to affect the other, and vice versa.

on 11 or higher, the attack misses. 7th-level necromancy (dunamancy)

TIMELESS ENGINE

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Until dispelled

Halts degradation and wear in nonmagical clockwork devices, reduces maintenance frequency for magical devices and constructs.

on 11 or higher, the attack misses. 7th-level transmutation (clockwork)

TRIUMPH OF ICE

  • casting time 1 action
  • range Self

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

Transforms elements into ice or snow, with varying effects based on the targeted element (Air, Water, Earth, Fire).

on 11 or higher, the attack misses. 7th-level transmutation (rune)

SEQUESTER

  • casting time 1 action
  • range Touch

  • components V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
  • duration Until dispelled

Hides a creature or object, making it invisible, immune to divination, and suspending its aging. Can be triggered by a specified condition or ends if the target takes damage.

on 11 or higher, the attack misses. 7th-level transmutation

6 6
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

SIMULACRUM

  • casting time 12 hours
  • range Touch

  • components V, S, M (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature, some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice, and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)
  • duration Until dispelled

Creates a clone with half the caster's mana, fully obedient and able to telepathically link with the caster.

on 11 or higher, the attack misses. 7th-level illusion

STERN REPROOF

  • casting time 1 action
  • range 30 ft.

  • components V, S, M (a thin steel switch at least 2 ft. long, the end of which is bound in gold, worth at least 100 gp)
  • duration Concentration, up to 1 minute

Causes the target to potentially be reduced to 0 hit points, stunned, and suffer disadvantage on various rolls. Spellcasters must make a concentration check at disadvantage if concentrating on a spell.

on 11 or higher, the attack misses. 7th-level enchantment

SYMBOL

  • casting time 1 minute
  • range Touch

  • components V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)
  • duration Until dispelled or triggered

Creates a harmful glyph on a surface or within an object, with various effects when triggered.

on 11 or higher, the attack misses. 7th-level abjuration

SYMBOL OF SORCERY

  • casting time 10 minutes
  • range Touch

  • components V, S, M (specially prepared ink charged with magic)
  • duration 8 hours

Creates an arcane symbol triggering an explosion in a 60-foot cone, potentially stunning creatures.

on 11 or higher, the attack misses. 7th-level evocation (ritual, hieroglyph)

TELEPORT

  • casting time 1 action
  • range 10 feet

  • components V
  • duration Instantaneous

Instantly transports the caster and up to eight willing creatures or a single object to a known destination on the same plane of existence. The destination's familiarity determines the success of the teleportation, with potential mishaps if unfamiliar.

on 11 or higher, the attack misses. 7th-level conjuration

RESTORATION

  • casting time 1 hour
  • range 300 feet

  • components V, S, M (a golden hourglass, worth at least 250 gp, filled with platinum dust worth at least 500 gp, consumed)
  • duration Instantaneous

Restores terrain, structures, and objects within a 300-foot cube to their condition at a specified point in time, up to 30 days ago. Cannot restore life to dead creatures. Can be cast at higher levels for a longer time span.

on 11 or higher, the attack misses. 7th-level transmutation

RESURRECTION

  • casting time 1 hour
  • range Touch

  • components V, S, M (a diamond worth at least 1,000 gp, consumed)
  • duration Instantaneous

Revives a dead creature that has been dead for no more than 100 years, wasn’t undead, and its soul is free and willing. Neutralizes poisons and cures normal diseases.

on 11 or higher, the attack misses. 7th-level necromancy

REVEILLE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a war horn)
  • duration Concentration, up to 1 hour

Summons warriors (Knight or Veteran) and a squad of auxiliary warriors (Guards or Bandits). They obey commands, defend themselves, and disappear if uncontrolled.

on 11 or higher, the attack misses. 7th-level conjuration

REVERSE GRAVITY

  • casting time 1 action
  • range 100 feet

  • components V, S, M (a lodestone and iron filings)
  • duration Concentration, up to 1 minute

Reverses gravity in a 50-foot-radius, 100-foot high cylinder, causing creatures and objects to fall upward. They oscillate at the top until the spell ends.

on 11 or higher, the attack misses. 7th-level transmutation

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

RINGWARD

  • casting time 1 action
  • range Self

  • components V, S, M (an iron ring worth 200 gp, consumed)
  • duration Concentration, up to 1 hour

Creates a shimmering ring of energy around you at a radius of 15 feet. You and allies within have advantage on saving throws against spells and gain resistance to one type of damage.

on 11 or higher, the attack misses. 7th-level abjuration (ring)

SEAL OF SANCTUARY

  • casting time 10 minutes
  • range Touch

  • components V, S, M (incense and special inks worth 250 gp, consumed)
  • duration 24 hours

Creates an angelic seal with a 50-foot radius. Creatures (aberrations, elementals, fey, fiends, undead) crossing the boundary suffer radiant damage and are repelled. They also have disadvantage on various rolls while inside. The seal has hit points, resistances, and immunities.

on 11 or higher, the attack misses. 7th-level abjuration (ritual, angelic)

PLANE SHIFT

  • casting time 1 action
  • range Touch

  • components V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
  • duration Instantaneous

Transports you and up to eight willing creatures to a different plane of existence. Can banish an unwilling creature to another plane on a successful melee spell attack.

on 11 or higher, the attack misses. 7th-level conjuration

POWER WORD BLIND

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Causes one creature with 200 hit points or fewer to become blinded. The target makes a Wisdom saving throw at the end of each turn to end the effect.

on 11 or higher, the attack misses. 7th-level enchantment

POWER WORD PAIN

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

Causes intense pain to one creature with 100 hit points or fewer. The target's speed is reduced to 10 feet, and it has disadvantage on various rolls. A Constitution saving throw at the end of each turn can end the effect.

on 11 or higher, the attack misses. 7th-level enchantment

PROJECT IMAGE

  • casting time 1 action
  • range 500 miles

  • components V, S, M (a small replica of you made from materials worth at least 5 gp)
  • duration Concentration, up to 1 day

Creates an illusory copy of yourself at any location within range. The illusion is intangible and can mimic your actions. You can see and hear through its senses.

on 11 or higher, the attack misses. 7th-level illusion

REGENERATE

  • casting time 1 minute
  • range Touch

  • components V, S, M (a prayer wheel and holy water)
  • duration 1 hour

Stimulates natural healing in a creature, restoring hit points and allowing the regeneration of severed body parts.

on 11 or higher, the attack misses. 7th-level transmutation

LEGEND KILLER

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a silver scroll describing the spell’s target worth at least 1,000 gp, which the spell consumes)
  • duration Concentration, up to 1 minute

Taps into the life force of a creature capable of legendary actions. The target must make a Constitution saving throw or lose legendary actions for the duration. The target repeats the saving throw at the end of its turn.

on 11 or higher, the attack misses. 7th-level divination (dragon)

MAGNIFICENT MANSION

  • casting time 1 minute
  • range 300 feet

  • components V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
  • duration 24 hours

Conjures an extradimensional dwelling with a foyer, chambers, and staff. The space can't exceed 50 cubes, and furnishings disappear when the spell ends.

on 11 or higher, the attack misses. 7th-level conjuration

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

MARDESWORD

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
  • duration Concentration, up to 1 minute

Creates a hovering sword-shaped plane of force. On a hit, the target takes 3d10 force damage. Can be moved and used to repeat the attack.

on 11 or higher, the attack misses. 7th-level evocation

MIRAGE ARCANE

  • casting time 10 minutes
  • range Sight

  • components V, S
  • duration 10 days

Alters the appearance and sensory qualities of terrain in a 1-mile square. Doesn't disguise or add creatures.

on 11 or higher, the attack misses. 7th-level illusion

MOLECH’S BLESSING

  • casting time 1 action
  • range Touch

  • components V, S, M (a sentient being and a branding iron with Molech’s symbol)
  • duration Instantaneous

Transforms a being into an avatar of Molech under the caster's control for 24 hours. At the end, the subject takes fire damage.

on 11 or higher, the attack misses. 7th-level transmutation (ritual, clockwork)

MULTI ASSAULT

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Shadows of creatures within 5 feet of the target turn against it, dealing necrotic damage. The target must make a Dexterity saving throw.

on 11 or higher, the attack misses. 7th-level transmutation

FORCECAGE

  • casting time 1 action
  • range 100 feet

  • components V, S, M (ruby dust worth 1,500 gp)
  • duration 1 hour

Creates an immobile, invisible, cube-shaped prison around an area. Can be a cage with bars or a solid box. Blocks spells, extends into the Ethereal Plane, and can't be dispelled by dispel magic.

on 11 or higher, the attack misses. 7th-level evocation

HELLFORGING

  • casting time 1 hour (see below)
  • range Touch

  • components V, S, M (a complete mechanical body worth 10,000 gp inscribed with demonic runes and containing a ready soul gem)
  • duration Instantaneous

Summons an evil spirit into a mechanical body. The caster takes damage based on the spirit's saving throw. The subject becomes a hellforged with specific traits.

on 11 or higher, the attack misses. 7th-level necromancy (ritual, clockwork)

HEMOPLAGUE

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a poison or venom)
  • duration Concentration, up to 1 minute

Splashes infected blood on creatures, forcing a Constitution saving throw. Failed save results in necrotic damage, poisoning, and additional necrotic damage when taking certain types of damage. Repeated saving throws can end the effect.

on 11 or higher, the attack misses. 7th-level necromancy (hemomancy)

IRRADIATING BEAM

  • casting time 1 action
  • range 60 feet

  • components V, S, M (holy symbol of Kelemvor)
  • duration Concentration, up to 1 minute

Creates a radiant energy beam burning undead creatures in a cylinder. Undead in the area make Constitution saving throws or take radiant damage. Living creatures are unaffected. The cylinder sheds bright light and dim light. The caster can move the cylinder as a bonus action.

on 11 or higher, the attack misses. 7th-level evocation

DIVINE INSIGHT

  • casting time 1 minute
  • range Self

  • components V, S, M (incense, a drop of your blood, and a vial of holy or unholy water)
  • duration 1 minute

Contacts deity or divine proxy for a reminder, advice, or omen. Limited to a few sentences. Cumulative 25% chance for no answer with multiple castings before a long rest.

on 11 or higher, the attack misses. 7th-level divination (ritual)

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

DIVINE WORD

  • casting time 1 bonus action
  • range 30 feet

  • components V
  • duration Instantaneous

Utter a divine word affecting creatures based on their current hit points. Deafens, blinds, stuns, or kills creatures. Celestials, elementals, fey, or fiends may be banished.

on 11 or higher, the attack misses. 7th-level evocation

ENCROACHING LAVA

  • casting time 1 action
  • range 150 feet

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

Creates molten lava in a 30-foot radius, difficult terrain. Deals fire damage and ignites creatures entering or starting their turn in the area. Lava spreads each turn, increasing radius by 10 feet.

on 11 or higher, the attack misses. 7th-level conjuration

FINGER OF DEATH

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Instantaneous

Sends negative energy through a creature, dealing necrotic damage. On a failed save, the target can rise as a zombie under your command.

on 11 or higher, the attack misses. 7th-level necromancy

FIRE STORM

  • casting time 1 action
  • range 150 feet

  • components V, S
  • duration Instantaneous

Creates a storm of roaring flame in up to ten 10-foot cubes. Creatures in the area make Dexterity saving throws, taking fire damage on a failed save, or half on a success. Damages objects and ignites flammable ones.

on 11 or higher, the attack misses. 7th-level evocation

CREATE MAGEN

  • casting time 1 hour
  • range Touch

  • components V, S, M (a vial of quicksilver worth 500 gp, a life-sized human doll filled with ash or dust, a crystal rod worth at least 1,500 gp)
  • duration Instantaneous

Creates a magen from a specially prepared doll. Your hit point maximum decreases by an amount equal to the magen's challenge rating. Only a wish spell can undo this reduction.

on 11 or higher, the attack misses. 7th-level transmutation

CROWN OF STARS

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

Creates seven star-like motes of light orbiting your head. You can use a bonus action to send a mote toward a creature or object within 120 feet, making a ranged spell attack for radiant damage. Ends when all motes are expended or you decide.

on 11 or higher, the attack misses. 7th-level evocation

CRUEL WIND

  • casting time 1 action
  • range 300 feet

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

Unleashes a cruel wind that deals cold damage to creatures in range at the start of their turns. If a creature dies within range, creatures nearby must make a Charisma saving throw or take psychic damage.

on 11 or higher, the attack misses. 7th-level evocation

CURSE OF DUST

  • casting time 10 minutes
  • range 500 feet

  • components V, S, M (a piece of spoiled food)
  • duration 1 week

Casts a curse on a creature making them unable to draw sustenance from food. Failed saving throws lead to exhaustion. Ends after 1 week or when the target succeeds on a saving throw for two consecutive days.

on 11 or higher, the attack misses. 7th-level necromancy (hieroglyph)

DELAYED BLAST FIREBALL

  • casting time 1 action
  • range 150 feet

  • components V, S, M (a tiny ball of bat guano and sulfur)
  • duration Concentration, up to 1 minute

Creates a glowing bead that can be detonated for fire damage in a radius. Damage increases if not detonated at the end of your turn. Can be touched and thrown before detonation. Base damage is 12d6. Increases by 1d6 at the end of each turn.

on 11 or higher, the attack misses. 7th-level evocation

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

ACID STORM

  • casting time 1 action
  • range 120 feet

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

Creates a storm of acidic rain and dense fog in a cylinder. Creatures in the area must make Constitution saving throws, taking acid damage on a failed save. Metal items exposed to the rain may be destroyed. Duration increases to 8 hours with an 8th-level spell slot or until dismissed with a 9th-level spell slot.

on 11 or higher, the attack misses. 7th-level conjuration

ANOMALOUS OBJECT

  • casting time 1 action
  • range Touch

  • components V, S, M (an hourglass)
  • duration Concentration, up to 1 minute

Touch an object to retrieve another version of it from elsewhere in time. Effects on one affect the other. Does not affect sentient items or unique artifacts.

on 11 or higher, the attack misses. 7th-level conjuration (temporal)

ARSENAL OF FLAME

  • casting time 1 action
  • range 60 feet

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

Conjures flaming spectral weapons that make melee spell attacks against creatures you choose. Weapons move closer to targets and repeat attacks at the start of each turn. Higher levels allow targeting additional creatures.

on 11 or higher, the attack misses. 7th-level conjuration

BLIZZARD

  • casting time 1 action
  • range 100 feet

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

Creates a howling storm of snow and ice crystals in a cylinder. Creatures in the area take cold damage and have disadvantage on concentration saving throws. Save is repeated for entering or ending a turn in the area.

on 11 or higher, the attack misses. 7th-level conjuration (elemental)

CELEBRATION

  • casting time 1 action
  • range 90 feet

  • components V, S, M (a small party favor)
  • duration 1 hour

Creates a 30-foot-radius area where intelligent creatures engage in revelry. They prefer to stay and enjoy the festivities, forsaking other tasks. The effect ends if attacked, takes damage, or is forced to leave. Lasts an additional hour for each slot level above 7th.

on 11 or higher, the attack misses. 7th-level enchantment (ritual, high elven)

STEAM WHISTLE

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

  • components V, S, M (a small brass whistle)
  • duration Instantaneous

Unleashes a shattering scream in a 30-foot radius. Creatures in the area take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces deafness to 1d8 rounds.

on 11 or higher, the attack misses. 8th-level evocation (clockwork)

SUNBURST

  • casting time 1 action
  • range 150 feet

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

Creates a 60-foot radius of brilliant sunlight. Creatures in the area must make a Constitution saving throw, taking 12d6 radiant damage on a failed save and being blinded for 1 minute. Undead and oozes have disadvantage on the saving throw. A successful save halves the damage and prevents blindness. Dispels darkness created by a spell.

on 11 or higher, the attack misses. 8th-level evocation

TELEPATHY

  • casting time 1 action
  • range Unlimited

  • components V, S, M (a pair of linked silver rings)
  • duration 24 hours

Creates a telepathic link between you and a willing creature you are familiar with on the same plane. Share words, images, sounds, and sensory messages. Creature must have an Intelligence score of at least 1. Ends if you or the target are on different planes.

on 11 or higher, the attack misses. 8th-level evocation

TIME JUMP

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Throws a construct forward in time on a failed Constitution saving throw for 1d4+1 rounds. When it returns, it is unaware of the time passed.

on 11 or higher, the attack misses. 8th-level transmutation (clockwork)

7 7
7 7
7 7
7 7
7 7
8 8
8 8
8 8
8 8

UNDERTOW

  • casting time 1 action
  • range 120 feet

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

Opens a portal beneath a creature, attempting to drag it into a watery abyss. Target makes a Dexterity saving throw or is dragged down, suffering drowning effects. Can attempt to ascend with a Strength (Athletics) check.

on 11 or higher, the attack misses. 8th-level conjuration

ILLUSORY DRAGON

  • casting time 1 action
  • range 120 feet

  • components S
  • duration Concentration, up to 1 minute

Creates a Huge shadowy dragon illusion. Enemies that can see it must make a Wisdom saving throw or be frightened for 1 minute. As a bonus action, can move and cause the dragon to exhale energy in a cone, dealing 7d6 damage of a chosen type. The illusion is tangible, immune to damage, and succeeds on all saving throws. It can be discerned by a creature with an action and a successful Intelligence (Investigation) check.

on 11 or higher, the attack misses. 8th-level illusion

QUINTESSENCE

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

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

Infuses you with celestial essence. AC can't be less than 20, immune to being frightened, and immune to necrotic damage. Hostile creatures in the area must make a Wisdom saving throw or be frightened and restrained. The frightened effect repeats at the end of the creature's turn, with immunity on success.

on 11 or higher, the attack misses. 8th-level transmutation (angelic)

REALITY BREAK

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a crystal prism)
  • duration Concentration, up to 1 minute

Shatters barriers between realities. Target must make a Wisdom saving throw or can't take reactions until the spell ends. Roll a d10 at the start of the target's turn to determine additional effects. The target can repeat the saving throw at the end of each of its turns.

on 11 or higher, the attack misses. 8th-level conjuration (dunamancy)

REFLECTIVE DEFENSE

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Instantaneous

Forms an invisible barrier that reduces damage to 0 until the end of your next turn. If the damage was from another creature, that creature takes the full damage as force damage.

on 11 or higher, the attack misses. 8th-level abjuration

SCORNFUL MANTLE OF THE UNDAUNTED

  • casting time 8 hours
  • range Touch

  • components V, S, M (a ruby worth 1,000 gp)
  • duration Up to 1 minute

Grants immunity to all conditions, removes current conditions other than exhaustion or unconsciousness. If the target would be killed by a single source of damage, its health is set to 1 hit point, and the spell ends.

on 11 or higher, the attack misses. 8th-level abjuration

SOUL IMPRISONMENT

  • casting time 1 reaction
  • range 60 feet

  • components V, S
  • duration Instantaneous

Snatches the soul of a humanoid upon its death, merging it with your own. You can exploit the soul in various ways. You can use a possessed soul up to ten times. Once used ten times, you can release or destroy it. While possessing a soul, the dead humanoid can't be revived. You can invoke one of the following properties with an action on your turn, lasting 24 hours: Assimilate, Bolster, Cognizance, Pathfinding.

on 11 or higher, the attack misses. 8th-level transmutation

MIND BLANK

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 24 hours

Grants immunity to psychic damage, emotion sensing, thought reading, divination spells, and the charmed condition. Also foils wish spells and similar effects.

on 11 or higher, the attack misses. 8th-level abjuration

MOONFALL

  • casting time 1 action
  • range 500 feet

  • components V, S
  • duration Instantaneous

Materializes a stone moon, causing damage and creating a crater. Creatures in the moon's path must make a Dexterity saving throw. Once the moon collides, creatures within 100 feet of the point of collision take additional damage.

on 11 or higher, the attack misses. 8th-level conjuration (ritual)

8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8

MOVE THE COSMIC WHEEL

  • casting time 1 action
  • range 120 feet

  • components V, S, M (a music box worth at least 250 gp attuned to a particular plane of existence)
  • duration 24 hours

Swaps a portion of your plane with a corresponding portion of a plane attuned with a music box. 10% chance of native creatures arriving. Creatures caught inside the bubble can choose to shift planes or leap outside with a successful Charisma saving throw. Natural reactions between planes occur normally. The displaced bubbles return to their original places after 24 hours.

on 11 or higher, the attack misses. 8th-level conjuration (clockwork)

PARAGON OF CHAOS

  • casting time 1 action
  • range Touch

  • components V
  • duration Concentration, up to 1 minute

Transforms the caster into a swirling mass of color and sound, gaining resistance to certain damage types, immunity to certain conditions and damage types, truesight, and a teleportation ability. Allows the caster to invoke chaos magic surges each round as a bonus action.

on 11 or higher, the attack misses. 8th-level transmutation (chaos)

POWER WORD RESTORE

  • casting time 1 action
  • range Touch

  • components V
  • duration Instantaneous

Restores all lost hit points to a single construct touched, ends negative conditions, and allows the construct to use a reaction to stand up if prone.

on 11 or higher, the attack misses. 8th-level evocation (clockwork)

POWER WORD STUN

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Instantaneous

If the target has 150 hit points or fewer, it is stunned. The stunned target can make a Constitution saving throw at the end of each of its turns to end the effect.

on 11 or higher, the attack misses. 8th-level enchantment

LEVITATE LANDSCAPE

  • casting time 8 hours
  • range Touch

  • components V, S, M (a blue sapphire worth at least 30,000 gp, which the spell consumes)
  • duration Instantaneous

Buries a gemstone to lift a landscape into the air within a 250-foot-radius sphere. The island can be stopped at any point up to 1 mile above the surface, and moved in any direction at a rate of 20 feet per 1 hour. The buried gemstone must not be higher than 1 mile above the surrounding ground. Casting the spell again causes previous castings to lose their magical properties.

on 11 or higher, the attack misses. 8th-level transmutation

MACHINE SACRIFICE

  • casting time 1 action
  • range Touch

  • components V, S, M (a construct with at least 3 HD, which is consumed in the casting)
  • duration Concentration, up to 1 minute

Sacrifices a willing construct to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and immunity to specific conditions.

on 11 or higher, the attack misses. 8th-level necromancy (clockwork)

MADDENING DARKNESS

  • casting time 1 action
  • range 150 feet

  • components V, M (a drop of pitch mixed with a drop of mercury)
  • duration Concentration, up to 10 minutes

Creates a magical darkness in a 60-foot radius sphere, causing psychic damage to creatures starting their turn inside.

on 11 or higher, the attack misses. 8th-level evocation

MAZE

  • casting time 1 action
  • range 60 feet

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

Banishes a creature to a labyrinthine demiplane. The target can attempt to escape with a DC 20 Intelligence check. The spell ends when the target escapes or when the duration expires.

on 11 or higher, the attack misses. 8th-level conjuration

MIGHTY FORTRESS

  • casting time 1 minute
  • range 1 mile

  • components V, S, M (a diamond worth at least 500 gp, which the spell consumes)
  • duration Instantaneous

Creates a fortress of stone with turrets, walls, and a keep on a 120-foot square area. The fortress has invisible servants and supplies. The fortress crumbles after 7 days unless cast on the same spot once every 7 days for a year.

on 11 or higher, the attack misses. 8th-level conjuration

8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8

EARTHQUAKE

  • casting time 1 action
  • range 500 feet

  • components V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
  • duration Concentration, up to 1 minute

Creates a seismic disturbance in a 100-foot-radius circle. Ground becomes difficult terrain, and creatures concentrating must make a Constitution saving throw or lose concentration. At the end of each turn, creatures on the ground must make a Dexterity saving throw or be knocked prone. Depending on terrain, fissures or damage to structures may occur.

on 11 or higher, the attack misses. 8th-level evocation

FEEBLEMIND

  • casting time 1 action
  • range 150 feet

  • components V, S, M (a handful of clay, crystal, glass, or mineral spheres)
  • duration Instantaneous

Deals 4d6 psychic damage and requires an Intelligence saving throw. On a failed save, Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate intelligibly. Can be ended by greater restoration, heal, or wish.

on 11 or higher, the attack misses. 8th-level enchantment

HARSH LIGHT OF SUMMER’S GLARE

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration 1 round

Radiates brilliant light affecting creatures that can see you. Darkvision creatures failing a Constitution saving throw are blinded and stunned, others are blinded. Ritual focus usage causes affected creatures without darkvision to be charmed instead of blinded.

on 11 or higher, the attack misses. 8th-level enchantment (high elven)

HOLY AURA

  • casting time 1 action
  • range Self

  • components V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic)
  • duration Concentration, up to 1 minute

Creates a 30-foot radius of divine light. Chosen creatures shed dim light, have advantage on saving throws, and others have disadvantage on attack rolls against them. Fiends and undead, on hitting an affected creature, must succeed on a Constitution saving throw or be blinded.

on 11 or higher, the attack misses. 8th-level abjuration

HORRID WILTING

  • casting time 1 action
  • range 150 feet

  • components V, S, M (a bit of sponge)
  • duration Instantaneous

Draws moisture from creatures in a 30-foot cube. Constructs and undead are unaffected. Plants and water elementals have disadvantage on the saving throw. Deals 10d8 necrotic damage on a failed save, half on a successful one.

on 11 or higher, the attack misses. 8th-level necromancy

INCENDIARY CLOUD

  • casting time 1 action
  • range 150 feet

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

Creates a cloud of smoke with white-hot embers in a 20-foot-radius sphere. Heavily obscured. Creatures in the area must make a Dexterity saving throw, taking 10d8 fire damage on a failed save, half on a successful one. The cloud moves 10 feet away from you at the start of each of your turns.

on 11 or higher, the attack misses. 8th-level conjuration

DANSE MACRABRErere

  • casting time 1 action
  • range 90 feet

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

Dominates the minds and bodies of humanoids in a radius, controlling them until the spell ends. HP cost: 22/45. Controlled creatures must attack if not given orders and die when the spell ends.

on 11 or higher, the attack misses. 8th-level necromancy (hemomancy)

DARK STAR

  • casting time 1 action
  • range 150 feet

  • components V, S, M (a shard of onyx and a drop of the caster’s blood, both consumed)
  • duration Concentration, up to 1 minute

Creates a sphere with magical darkness and gravitational force. Difficult terrain, magical darkness, and deafness within. Creatures inside make a Constitution saving throw, taking 8d10 force damage on a failed save, half on a successful one. A disintegrated creature is reduced to dust.

on 11 or higher, the attack misses. 8th-level evocation (dunamancy)

DEADLY STING

  • casting time 1 action
  • range Self

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

Grows a tail with a stinger. Melee spell attack with 10-foot reach deals 1d4 piercing damage plus 4d10 poison damage. Failed Constitution saving throw makes the target vulnerable to poison damage for the spell's duration.

on 11 or higher, the attack misses. 8th-level transmutation (dragon)

8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8

DEMIPLANE

  • casting time 1 action
  • range 60 feet

  • components S
  • duration 1 hour

Creates a shadowy door on a surface, leading to a 30-foot demiplane. Creatures and objects remain trapped if the spell ends. Can connect to demiplanes created with previous castings.

on 11 or higher, the attack misses. 8th-level conjuration

DESOLATION

  • casting time 1 hour
  • range 1 mile

  • components V, S, M (an obsidian acorn worth 500 gp, consumed)
  • duration 1 year

Renders the land within 1 mile unfertile for a year. Plants die, and plant-related spells require an ability check against your spell save DC. Short rests halve hit dice results. Permanent duration if the ritual focus is expended.

on 11 or higher, the attack misses. 8th-level necromancy (ritual, high elven)

DOMINATE MONSTER

  • casting time 1 action
  • range 60 feet

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

Charms a creature, allowing telepathic communication and control. Advantaged saving throw if friendly creatures are fighting the target. Controlled creature obeys simple commands telepathically. Taking total control of the target is possible for one turn by using an action. The target can make a new Wisdom saving throw each time it takes damage. At 9th level, the duration becomes concentration, up to 8 hours.

on 11 or higher, the attack misses. 8th-level enchantment

CHALICE OF THE NIGHT

  • casting time 1 hour
  • range Self

  • components V, S, M (1 ounce of vampire’s blood, a chalice worth 2,500 gp)
  • duration Up to 24 hours

Transforms the caster into an average vampire until the next dawn or the spell's duration. Hit points, Hit Dice, and proficiencies are replaced, but alignment and mental ability scores are retained. Equipment may fall or be worn. The transformation can become permanent with 10 consecutive castings over 10 days, requiring blood feeding on the 10th night. At 9th level, casting grants one use of the vampire's Legendary Resistance per day.

on 11 or higher, the attack misses. 8th-level necromancy

CLONE

  • casting time 1 hour
  • range Touch

  • components V, S, M (a diamond worth at least 1,000 gp, 1 cubic inch of flesh of the creature to be cloned, and a vessel worth at least 2,000 gp)
  • duration Instantaneous

Grows an inert duplicate of a living creature inside a sealed vessel, taking 120 days to mature.

on 11 or higher, the attack misses. 8th-level necromancy

CONTROL WEATHER

  • casting time 10 minutes
  • range Self (5-mile radius)

  • components V, S, M (burning incense and bits of earth and wood mixed in water)
  • duration Concentration, up to 8 hours

Controls the weather within a 5-mile radius for the duration. Must be outdoors.

on 11 or higher, the attack misses. 8th-level transmutation

COSTLY VICTORY

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration 1 hour

Targets ten enemies, making a Wisdom saving throw. Failed save results in a curse, causing the creature to burst into flames if it reduces one of the caster's allies to 0 hit points. Takes 6d8 fire damage and 6d8 radiant damage. Ongoing fire damage if the creature is flammable.

on 11 or higher, the attack misses. 8th-level evocation (battle)

CREATE RING SERVANT

  • casting time 1 action
  • range Touch

  • components V, S, M (two metal rings)
  • duration Concentration, up to 1 hour

Creates a ring servant from two metal rings, appearing adjacent to the caster. It is friendly and follows verbal commands, defending itself and the caster if no commands are given.

on 11 or higher, the attack misses. 8th-level transmutation (ring)

CRIPPLING INCURSION

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

  • components V, S
  • duration Instantaneous

Emits a 30-foot cone of necrotic energy. Targets make a Constitution saving throw, taking 5d12 necrotic damage and suffering 2 levels of exhaustion on a failed save. On a successful save, they take half damage and are frightened until the end of their next turn.

on 11 or higher, the attack misses. 8th-level necromancy

8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8

ARCANE SIGHT

  • casting time 1 round
  • range Touch

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

Grants true seeing and detect magic benefits, and the ability to know the name and effect of every spell witnessed.

on 11 or higher, the attack misses. 8th-level divination (hieroglyph)

BLACK HOLE

  • casting time 1 action
  • range 60 feet

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

Creates a dense gravity orb at a point, pulling creatures towards it and causing damage. Moving away from the orb is difficult. Unsecured objects within the area are pulled into the orb.

on 11 or higher, the attack misses. 8th-level transmutation (ritual)

BLOOM

  • casting time 1 hour
  • range 1 mile

  • components V, S, M (a silver acorn worth 500 gp)
  • duration 1 year

Fertilizes the land within 1 mile, enhancing plant growth. Choose an effect: field, forest, grassland, or orchard. Living creatures taking a short rest receive maximum hit points for hit dice expended. Permanent duration with an expended ritual focus.

on 11 or higher, the attack misses. 8th-level conjuration (ritual, high elven)

CALL THE HUNTER

  • casting time 1 action
  • range 90 feet

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

Summons a clockwork outsider called Zelekhut to serve as the embodiment of justice. Commands given as a bonus action.

on 11 or higher, the attack misses. 8th-level conjuration (clockwork)

CAUSTIC TORRENT

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

  • components V, S, M (a chip of bone pitted by acid)
  • duration Instantaneous

Releases a 60-foot line of acid, causing damage to creatures in the area. Creatures reduced to 0 hit points are killed, and others within 5 feet of the line are poisoned.

on 11 or higher, the attack misses. 8th-level conjuration (elemental)

ALLUVIAL POOL

  • casting time 1 action
  • range 90 feet

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

Creates a pool of thick ooze in a designated area. Creatures entering or starting their turn in the pool may take acid damage, become grappled, and suffer other effects. Metal objects corrode over time.

on 11 or higher, the attack misses. 8th-level conjuration

ANTIMAGIC FIELD

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

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

Creates a 10-foot-radius sphere of antimagic, suppressing spells, magical effects, and magic items within the sphere. Teleportation and planar travel are also hindered.

on 11 or higher, the attack misses. 8th-level abjuration

ANTIPATHY-SYMPATHY

  • casting time 1 hour
  • range 60 feet

  • components V, S, M (either a lump of alum soaked in vinegar or a drop of honey)
  • duration 10 days

Attracts or repels creatures of a specified kind from a target or area. Choose antipathy to repel creatures, causing fear, or sympathy to attract creatures, compelling them to approach the target. Creatures can make Wisdom saving throws to end the effect.

on 11 or higher, the attack misses. 8th-level enchantment

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

8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8