Compels shadows to create various effects at a point within range. Change the size and shape of a creatures shadow, adv on stealth checks, cover dim or darkness, hide persons shape.
Emits a thick pale mist, gaining total cover but being blinded and deafened.
Creates a solid lash of howling wind, dealing slashing damage and pushing the target.
Sends a blade of wind in a straight line, forcing a Dexterity saving throw and dealing slashing damage.
Creates a blade of necrotic energy in the shape of a reaper's scythe at the end of a staff. Deals additional necrotic damage. Damage increases at higher levels.
Creates a momentary circle of spectral blades around you. Creatures in range (other than you) must succeed on a Dexterity saving throw or take force damage. Damage increases at higher levels.
Manifests a minor wonder or supernatural sign within range. Various effects include booming voice, flame manipulation, ground tremors, instantaneous sounds, door/window manipulation, and altered eye appearance.
Makes an object you possess invisible for up to 10 minutes. Cannot make the same object invisible again for 24 hours.
Creates a burst of thunderous sound, damaging creatures (other than you) within 5 feet. Damage increases at higher levels.
Points at a creature, and the sound of a dolorous bell fills the air. Deals necrotic damage. Damage increases if the target is missing hit points.
Allows you to strike back at your attacker with a blast of fire when hit with an attack dealing critical damage. Deals fire damage.
Creates or manipulates lights within range. Can have up to three non-instantaneous effects active at a time.
Allows you to see through a willing creature's eyes or lets the creature see through your eyes until the start of your next turn.
Causes shadows to manifest around a creature. Target must make a Wisdom saving throw or receive penalties to attack rolls and disadvantage on Dexterity saving throws.
Pulls shadows into a vial, creating pitch-black ink. The ink dissipates after an hour or when the vial is stoppered.
Summons a spike of shadow to stab and push a creature. Deals piercing damage. Damage increases at higher levels.
Manipulates water in various ways, such as movement, shaping, changing color, or freezing. Can have no more than two non-instantaneous effects active at a time.
Envelops a creature in a 10-foot-radius sphere of dark mist, granting advantage on Stealth checks. Range and size increase at higher levels.
Delivers a shock to a creature with a melee spell attack. Advantage if the target wears metal armor. Deals lightning damage. Damage increases at higher levels.
Targets a humanoid with 0 hit points, making it attempt a Death saving throw. On failure, the creature takes a step closer to death, and the caster gains 1d4 temporary hit points.
Projects noxious gas, requiring a Constitution saving throw. On a failure, the creature takes poison damage, increasing at higher levels.
Performs minor magical tricks, creating sensory effects, lighting/snuffing out fires, cleaning/soiling objects, chilling/warming/flavoring materials, making colors/marks/symbols appear, and creating trinkets or illusory images. Can have up to three effects active at a time.
Summons a fist-sized stone to hurl at a target, dealing bludgeoning damage. Target has disadvantage on its next attack roll or ability check during its next turn. Damage increases at higher levels.
Grants a willing creature a roll of a d4 to add to its next initiative or Dexterity saving throw before the spell ends.
Creates a line of radiant energy, damaging creatures in its path and giving them disadvantage on opportunity attacks against the caster. Damage increases at higher levels.
Requires a melee attack with a weapon, enveloping the target in acidic mist. Damage and area increase at higher levels.
Saps the vitality of a creature, forcing a Constitution saving throw. On a failure, the target takes necrotic damage and falls prone. Damage increases at higher levels.
Ignites an unattended flammable object, dealing fire damage to nearby creatures. Damage increases at higher levels.
Creates a copy of a written work in your handwriting. Cannot reproduce magical properties.
Creates a lash of lightning energy, pulling a creature toward the caster and dealing lightning damage. Damage increases at higher levels.
Summons a spectral hand to manipulate objects within range.
Hurls loose stones and debris at a creature, requiring a Dexterity saving throw. On a failure, the creature takes bludgeoning damage. Damage increases at higher levels.
Allows the caster to whisper a message to a target within range. Target can reply in a whisper only the caster can hear. Can pass through solid objects if the caster is familiar with the target.
Creates a sound or image of an object within range. The illusion can be of various sounds or small objects, but physical interaction reveals it to be an illusion. Investigation check can discern the illusion.
Manipulates dirt or stone in various ways, such as excavation, shaping patterns, or creating difficult terrain. Multiple effects can be active, and you can dismiss them as an action.
Summons a small shadowy figure to assault the mind of a creature, dealing psychic damage. Damage increases at higher levels.
Allows the caster to attempt to phase through a single attack, imposing disadvantage. If the attack is successful, the caster becomes incapacitated until the end of their next turn.
Creates effects like pushing a creature away, moving a small object, or producing harmless sensory effects using air.
Assaults a creature with an invisible force, forcing a Strength saving throw. On a failure, the creature's movement speed is halved. Range and target size increase at higher levels.
Imbues a melee weapon with cold damage. The weapon becomes magical and deals additional cold damage on a successful hit. Damage increases at higher levels.
Shoots an icy shard at a creature, dealing cold damage. Critical hits cause vulnerability to cold damage. Damage increases at higher levels.
Releases a cloud of shimmering gas at a creature, dealing radiant damage and imposing disadvantages on Stealth checks. Damage increases at higher levels.
Causes a cloud of parasites to appear on a creature, dealing poison damage and forcing it to move in a random direction. Damage increases at higher levels.
Sends sparks to shock a creature, granting advantage on the next death saving throw for unconscious targets. Deals lightning damage, increasing at higher levels.
Shoots two bolts of necrotic energy at a creature, dealing damage. If both bolts hit, reduces the target's hit point maximum. Damage increases at higher levels.
Creates a binding thread between the caster and a creature. If they move more than 5 feet away, the creature takes necrotic damage. Damage increases at higher levels.
Sheds bright light in a radius, creating dim light for an additional range. Can be colored as desired. Ends if cast again or dismissed. Forces Dexterity saving throw on hostile creatures.
Alters light in various ways, such as changing color, brightness, or causing flammable objects to ignite. Can have up to three effects active at a time.
Creates magical paint usable in any way ordinary paint can be used. Remains tangible for an hour, with extended duration for additional minutes.
Grants advantage on Charisma checks directed at one non-hostile creature. When the spell ends, the creature becomes hostile.
Causes numbing frost on a creature, dealing cold damage and imposing disadvantage on its next weapon attack roll. Damage increases at higher levels.
Requires a melee attack with a weapon. On a hit, encases the target in ice. If the target makes a weapon attack, it takes cold damage. Damage increases at higher levels.
Emits a bright flash of light, shedding brightness in a radius and dealing radiant damage to a creature grappling the caster.
Creates a dazzling light to draw attention. Creatures make a Wisdom saving throw, suffering disadvantage on ability checks if they fail.
Absorbs natural light, creating darkness within a radius. Bright light becomes dim light, and dim light becomes darkness.
Requires a melee attack with a weapon. On a hit, deals normal attack damage and causes green fire to leap to another creature, dealing additional fire damage. Damage increases at higher levels.
Forms a spectral blade on a touched quarterstaff, using the caster's spellcasting ability for attack and damage rolls. Deals necrotic damage and has an increased damage die.
Deals psychic damage to frightened creatures within range. Damage and range increase at higher levels.
Grants a target the ability to roll a d4 and add the result to one ability check.
Creates a blinding flash of light in front of a creature, imposing disadvantage on its next attack or granting advantage on the next attack against it.
Forces a creature to make a Strength saving throw to avoid dropping an object or weapon it's holding.
Summons saltwater to extinguish flames or deal cold damage to a creature on a failed Constitution saving throw. Damage increases at higher levels.
Amplifies the caster's voice to assault the mind of a creature, dealing psychic damage and causing fear. Damage increases at higher levels.
Targets two creatures within range. Each must make a Dexterity saving throw or take necrotic damage. If one moves, both make another saving throw. Damage increases at higher levels.
Forces a creature within range to make a Strength or Dexterity skill check to avoid being grappled.
Fires a beam of crackling energy at a creature, dealing force damage. Creates additional beams at higher levels.
Hides or reveals the contents of a written message. Ends when cast again or dispelled.
Hurls a mote of fire at a creature or object, dealing fire damage. Damage increases at higher levels.
Temporarily suppresses a memory, requiring a Wisdom saving throw for others to access it magically.
Melee attack with a weapon, sheathing the target in booming energy. If it moves before the caster's next turn, it takes thunder damage. Damage increases at higher levels.
Generates a thunderclap, dealing thunder damage to an unattended object and flinging shrapnel at nearby creatures. Piercing damage increases at higher levels.
Bolsters the spirits of up to 3 friendly creatures, granting temporary hit points and a +1 bonus to their first attack roll, saving throw, or ability check.
Creates a ghostly, skeletal hand to make a ranged spell attack. Deals necrotic damage and prevents the target from regaining hit points. Damage increases at higher levels.
Burns a target, dealing fire damage and marking it with a fiery rune. Target takes additional fire damage if it takes fire damage from any source. Damage increases at higher levels.
Affects nonmagical flame in various ways, such as expanding, extinguishing, or changing color. Can create simple shapes within the flames.
Imbues the ground with faint necrotic energy, causing a penalty to attack rolls for creatures other than the caster. Range increases at higher levels.
Creates a bonfire that damages creatures in its space. Damage increases at higher levels.
Up to 1 minute
Hurls a bubble of acid at one or two creatures. Targets must make a Dexterity saving throw or take acid damage. Damage increases at higher levels.
Animates a skull, allowing it to speak a short phrase or snap at creatures that touch it. Damage increases at higher levels.
Forms a shield of astral energy, reducing damage from an attack. The number of uses increases at higher levels.
Calls down a blessing of protection on a creature, allowing it to roll a d4 to reduce damage. The spell then ends.
Grants resistance to bludgeoning, piercing, and slashing damage from weapon attacks until the end of the caster's next turn.
Causes a targeted creature to bleed, imposing penalties on Intelligence, Charisma, and Wisdom checks. No effect on undead or constructs.
Compels a target to truthfully answer a one-word question on a failed Wisdom saving throw.
Decreases a target's AC by 2 on a failed Constitution saving throw. No effect on creatures without separate armor.
Creates an invisible, mindless, shapeless servant that performs simple tasks. Lasts until the spell ends or it drops to 0 hit points.
Grants advantage on Dexterity (Stealth) checks and invisibility when not moving or taking actions in dim light or darkness.
Inflicts self-damage to create a +1 dagger. Higher levels increase initial damage and enhance the dagger.
Creates a wind tunnel with various effects on movement and ranged attacks. Disperses gases and extinguishes flames.
Forms a sustained arc of lightning between caster and target. Can automatically deal lightning damage on subsequent turns. Higher levels increase initial damage.
Causes a target's eyes to age rapidly, imposing disadvantage on Perception and attack rolls. Higher levels allow targeting additional creatures.
Allows using Spellcasting ability modifier instead of Dexterity for attack and damage rolls with ranged weapons.
Imbues writing with an illusion, appearing normal to designated creatures. Appears as unintelligible script to others. Truesight can reveal the hidden message.
Creates a magic trap that restrains creatures in a 5-foot radius circle. Can be ended by a successful Dexterity saving throw or Intelligence (Arcana) check.
Awakens a spirit in an inanimate object, allowing the caster to ask questions and gain information.
Charms a target, making the caster appear as a perfect paramour. Target may grapple the caster. On a successful saving throw, caster can deal acid damage. Higher levels increase acid damage.
Causes a target's blood to coagulate, stabilizing it and ending bleeding or wounding effects. Target can't be a source of blood for certain spells or effects.
Surrounds you with ghostly starlight. When damaged, explodes, dealing 2d10 radiant damage to creatures within 10 feet. Higher levels increase damage.
Awakens sleeping creatures and allows prone creatures to stand without expending movement.
Creates a 10x10x10-foot magical pit in an unoccupied space, anchored to a solid surface. Lasts for the duration.
Melts a 10-foot radius, 40-foot deep cylinder of ice. Creatures falling take 2d6 cold damage. Water refreezes gradually.
Creates a wave of thunderous force. Creatures in a 15-foot cube must make a Constitution saving throw or take 2d8 thunder damage and be pushed 10 feet. Higher levels increase damage.
Creates difficult terrain and forces Strength saving throws on creatures entering, pushing them away and reducing speed to 0 on a failure.
Wards a creature, forcing attackers to make a Wisdom saving throw. On a failure, they must choose a new target or lose the attack or spell.
Deals 2d6 piercing damage to creatures in a 15-foot cone. Higher levels increase damage.
Rerolls Dexterity check for initiative with a +5 bonus. Takes the higher of the two results.
Attune your senses to pick up the prevailing emotions of one humanoid you can see within 30 feet.
Ranged spell attack deals 1d12 necrotic damage. Target makes a Wisdom saving throw or becomes frightened until the end of your next turn. Higher levels increase damage.
Ends grapple and allows movement up to 15 feet without provoking attacks of opportunity.
Creates the image of an object, creature, or phenomenon within a 15-foot cube. Visual only. Investigation check can reveal it as an illusion.
Puts creatures to sleep based on hit points. Undead and creatures immune to being charmed are unaffected. Higher levels affect more hit points.
Forces a target creature to drop a nonmagical item unless it makes a successful Charisma saving throw. Can't cause magic items to be dropped.
Adds 1d8 fire damage to the next source of fire damage dealt. Can only have one active at a time. Higher levels increase damage.
Target makes a Constitution saving throw. On a failure, takes 1d6 necrotic damage, and its soul becomes tainted. You regain hit points equal to half the damage dealt. While within 30 feet of you, the target can be forced to take additional necrotic damage at the start of your turns. A chosen creature within 5 feet of the target regains hit points equal to half the damage dealt. Saving throw ends the spell. Higher levels increase damage.
Kills insects or swarms with fewer than 25 hit points within 50 feet. Higher levels increase hit points affected.
Mentally connect with recently deceased spirits within 30 feet. On a failed saving throw or if more than 5 dead creatures are present, take psychic damage and can't cast the spell until a long rest. On a success, sense emotions of dead creatures within range.
Grants protection against aberrations, celestials, elementals, fey, fiends, and undead. Disadvantage on attacks, immunity to charm, fear, and possession.
Target humanoid makes a Constitution saving throw. On a failure, forced to move and may drop what it's holding. No effect on charmed immunes.
Purifies nonmagical food and drink in a 5-foot-radius sphere.
Target gains benefits, including ignoring one condition or disease and removing one level of exhaustion. Ends with the creature regaining any removed effects.
Ranged spell attack deals 2d8 poison damage. Target makes a Constitution saving throw or is poisoned until the end of your next turn. Higher levels increase damage.
Creates a necrotic scythe. Melee spell attack deals 2d4 necrotic damage, and you gain temporary hit points equal to half the damage dealt. Higher levels increase damage.
Infuses metal rings with magic. Rings orbit around you and can be launched to deal damage and push the target away. Higher levels affect more rings.
Target makes a Constitution saving throw or takes 2d12 necrotic damage. Higher levels increase damage.
Glows with silvery radiance. Creates a ray of silver light dealing 2d6 radiant damage. Higher levels increase damage.
Target's speed increases by 10 feet. Higher levels target additional creatures.
Grants a willing creature unarmored AC of 13 + Dexterity or Constitution modifier. Ends if target dons armor or if dismissed.
Creates a 10-foot-radius sphere where gravity increases. Creatures make Constitution saving throws, taking 2d8 force damage on a fail and having their speed halved. Objects require a Strength check against your spell save DC to pick up or move. Higher levels increase damage.
Heightens senses and reflexes. Critical hits on a d20 roll of 18-20. Disadvantage on an attack roll is ignored if one result is in this range. Ends after a critical hit. Higher levels expand the critical hit range.
Stitches closed wounds or reattaches a severed limb. Target regains hit points equal to its Constitution modifier. Limb reattachment comes with temporary disadvantages. Higher levels increase time limit and healing.
Ranged spell attack deals 1d8 necrotic damage. You regain hit points equal to half the damage dealt. If at max hit points, gain double as temporary hit points.
Target makes a Wisdom saving throw or becomes incapacitated. Takes 1d12 psychic damage at the end of each turn. Can make a new saving throw at the end of each turn. Spell ends on a success.
Roll a d4 and subtract the result from a target creature’s attack roll, ability check, or saving throw.
Ranged spell attack deals 1d10 piercing damage. Shard explodes, forcing Dexterity saving throws for additional cold damage to target and creatures nearby. Higher levels increase cold damage.
Create six icicle daggers. Each functions as a dagger with an additional 1d4 cold damage on hit. Melts after leaving your hand. Duration increases with higher spell slots.
Target makes a Constitution saving throw. On a failure, unable to cast verbal component spells of a chosen school. New saving throw at the end of each turn. Higher levels allow selecting additional schools.
Target makes a Constitution saving throw. On a failure, takes 1d10 necrotic damage and is incapacitated until your next turn.
Melee spell attack deals 3d10 necrotic damage. Higher levels increase damage.
Transmute pages of your spellbook into sharp edges, dealing damage to creatures in range. Higher levels increase damage.
Target has vulnerability to one damage type of your choice until the end of your turn. Learn additional vulnerabilities if present.
Touch a bone from a creature dead for 10 days to a year. See a brief vision of how it died.
Target’s jump distance is tripled.
Target gains advantage on melee weapon attacks. Deals additional damage on next successful melee weapon attack against a larger creature.
Creates difficult terrain in a 10-foot square. Creatures in the area make Dexterity saving throws or fall prone upon entering or ending their turn. Higher levels don’t affect the spell.
Target gains confidence and positive associations. Adds 1d4 to Charisma (Persuasion) checks and +2 bonus to status score. Higher levels increase duration. Ritual focus extends duration to 24 hours.
Ranged spell attack deals 4d6 radiant damage. Next attack against target has advantage. Higher levels increase damage.
Create a Tiny incorporeal hand of light. Follows you and leads toward a major landmark. Beckons you to follow.
Creature touched makes a Strength saving throw. Restrained by ethereal chains, and a magical blade deals 2d8 slashing damage. Additional damage each round. Target can use its action to attempt a Strength saving throw to break free. Higher levels increase initial damage.
Create a 5-foot-wide line of radiant energy. Creatures in the line make Dexterity saving throws, taking damage on a failed save. One creature in the line makes a Strength saving throw, taking damage and potentially being thrown on a failed save. Higher levels increase damage.
Target regains 1d4 + spellcasting ability modifier hit points. Higher levels increase healing.
Imbue a weapon with heft. First successful melee attack deals an extra 2d6 bludgeoning damage. Target must succeed a Constitution saving throw or be stunned. Higher levels increase extra damage and stun duration.
Roll a d20 when a creature fails a saving throw. On a 16 or higher, the target succeeds. Higher levels reduce the required roll.
Successful melee spell attack against a mount. Beast is disabled and takes damage if it moves more than half its speed. Higher levels increase damage.
Mark a creature as your quarry. Deal extra damage on hits and have advantage on Perception or Survival checks to find it. Can be moved to a new target if the current one drops to 0 hit points. Higher levels increase duration.
Transform your hand into living stone. Unarmed strikes deal 1d6 + Strength modifier bludgeoning damage. Proficient with unarmed strikes. Attacks considered magic weapon attacks.
Create a floating disk that holds up to 500 pounds. Follows you within 20 feet. Can move across terrain but can't cross an elevation change of 10 feet or more. Higher levels increase size and duration.
Create a 5-foot radius flurry of snow. Disadvantage on Wisdom (Perception) checks and attack rolls into, out of, or through the area.
Create a 20-foot-radius sphere of fog, heavily obscuring the area. Higher levels increase the radius.
Gain the benefits of a successful Dexterity (Stealth) check, provided cover or concealment is accessible within 10 feet. Move up to 10 feet during the spell. Must remain hidden afterward.
Freeze the contents of a potion vial, drinking horn, or similar container. Contents melt normally. Higher levels may have additional effects.
Blast freezing cold in a 15-foot cone. Creatures in the area make a Constitution saving throw, taking cold damage on a failed save. Nonmagical liquids freeze. Higher levels increase damage.
Target creature makes a Constitution saving throw or suffers disadvantage on ability checks, attack rolls, and saving throws. Concentrating creatures must immediately make a concentration check.
Transcribe spoken words onto a writing surface. Permanent writings with chosen language, handwriting style, and color.
Touch a willing creature. For the duration, the target adds 1d8 to its initiative rolls.
Target moves at three-quarters normal speed on slopes, gains a bonus on checks to prevent falls, and has advantage on Dexterity checks on narrow ledges. Higher levels increase duration.
Concentrate gravity around you. Creatures within 15 feet make a Strength saving throw, taking bludgeoning damage and being pulled toward you on a failed save. Higher levels increase damage.
Imbue a melee weapon with divine power and launch it at a target. Make a melee spell attack. Deals additional radiant or necrotic damage. Weapon breaks after use. Higher levels increase damage.
Fill a creature with trepidation. On a failed Wisdom saving throw, disadvantage on attacks against you, and disadvantage on Wisdom skill checks. Remove curse ends the effect.
Teleport to a location within range. Make a single melee spell attack as a bonus action. Higher levels increase range and damage.
Cause a tremor in a 10-foot radius. Creatures must make a Dexterity saving throw, taking bludgeoning damage and being knocked prone on a failed save. Higher levels increase damage.
Target makes a Strength saving throw. On a failed save, the target is restrained. It can use its action to make a Strength saving throw to break free.
Create a 5-foot diameter, 20-foot high earthen pillar. Creatures on it may be lifted. Pillar may deal damage if prevented from reaching full height. Higher levels increase height and potential damage.
Grant supernatural endurance to a creature. Ignore extreme heat, extreme cold, frigid water, and high altitude. Double breath duration. Advantage on saving throws against exhaustion. Higher levels allow touching additional creatures.
Move at an incredible pace. Dash as a bonus action on each turn.
Extract nutrition from three days' worth of meals into a tablespoon of powder. Powder can be consumed for nutrition. Higher levels extract additional meals. Ritual Focus can turn daily foyson into a slice of elven bread.
Outlines objects in a 20-foot cube in light. Creatures make a Dexterity saving throw or also get outlined. Outlined objects and creatures shed dim light, granting advantage on attacks against them.
Alter gravity for yourself, reorienting the direction of down until the end of your turn. Fall in any chosen direction, up to 500 feet. Use caution, as misuse can be deadly.
Gain 1d4 + 4 temporary hit points. Higher levels grant additional temporary hit points.
Reaction: Slow the fall of creatures within 60 feet, preventing falling damage and allowing them to land on their feet.
Summon a familiar in animal form. Familiar acts independently, can't attack, and can deliver touch spells. Can be telepathically communicated with and seen through its eyes.
Create a whip from your own blood. Make a melee spell attack for 2d6 necrotic damage. Health cost increases reach. Higher levels increase damage.
Imbue a synthetic eye with magical power, allowing you to see through it within 100 feet. Higher levels increase the distance threshold.
Heal a creature for 1d8 + spellcasting ability modifier hit points. Higher levels increase healing.
Curse a humanoid. If it dies during the curse, it rises as a zombie under your control for 1 minute. Remove curse ends the effect.
Spectral hands create difficult terrain. Creatures in the area make a Dexterity saving throw or take necrotic damage. Higher levels increase the covered area.
Allow a creature to breathe normally in thin oxygen up to 30,000 feet. Duration shared among touched creatures. Duration increases with higher spell slots.
Grant an object resistance to all damage and immunity to damage less than 5. Touch to remove. Duration increases with higher spell slots.
Detect the alignment of creatures within range, distinguishing between lawful, neutral, and chaotic auras.
Sense and identify poisons, poisonous creatures, and diseases within 30 feet. Penetrates most barriers.
Sense magic within 30 feet, see a faint aura around magical creatures or objects, and learn their school of magic. Penetrates most barriers.
Gain +2 AC against ranged attacks and advantage on saving throws against extreme heat and harmful gases while in a mild vortex.
Create a cone of colored light, affecting creatures based on hit points. Blinds affected creatures. Higher levels increase damage.
Speak a one-word command to make a creature follow the command on its next turn. Commands include Approach, Drop, Flee, Grovel, Halt. Higher levels allow affecting additional creatures.
Understand spoken and written languages. Penetrates barriers. Shortcut: [[Saving folder/Spells/Level 1/Comprehend Languages]]
Coats your hand with acid, making a melee spell attack. On a hit, deal 4d6 acid damage. Damage increases with higher spell slots.
Create or destroy up to 10 gallons of water. Effects increase with higher spell slots.
Make a creature perceive everything as funny, causing fits of laughter and incapacitation. Wisdom saving throw to resist. Shortcut: [[Masterscreen/Saving folder/Spells/Level 1/Cecile's Hideous Laughter]]
Perform a religious ceremony with various effects, such as atonement, bless water, coming of age, dedication, funeral rite, or wedding.
Attempt to charm a humanoid, forcing a Wisdom saving throw. Charmed creature regards you as a friendly acquaintance. Higher levels allow targeting additional creatures. Shortcut: [[Saving folder/Spells/Level 1/Charm Person]] Wisdom saving throw, Enemy ADV is Hostile.
Hurl a 4-inch-diameter sphere of energy at a creature, dealing 3d8 damage of a chosen type. Damage increases with higher spell slots.
Send glowing lances of temporal energy at three targets. Targets make Wisdom saving throws or have halved speed and disadvantage on Dexterity ability checks. Higher levels allow targeting additional creatures.
Implant a suggestion into an item. If accepted willingly, the recipient must make a Wisdom saving throw or use the object as intended.
Summon black lotus petals to enhance your weapon. Successful hits impose effects: halved movement, psychic damage with no reactions, and no bonus actions. Psychic damage increases with higher spell slots.
Change the color of a flame, dealing necrotic and fire damage to creatures in a 5-foot radius. Damage increases with higher spell slots.
Hemomancy HP cost 1/10
Bless up to three creatures, allowing them to roll a 1d4 and add the number rolled to attack rolls and saving throws. Higher levels allow targeting additional creatures. Shortcut: [[Saving folder/Spells/Level 1/Bless]] plus 1d4 attack roll/saving throw.
Hemomancy HP cost 1/10
Conjure bone shards in a cone, forcing Dexterity saving throws. Failed saves result in piercing damage. Damage and cone size increase with higher spell slots.
Target creature with wintry air, forcing a Constitution saving throw. Failed saves render the creature unable to speak or cast spells with vocal components.
Emit flames from your hands, forcing Dexterity saving throws on creatures in a cone. Failed saves result in fire damage. Damage increases with higher spell slots.
Launch an object in a straight line, dealing bludgeoning damage on impact. Maximum weight and damage increase with higher spell slots.
Awaken a sense of mortality in a creature, forcing a Wisdom saving throw. Frightened target can repeat the saving throw at the end of each turn. Higher levels allow targeting additional creatures.
A willing creature touched regains hit points, but cannot regain hit points by any other means until completing a short or long rest. Healing increases with higher spell slots.
Bring a percussion instrument to life under your command. Can follow basic commands or play a rhythm idly.
Gain advantage on attack rolls until the end of your turn by anticipating weaknesses in your foe's defense.
Target gains temporary hit points and deals 1d6 fire damage to attackers within 5 feet when hit with a melee attack.
Tendrils of dark energy deal 2d6 necrotic damage to creatures in a 10-foot radius. Targets make a Strength saving throw. Damage increases with higher spell slots. Shortcut: [[Saving folder/Spells/Level 1/Arms of Hadar]] Enemy Reaction Disabled until its next turn.
Provide a fortunate warning to a creature, allowing it to roll a d4 and add the number rolled to an attack roll, ability check, or saving throw it just made.
Turn a critical hit against you into a normal hit by casting this spell before damage dice are rolled.
Up to three creatures make Charisma saving throws. Failed saves result in a penalty to attack rolls and saving throws. Penalty increases with higher spell slots. Shortcut: [[Saving folder/Spells/Level 1/Bane]] minus 1d4 attack roll/saving throw.
Gain resistance to triggering damage type and deal extra damage of that type on the next melee attack. Extra damage increases with higher spell slots.
Create a 30-ft line of acid. Failed Dexterity saving throws result in ongoing acid damage. Damage increases with higher spell slots.
Rot a piece of food from the inside. Creature eating it must make a Constitution saving throw or take poison damage and become poisoned. Damage increases with higher spell slots.
Gain the ability to read non-magical texts at a fast rate and perfect recollection of information during the spell’s duration.
8 hours
Cause an enemy making a ranged attack against an ally to reroll the attack roll. Enemy must make a Charisma saving throw to avoid the reroll.
Conjure a celestial manifestation granting +2 to AC for a creature. Interposes itself between the target and incoming attacks. Can force a reroll on a failed Dexterity saving throw.
Summon a 15-ft radius, 40-ft tall elemental veil dealing 3d6 damage (cold, fire, lightning, thunder). Damage increases with higher spell slots.
Create a vine to support 600 pounds. AC 8, (5 x spellcasting level) hit points, damage threshold 5. Increases weight support and damage threshold at higher levels. Ritual Focus for permanence.
Mark an unattended magic item with bloodstain. Item's magical abilities don't function for others. Lasts until dispelled or cast daily for 28 days to become permanent.
Ward a willing creature. +1 bonus to AC and saving throws, resistance to all damage. You take the same amount of damage as the target. Ends if separated by more than 60 feet or recast. Can be dismissed as an action.
Vanish an object in your hand (up to 5 pounds) to an extradimensional space. Retrieve it with an action. Object appears at your feet when the spell ends.
Create a 15-ft radius zone. Creatures must make Charisma saving throws or can't speak deliberate lies. Awareness of the spell allows evasive answers. Shortcut: [[Saving folder/Spells/Level 2/Zone of Truth]] Truth serum.
Create a starlight spear dealing 2d12 radiant damage. Counts as a melee weapon, has reach and thrown properties. Damage increases with higher spell slots.
Target makes a Charisma saving throw. Failure results in 2d8 necrotic damage, 2d8 psychic damage, and disadvantage on Strength and Dexterity ability checks for 1 minute. Damage increases with higher spell slots.
Suggest a reasonable course of action. Target makes a Wisdom saving throw. On failure, it follows the suggestion. Ends if target is damaged or spell is cast again on either creature.
Protect one creature from mind-reading, telepathic communication, and grants advantage on saves against truth-determining effects.
Temporarily step forward in time. Disappear and reappear at the beginning of your next turn, unaffected by events during the interval.
Cause the ground to vibrate, dealing 4d6 bludgeoning damage to creatures in a 20-ft cube. Learn the location of damaged creatures. Damage increases with higher spell slots.
Create a shadowy tentacle with three toothy maws. Use an action to make ranged spell attacks with each maw within 10 feet of another target. Each maw deals 1d8 piercing damage. Maws have AC 15 and 12 hit points. Damage increases with higher spell slots.
Create a 5-ft deep, 5-ft wide, and 60-ft long trench. Width or length increases at higher spell levels.
Hurl a ball of violet energy, dealing 5d6 radiant damage. Target makes a Constitution save or is poisoned. Damage increases with higher spell slots.
Hemomancy HP cost min/max: 4/15
Magic snowballs deal 3d6 cold damage in a 5-ft radius. Damage increases with higher spell slots.
Inflict snow blindness on a creature within 30 feet. Failed save results in snow blindness. Recovery detailed in Conditions.
Gain half cover against visible attacks, but can only use the hand for somatic components. Discharge to deflect a ranged attack. Spell ends after discharge.
Target gains ability to move on vertical surfaces and ceilings, climbing speed equal to walking speed.
Create a rock spire beneath you, lifting you up to 20 feet. Bonus action to rise or descend. Collapses when you move off it.
Create a floating spectral weapon for melee spell attacks. Deals 1d8 + spellcasting ability modifier force damage. Damage increases with higher spell slots.
Globe shoots icy spray, coating creatures in a 20-ft radius. Coated creatures move at half speed. Ends if taking 5 or more fire damage.
Gain advantage on next attack roll or ability check. Subsequent roll after casting has disadvantage.
Reshape memories of listeners. Creatures within 5 feet forget what you said in the last 6 seconds.
Create a 20-ft radius sphere of silence. Creatures inside are immune to thunder damage and deafened. No sound can pass through. No verbal component spells within.
Teleport to a chosen point, crashing to the ground. No falling damage to you, lightning damage to creatures within 5 feet. Stunned if falling 30 feet or more. No stun at higher levels.
Create up to ten words in the sky, made of cloud, lasting for the spell's duration. Strong wind can disperse the clouds and end the spell early.
Target creature falls unconscious if its current hit points are fewer than the total rolled on 9d8. Unconsciousness lasts until the spell ends, the sleeper takes damage, or someone uses an action to wake them. If the target has more hit points, it becomes drowsy. At higher levels, roll additional 3d8 for each slot level above 2nd.
Touch a willing beast, making its non-magical attacks magical with a +1 bonus to attack and damage rolls. Bonus increases with higher spell slots.
Create a snow fort in an unoccupied space. Provides half cover against attacks from outside. Walls have AC 12, 30 hit points per side, and are vulnerable to fire. Can be repaired with cold damage spells. Creates a dozen snowballs for throwing.
Make a ranged spell attack against a creature, dealing 2d6 necrotic damage and grappling the target. Grappled creature can make a Strength or Dexterity check to end the spell. Can't control a target's shadow in bright light. Damage increases at higher levels.
Create a sword of shadow dealing 2d8 psychic damage. Has finesse, light, and thrown properties. Advantage on attack rolls in dim light or darkness. Damage increases with higher spell slots.
Cause a target's shadow to come to life, revealing a scandalous secret on a failed Charisma saving throw. Target takes penalties to Charisma checks, and rumors spread at the end of the day. Ritual focus gives additional penalties.
Create a floating hand made of shadow, making melee spell attacks. Deals 1d12 necrotic damage, and the target may be frightened. Damage increases at higher levels.
Join life forces with allies, taking 5 necrotic damage. Can be healed normally. As an action, contributors can heal others by touching and channeling hit points from the pool.
Create a loud ringing noise in a 10-foot-radius sphere. Creatures make a Constitution saving throw, taking 3d8 thunder damage on a failed save, or half on a success. Objects also take damage. Damage increases at higher levels.
Create an extradimensional space accessible by climbing a rope. Holds up to eight Medium or smaller creatures. Attacks and spells can't cross the entrance. Anything inside drops out when the spell ends.
Draw blood to form a rope, using hit points. Pull yourself to a target or pull a target to you. Weight limit and Strength saving throw for pulling a target. Weight limit increases with higher levels.
Create snow sculptures in an area: one Large object, two Medium objects, or four smaller objects. Crude resemblance with a 1-action casting, or more realistic appearance with a 1-minute casting. Durable as a snowman. Can be animated with animate objects. Animated sculptures deal cold damage in addition to normal damage. Higher levels allow more sculptures and larger sizes.
See invisible creatures and objects as if visible. See into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Create a magical screen across your eyes. Immune to blindness from visible effects. No alleviation of existing blindness. No penalties from sunlight sensitivity while under the spell. Higher levels increase the duration.
Wrap yourself in shadow, gaining disadvantage on attacks against you and advantage on Dexterity saving throws until the start of your next turn. After an attack misses or hits, move up to 15 feet without provoking opportunity attacks. Higher levels allow additional movements before the spell ends.
Sheathe a melee weapon in white burning flame. Make a melee attack dealing normal weapon damage plus 1d8 radiant damage. The weapon sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Damage increases with higher levels.
Gain mole-like paws with a burrowing speed of 20 feet.
Make a ranged spell attack. On a hit, the target deals only half damage with Strength-based weapon attacks until the spell ends. Target can make a Constitution saving throw at the end of each turn to end the effect.
Strike the ground with a metal ring, creating a 15-foot cone. Creatures in the area take 4d6 thunder damage and fall prone on a failed Dexterity saving throw. Higher levels increase damage.
Create a 30-foot line of thunderous energy. Creatures in the line must succeed on a Constitution saving throw or be deafened for 1 minute. Deafened creatures take thunder damage at the start of their turns, and their speed is halved. Higher levels increase damage.
Craft an illusion in the mind of a creature. On a failed Intelligence saving throw, create a phantasmal object, creature, or phenomenon perceivable only to the target. Treats the illusion as real, rationalizing illogical outcomes. Can take damage from the illusion, dealing 1d6 psychic damage per round.
Summon glowing green arrows in a 20-foot square. Creatures in the area take 3d8 poison damage and become poisoned. A successful Constitution saving throw halves the damage and avoids poisoning. Damage increases with higher spell slots.
Creatures within 20 feet of a point you specify are compelled to kneel. Up to 55 hit points of creatures are affected, starting with the lowest. A kneeling creature makes a Wisdom saving throw at the end of its turn to end the effect. Kneeling creatures are treated as prone. The effect ends immediately on any creature taking damage.
Up to six creatures regain hit points equal to 2d8 + your spellcasting ability modifier. No effect on undead or constructs. Higher levels increase healing.
Sense danger and boost an ally's initiative. One creature you see and that hears you gains advantage on an initiative check before your next turn.
Neutralize poison in a touched creature. Provides advantage on saving throws against poison and resistance to poison damage.
Choose nonmagical flame in a 5-foot cube. Extinguish it and create fireworks, blinding creatures, or smoke, heavily obscuring an area.
Propel a psionic lance into a creature's mind. Intelligence saving throw or take 3d6 psychic damage and limited action options. Higher levels allow targeting more creatures.
Create three illusory duplicates. Duplicates mimic your actions, making it difficult for creatures to target you. Duplicates are destroyed by hits. The spell ends when all duplicates are destroyed.
Transform a smooth surface into a climbable one, providing a +2 bonus and advantage on Strength (Athletics) checks.
Cause a corpse to explode into necrotic energy, dealing 3d8 necrotic damage to creatures within 5 feet. Higher levels increase damage.
Evoke a shadowy visage above you. On a successful melee weapon attack, the visage deals 4d6 necrotic damage and forces a Dexterity saving throw, reducing movement speed on a failure. Damage increases with higher levels.
Create a veil of shadows and silence, granting +10 bonus to Dexterity (Stealth) checks and preventing tracking by non-magical means for you and chosen creatures within 30 feet.
Launch a magic ball at a creature. Target makes an Intelligence Saving Throw or takes 1d6 psychic damage and loses an unused 2nd-level spell slot until a long rest. Damage and slot loss increase with higher levels.
Target two creatures within 20 feet, making them make a Strength Saving Throw with disadvantage. If both fail, they are bound, sharing damage. Breaking the distance causes necrotic damage.
Choose three creatures within range. Until the end of your next turn, targets have resistance to bludgeoning, piercing, and slashing damage from weapon attacks. Effect ends if a target moves beyond 30 feet.
Imbue a creature with positive energy. It regains hit points at the start of its turns, but not above the spell's healing threshold. If reduced to 0, roll d20
Gain advantage on Intelligence, Wisdom, and Charisma Saving Throws, and resistance to psychic damage until the start of your next turn.
Reach into the mind of a creature, forcing a Wisdom Saving Throw. Failed save results in psychic damage and constant knowledge of the target's location. Higher levels increase damage.
Sense the direction of a described or named object within 1,000 feet. Can locate a specific known object or the nearest object of a kind.
Place an illusion on a creature or object, providing false information to divination spells. Choose false magical aura or mask. Daily casting for 30 days makes the illusion permanent until dispelled.
Implant a message within an object, triggering when a specified condition occurs. The magical mouth appears, delivering the message. The trigger can be based on visual or audible conditions within 30 feet.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Create a 15-foot-radius sphere of toxic gray fog. The fog is lightly obscured. Creatures entering or starting their turn in the area must make a Constitution Saving Throw. Failed save results in 3d6 poison damage and poisoning until the end of your next turn. The effect affects creatures regardless of breath.
Conjure a chain of light connected to a surface, attempting to bind a creature within 30 feet. Target makes a Dexterity saving throw. Failed save results in 2d6 radiant damage and being bound until the start of your next turn. You can use your action to attempt to bind a creature again. At higher levels, damage increases.
Target becomes invisible until it attacks or casts a spell. Wearing or carrying objects also become invisible. Distorts light, making the target visible while moving. Higher levels allow targeting more creatures.
Choose an object you can see, unlocking mundane or magical means preventing access. Creates a loud knock audible within 300 feet. Can suppress arcane lock for 10 minutes.
Set up a magical boundary around your lair. Become aware of Tiny or larger creatures entering or leaving the area. Knowledge wakes you from sleep. Duration and area increase with higher levels.
Touch a creature to end one disease or one of the following conditions: blinded, deafened, paralyzed, or poisoned.
Target creature or object rises vertically up to 20 feet, remains suspended, and can be moved by pushing or pulling against surfaces. Can change altitude by 20 feet on your turn.
Choose a humanoid. Target must succeed on a Wisdom saving throw or be paralyzed. The target can make additional saves at the end of each turn. At higher levels, target additional humanoids.
Create three glowing darts of holy energy. Each dart heals a creature of your choice within range for 1d4 hit points.
Summon a storm cloud, producing rain in a 10-foot radius. Extinguishes non-magical fires. Bonus action to move the cloud.
Conjures a warhammer made of ice dealing additional cold damage. Can create additional hammers at higher levels.
Touch an object weighing up to 10 pounds, magically fixing it in place. Can set a password to temporarily suppress the spell. Can move the object normally. Strength check to move it. Higher levels increase DC, weight limit, and duration.
Hurl a coin to a spot within range, lighting it up. Creatures within 30 feet must make a Wisdom Saving Throw or be distracted, gaining disadvantage on Wisdom (Perception) checks and initiative rolls.
Create a 15-foot radius sphere of crushing gravity. Creatures make a Strength Saving Throw. On failure, they take 2d6 bludgeoning damage and fall prone. Creatures not on the ground have disadvantage on the save.
Create a 60-foot-long, 10-foot-wide line of strong wind. Creatures in the line make a Strength Saving Throw or are pushed 15 feet away. Movement towards you is hindered. Extinguishes unprotected flames. Bonus action to change the line's direction.
Bury a humanoid hand in earth. When triggered, the hand animates, attempting to grab and restrain a creature. Creature can use an action to break free. After 1 minute, the spell ends.
Heat metal to a certain point based on roleplay. Heating an object makes a person drop it when it gets too hot. Utility spell.
Impart luck to yourself or a willing creature. Allows rolling an additional d20 on attack rolls, ability checks, or saving throws and choosing the result. Can target additional creatures at higher levels.
Direct a bolt of rainbow colors at a creature. Deals 3d8 damage of a random type. On odd attack rolls, it leaps to a new target within range, requiring a new roll. Additional bolts at higher levels.
Summon a blizzard that provides you half cover, resistance to fire damage, and deals cold damage to creatures starting their turn or moving within 5 feet of you. Disadvantage on ranged attacks.
Touch a corpse to protect it from decay, prevent undead transformation, and extend the time limit for resurrection spells.
Freeze a 10-foot-radius sphere on the ground. Creatures in the area make a Constitution Saving Throw or take cold damage and gain exhaustion. Damage increases at higher levels.
Enlarge or reduce a creature or object. Enlarged creatures gain advantages on Strength checks and deal extra damage. Reduced creatures have disadvantages on Strength checks and deal less damage.
Sense the presence of any trap within range and line of sight. Reveals the general nature of the danger posed by the trap but not its location. Detects magical traps like alarm or glyph of warding, not natural weaknesses.
Conjure three fiery orbs. Orbs stick to creatures on failed Dexterity Saving Throw. As a bonus action, a creature can remove an orb, causing it to explode within 10 feet, requiring a Dexterity Saving Throw. Damage increases with higher spell slots.
Create a 5-foot-diameter sphere of fire. Deals damage to creatures within 5 feet on their turns. Bonus action to move. Ignites flammable objects. Damage increases with higher spell slots.
Manipulate gravity around a creature. Target makes a Strength Saving Throw. On failure, fling them up or in a direction, causing falling damage and prone. If stopped early, both target and obstacle take damage.
Summon three familiars with the same type (celestials, fey, or fiends). Familiars can communicate telepathically, share senses, and deliver touch spells. Conjure additional familiars at higher levels.
Create a force energy ladder up to 100 feet long. Transparent but visible in bright light. Weighs 1 pound, carries up to 1000 pounds.
Imbue a creature with the ability to exhale energy (acid, cold, fire, lightning, or poison) in a 15-foot cone. Deals damage, with damage increasing at higher spell slots.
Create a dust devil in a 5-foot cube. Creatures within 5 feet make a Strength Saving Throw or take damage and are pushed. Bonus action to move. Can create a debris cloud that heavily obscures the area.
Cause the earth to deform and ripple. Target makes a Dexterity Saving Throw or suffers effects like being pulled into the earth, slammed in a direction, or impaled by a spike of rock.
Target creature makes a Strength Saving Throw. On failure, flying speed reduced to 0 feet. Descends at 60 feet per round.
Create a soil hand in a 5-foot-square space. Grasps and restrains a creature, which can be crushed as a bonus action.
Targeted creature must move 60 feet away or lose resistance to a chosen damage type (acid, cold, fire, lightning, or thunder) for 1 minute. Damage type can change at higher levels.
Touch a willing creature, allowing them to add their proficiency bonus to initiative rolls and Intelligence-based skill checks for the duration. Only one instance can be active at a time.
Touch a creature to bestow a magical enhancement: Bear’s Endurance (advantage on Constitution checks, 2d6 temporary hit points), Bull’s Strength (advantage on Strength checks, double carrying capacity), Cat’s Grace (advantage on Dexterity checks, no damage from falling 20 feet or less if not incapacitated), Eagle’s Splendor (advantage on Charisma checks), Fox’s Cunning (advantage on Intelligence checks), Owl’s Wisdom (advantage on Wisdom checks). Target additional creatures at higher levels.
Detect precious metals, gems, and jewelry within 60 feet. Presence and direction are known. Exact location revealed if within 10 feet. Penetrates barriers but blocked by stone, common metal, thin lead, or 3 feet of dirt or wood. Duration and range increase at higher levels.
Detect dragons and draconic creatures within line of sight and 120 feet. See through disguises and illusions. Learn information based on consecutive rounds of examination. DC 15 Intelligence (Arcana) check for detailed information. Provides no information on the turn it’s cast unless you have the means to take a second action that turn.
Sense presence of any creature serving as a familiar within 30 feet. Use action to see aura. Sense if master is within 1 mile and know their general direction. Penetrates barriers but blocked by stone, common metal, thin lead, or 3 feet of wood or dirt.
Read surface thoughts of creatures within 30 feet. Probe deeper with Wisdom Saving Throw. Gain insight on reasoning, emotional state, and prominent thoughts. Target knows and can contest the intrusion. Can detect thinking creatures you can’t see. Penetrates barriers but blocked by rock, metal (except lead), or thin lead. Can't detect creatures with Intelligence 3 or lower.
Infuse violent energy into a weapon. First melee weapon attack launches a scything blade of force in a 5 feet wide, 30 feet long line. Dexterity Saving Throw for creatures in the line. First failed save takes 2d8 force damage, suffering effects as if hit by a successful weapon attack. Force damage increases at higher levels.
Make a melee spell attack against an enemy attempting to cast a spell. If it hits, the spell fails and has no effect.
Target a creature declared as the target of an ally's attack. Unless it makes a successful Charisma Saving Throw, attacks against it have advantage until the end of this turn.
Create a magical bond with a willing creature. For 24 hours, any touch-range spell you cast on the target can be cast from up to 30 feet away. Range increases at higher levels.
Create a 15-foot radius dome of magical darkness. Darkvision can't penetrate. Nonmagical light can't illuminate. Dome shows an accurate night sky. Dispel overlapping light spells of 2nd level or lower.
Divine energy spreads from a touched point. Chosen creatures have advantage on Wisdom saving throws and skill checks. Undead must make a Charisma saving throw to enter. Disadvantage for undead inside. Area is consecrated ground when the spell ends.
Until dispelled
Target humanoid makes Wisdom Saving Throw or becomes charmed. Must use action before moving to attack a creature you choose. Wisdom Saving Throw each turn. Twisted crown appears. Spell ends if you lose control or target succeeds on saving throw.
Whisper a terrifying phrase into the target's mind. You gain advantage on actions involving the target until the end of your next turn, while the target has disadvantage on actions involving you. Immune to targets immune to fear. At higher levels, choose additional targets per spell slot level above 2nd.
Create magical darkness in a 15-foot radius sphere. Darkvision can't penetrate it. Nonmagical light can't illuminate it. Dispel light spells of 2nd level or lower if overlapping. Moves with an object if cast on it.
Grant a willing creature darkvision with a range of 60 feet for the duration.
Target makes Wisdom Saving Throw. On a fail, speed is halved, and it decreases again at the start of each of your turns. Can't reduce speed below 5 feet. Ends after 1 minute or if target succeeds on a Wisdom Saving Throw. Additional creatures affected at higher levels.
Conjure a force staff. Use action for a melee spell attack (2d8 force damage). Critical hit stuns target. Can affect ethereal or incorporeal creatures. Damage increases at higher levels.
Unholy energy spreads from a touched point, benefiting undead and harming chosen creatures. Grants advantage and temporary hit points to undead. Disadvantage on saves and skill checks to chosen creatures. Taints the area as desecrated ground when the spell ends.
Bestow magical energy into a piece of jewelry. It glows when triggered by aberration, celestial, elemental, fey, fiend, or undead within 30 feet. Creates light and a protective ward, taking damage in place of the wearer. Lasts 10 minutes or until ward is reduced to 0 hit points. Ward's hit points increase at higher levels.
Your arms elongate into shadowy claws. Make melee spell attacks (2d10 necrotic damage) or attempt to grapple. Can be attacked. Damage increases at higher levels.
Clear vegetation within 40 feet, turning difficult terrain into clear ground. Lasts longer at higher levels. Ritual Focus can affect plant creatures with a chance of reducing them as though by a reduce spell.
Choose an area of dim light or darkness. Creatures within must make a Strength Saving Throw or be restrained. You can use actions to pull creatures into the area. Bright light negates the effect.
Exhale nauseating vapors creating a 10-foot-radius cloud. Obscures vision. Creatures entering or starting turn must make a Constitution Saving Throw or be poisoned until the end of your next turn.
Fill the air with spinning daggers. Creatures entering or starting turn in the area take 4d4 slashing damage. Damage increases at higher levels.
Summon two swarms of scarab beetles in unoccupied spaces. Swarms are friendly, have their own turns, and follow verbal commands. They disappear when they drop to 0 hit points or when the spell ends.
Point at liquid with at least a quart of blood. Predators and blood-feeding creatures within 60 feet make Charisma Saving Throws. Failure makes them move toward the blood. Attack or complete consumption of the blood ends the effect.
Inflict a wound upon yourself, expend hit points, and grant the target temporary hit points. At higher levels, the target gains additional temporary hit points.
Launch boiling blood from your eyes at a target within range. Take damage, make a ranged spell attack. On a hit, target takes fire and psychic damage. At higher levels, fire damage increases.
Become blurred, giving attackers disadvantage. No effect on creatures relying on senses other than sight.
Conjure a pool of boiling oil. Difficult terrain. Creatures entering or starting turn take fire damage and may fall prone. Dexterity saving throw for half damage.
Suppress strong emotions in a group. Charisma saving throw. Choose to suppress charm/fear effects or make targets indifferent toward chosen creatures.
When damaged, use reaction to deal acid damage to up to three targets. Damage and number of targets increase at higher levels.
Target makes a Charisma saving throw. On a fail, the next attack roll or ability check it makes within 10 minutes is at disadvantage.
Create a semi-transparent vertical wall of magical force (AC 25, 10 HP). Provides full cover. Lasts until duration or takes damage.
Touch a piece of jewelry to a creature that died within the last hour. Bound soul can telepathically communicate with the wearer.
Make a melee spell attack to ensnare a creature. Bound creature has reduced speed, disadvantage on rolls, and takes damage if it moves.
Create a cube of black feathers. Deals force damage and causes darkness. Damage increases at higher levels.
Nimbus of golden light. Grants a pool of healing points. Advantage on Charisma checks against good creatures. Dispel darkness spells. Healing pool increases at higher levels.
Choose a creature within range. It makes a Constitution Saving Throw. On a fail, it's blinded or deafened (your choice) for the duration. It can make a saving throw at the end of each turn. At higher levels, target one additional creature per slot level above 2nd.
Choose aquatic adaptation (breathe underwater, swimming speed), change appearance, or natural weapons. Can switch options as an action. Natural weapons deal 1d6 damage, are magical, and get +1 to attack and damage rolls.
Transform a creature into a gray ooze. Save to resist. Stats become that of a gray ooze. Reverts upon reaching 0 hit points or dying. Limited actions, can't speak or cast spells. Gear melds into new form.
Learn creature's type, age, gender, presence of poison or disease, proximity (20 miles), and plane of existence. Casting with a spell slot shows a glimpse of the moment before shedding blood.
Move up to half your speed without triggering opportunity attacks in response to an oncoming attack. The attack still occurs but automatically misses if you are no longer a valid target.
Locks a door, window, or similar entryway. Designated creatures can open normally. Password suppresses for 1 minute. Knock suppresses for 10 minutes. DC to break or pick locks increases by 10.
Receive an omen about the results of a specific course of action. Possible omens: Weal (good), Woe (bad), Weal and woe (both), Nothing (neutral). Doesn't account for changes in circumstances.
Create a 15-foot cube of shadow magic. Creatures within become invisible at the start of their turns if they remain in the area. Invisibility ends if they attack, cast a spell, or leave.
Create a wind geyser, lifting medium or smaller creatures in its space into the air. Large creatures make Dexterity saves with advantage, and Huge or larger creatures are unaffected.
Replicate the effects of a damaging 1st-level spell with a casting time of 1 action or bonus action, or any cantrip. Roll a d20
Make a ranged spell attack. On a hit, target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. At higher levels, damage increases.
Choose up to three creatures. Their hit point maximum and current hit points increase by 5 for the duration. At higher levels, the increase is an additional 5 for each slot level above 2nd.
Grant the touched creature the ability to understand any spoken language it hears. When the target speaks, any creature understanding at least one language and hearing the target can understand it.
Transform a willing creature into an animated shadow. Resistance to nonmagical damage, advantage on certain saving throws and Dexterity (Stealth) checks. Can pass through small spaces. Can't talk, manipulate objects, attack, or cast spells.
Make a melee spell attack. On a hit, target takes 3d6 necrotic damage, and you regain hit points equal to half the damage dealt. Can make the attack on each turn. Higher levels increase damage.
Create an ethereal serpent that releases venom. Creatures in a 15-foot radius must make a Constitution Saving Throw. Failure results in poison and 6d6 poison damage. Success results in half damage. Poisoned creatures can repeat the saving throw at the end of each turn. Higher levels increase poison damage.
Conjure a wall of swirling sand. Up to 30 feet long, 10 feet high, and 10 feet thick. Blocks line of sight but not movement. Blinds creatures in its space.
Conjure a wall of water. Up to 30 feet long, 10 feet high, and 1 foot thick or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. Difficult terrain. Ranged weapon attacks have disadvantage, and fire damage is halved. Spells dealing cold damage may freeze sections.
Grants up to ten willing creatures the ability to breathe underwater.
Grants the ability to move across any liquid surface. Up to ten willing creatures gain this ability for the duration.
Make a melee spell attack. On a hit, target takes 4d10 necrotic damage and suffers one level of exhaustion.
Protects a touched creature from the effects of chaos magic surges. Allows a saving throw or gives advantage on a saving throw against chaos magic surge effects.
After a successful melee weapon attack, cast as a bonus action to inflict an additional 2d6 damage. If the attack roll was a natural 19, it becomes a critical hit, adding the weapon's basic damage die or dice to the 2d6 bonus damage.
Teleport to an unoccupied space within range, creating a thunderous boom. Creatures within 10 feet must make a Constitution Saving Throw, taking 3d10 thunder damage on a failure, half on a success. Thunder audible up to 300 feet. Can bring objects and one willing creature. Higher levels increase damage.
Clap hands, emitting thunder. Creatures within 20 feet take 8d4 thunder damage, deafened for 1d8 rounds. Half damage and no deafness on a successful Constitution Saving Throw. Failure by 5 or more results in stun for 1 round. Doesn't function in a silence spell. Brittle material may shatter at GM's discretion.
Create a shockwave centered at a point within range. No damage directly, but creatures in the shockwave must make a Strength Saving Throw. Failure results in being pushed 30 feet and knocked prone, taking damage if they hit an obstruction. Success results in being pushed 15 feet and taking damage if they hit an obstruction. Thunderous boom audible within 400 feet.
Conjure a wave of water in a chosen area. Area can be 30 feet long, 10 feet wide, and 10 feet tall. Creatures make Dexterity Saving Throws. Failure results in 4d8 bludgeoning damage and being knocked prone. Success results in half damage and no prone. Extinguishes unprotected flames in its area and within 30 feet.
Hemomancy HP cost: 7/20
Create a stationary dome of force. Nine creatures can fit inside. Spells and magical effects can't pass through. Atmosphere is comfortable. You can command dim or dark interior.
Create six tiny meteors. Expend as bonus action to send meteors toward points within 120 feet. Each meteor explodes, forcing Dexterity Saving Throws. Failure results in 2d6 fire damage. Higher levels increase meteors.
Animate a Tiny, nonmagical object. Creature under your control until spell ends or it drops to 0 hit points. Can mentally command as bonus action. Higher levels animate additional objects.
Grant semblance of life and intelligence to a corpse. Can ask up to five questions. Answers are brief and may be cryptic. Corpse can't learn new information.
Call forth spirits to protect you. Creatures in the area have halved speed. Wisdom Saving Throw on entry or start turn, taking 3d8 radiant or necrotic damage on a failure, half on a success.
Create a connection between the target, attacker, and a melee weapon. Damage dealt to the attacker is replicated on the target. Lasts until the spell ends or the attacker receives healing.
After taking cold damage, select a living creature within 5 feet. That creature takes the cold damage, or half with a successful Constitution Saving Throw. You regain hit points equal to the damage taken by the target.
Create a nauseating gas cloud in a 20-foot-radius sphere. Creatures in the cloud make Constitution Saving Throws or spend their action retching. A strong wind disperses the cloud.
Create a brightly lit 60-foot-diameter cylinder of light. Extends into the sky for 100 feet or until obstructed.
Manifest venomous fangs. Make a melee spell attack for poison damage. Target must make a Constitution Saving Throw or be poisoned. Can make the attack and an additional weapon attack as a bonus action. Higher levels increase damage.
Fling a needle of darkness at a target, injecting corruptive magic. Target attempting to cast spells targeting friends makes Intelligence Saving Throws, taking psychic damage on failure. Higher levels allow additional targets.
Create a freezing rain and sleet storm. Area is heavily obscured, difficult terrain, and causes Dexterity Saving Throws for prone. Concentrating creatures may lose concentration.
Slow up to six creatures in a cube. Halves speed, -2 AC and Dexterity Saving Throws, no reactions, limited actions. Can make a Wisdom Saving Throw at the end of each turn.
Attune your senses to nature, detecting sounds within 60 feet. Gain tremorsense 10 feet and advantage on Perception relying on sound. Functions only in natural environments.
Send a short message of twenty-five words or less to a familiar creature across any distance, even other planes. 5% chance of failure if on a different plane.
Grants resistance to one damage type (acid, cold, fire, lightning, or thunder) of your choice.
Encases a willing target in icy armor equivalent to breastplate. Deals cold damage to attackers. Higher levels increase armor type and damage.
Create a 30-foot cone of pressure, pulling or pushing creatures. Constitution Saving Throw for half damage. Higher levels increase damage and distance.
Ends all curses affecting a creature or object. Doesn't affect curses on cursed magic items.
Use your reaction to teleport a creature to its point of origin if it moved during its turn. Charisma Saving Throw to resist.
Touch a creature that died within the last minute, restoring it to life with 1 hit point. Can't restore creatures that died of old age or missing body parts.
Create a swell of water in a cylinder. Creatures make Strength Saving Throws. Failed save restrains in the cylinder. On the next turn, choose Riptide (push and damage) or Undertow (pull and stun). Higher levels may increase damage.
Place a divine ward on a creature. After damage, it regains hit points, and the ward jumps to another creature. Higher levels grant additional charges.
Allies equal to your spellcasting ability modifier + proficiency bonus are not surprised. If you were surprised, make a spellcasting check
Inspire up to five creatures with temporary hit points, advantage on Wisdom saves, and advantage on their next attack roll after being hit. Higher levels increase temporary hit points.
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.
Create a cylinder of darkness, heavily obscuring sight. Creatures inside can see out normally. The darkness extends into the sky until obstructed.
Hide a target from divination magic. Can be a creature, place, or object no larger than 10 feet in any dimension.
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.
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.
Conjure 2d4 magical darts that deal poison damage and force a Constitution Saving Throw for poison. Higher levels summon additional darts.
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.
Grant darkvision (30 feet) and advantage on stealth ability checks to chosen creatures within range.
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.
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.
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.
Heal up to six creatures for 1d4 + spellcasting ability modifier hit points. No effect on undead or constructs. Higher levels increase healing.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Sacrifice 4d8 necrotic damage to heal a creature for twice the damage taken. Damage can't be reduced. Higher levels increase damage.
Create a 100-foot line of lightning. Dexterity Saving Throw or take 8d6 lightning damage. Higher levels increase damage.
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.
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.
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.
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.
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.
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.
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.
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.
20-foot radius of dazzling light. Constitution Saving Throw or blinded for 1 minute. Repeat save at the end of each turn.
Flicker in and out of existence. Bonus action teleport, and reaction teleport when targeted by an attack. Roll a d20
Grant a willing creature a flying speed of 60 feet. Duration up to 1 hour out of combat. Higher levels target additional creatures.
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.
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.
Ray attack induces frostbite. Dexterity Saving Throw to maintain grip. Disadvantage on checks requiring both hands. Damage and finger loss over time.
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.
Create an exploding icicle. Dexterity Saving Throw or take cold and piercing damage. Speed halved on failed save. Higher levels increase cold damage.
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.
Choose two creatures, make Charisma Saving Throws
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.
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.
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.
Create an exploding sphere of flame, dealing fire damage to creatures in a radius. Higher levels increase damage.
Enchant ammunition to deal extra fire damage. The spell ends after twelve shots. Higher levels increase the number of affected pieces of ammunition.
Impose disadvantage on Intelligence, Wisdom, and Charisma checks related to battle direction. Creatures receiving orders have reduced initiative. Higher levels increase duration.
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.
End spells of 3rd level or lower on the target. Higher levels allow checks to end higher-level spells.
Swap places with a creature, resisted by a Charisma Saving Throw if hostile. Higher levels increase the range.
Force a creature to make an Intelligence Saving Throw
Share damage taken equally among creatures in range. Leftover damage is taken by the caster.
Create an erupting fountain of earth and stone. Dexterity Saving Throw for damage, and the area becomes difficult terrain. Higher levels increase damage.
Create a fountain of rotting flesh, dealing 3d12 necrotic damage in a 20-foot cube. Failed save causes sewer plague. Higher levels increase damage.
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.
Create an invisible sensor to see or hear in a familiar or unfamiliar location within range.
Make stone or a stone wall transparent. Higher levels increase affected cubic feet.
Summon eight manes or dretches. You can create a protective circle. Higher levels summon more demons.
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.
Create 45 pounds of food and 30 gallons of water to sustain creatures for 24 hours.
Gain resistance to nonmagical bludgeoning, piercing, and slashing damage, become heavily obscured, and attack with a deadly spike of shadow. Higher levels increase damage.
Create a gravitational singularity, pulling creatures in, dealing bludgeoning damage, and imposing movement restrictions. Higher levels increase damage.
Summon a rushing wave of water, knocking creatures prone and dealing bludgeoning damage. Higher levels increase damage.
Hemomancy HP cost min/max: 7/20
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.
Undo the effects of a chaos magic surge on a creature within the last minute. Higher levels extend the time.
Up to three creatures fall unconscious, gaining a short rest if undisturbed. Higher levels target more creatures.
Gain advantage on a saving throw against a breath weapon, absorb and release energy on your next turn. Higher levels increase damage.
Freeze a target's blood with a phrase, causing cold damage and restraint. Final utterance increases damage.
Envelop a creature in shadows, setting AC to 18, with advantage on Stealth checks in dim light or darkness.
Create a protective ward that absorbs damage, adding it as force damage to your next attack. Higher levels increase ward hit points.
Double the movement speed, grant a bonus action for dashing, and advantage on Dexterity Saving Throws. Higher levels affect more creatures.
Grant temporary hit points to a creature, refreshed every round. Higher levels increase temporary hit points.
Animate droplets of blood to act under your command. Deal necrotic damage by exploding droplets. Higher levels increase damage.
Create an undead servant. Control it for 30 hours, reassert control, or animate additional creatures at higher levels.
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.
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.
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.
Cover an area in wax, creating difficult terrain. Creatures in the area must make a Dexterity Saving Throw or fall prone.
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.
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.
Create spectral coils for ranged spell attacks. Deals necrotic damage and may frighten targets. Higher Levels: Increased damage.
Send a ball of emerald acid, dealing damage and additional damage on the target's next turn. Higher Levels: Increased initial damage.
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.
Cover an area in wax, creating difficult terrain. Creatures in the area must make a Dexterity Saving Throw or fall prone.
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.
Unleash a wind scythe in a cone, forcing creatures to make a Dexterity Saving Throw or take slashing damage. Higher Levels: Increased damage.
Create spectral coils to make ranged spell attacks, dealing necrotic damage. Targets may become frightened. Higher Levels: Increased damage.
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.
Cover yourself in flint, dealing fire damage to attackers. Higher Levels: Increased fire damage.
Create a sphere of adhesive slime, restraining creatures inside. They can attempt to break free and take acid damage. Higher Levels: Increased acid damage.
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.
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.
Create a ring of luminous force, damaging creatures within 10 feet. Causes bleeding, dealing additional necrotic damage. Higher Levels: Increased force damage.
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.
Create protective light, gain temporary hit points, and have advantage against fiends or devils.
Create a protective blood dome, granting cover and preventing attacks from passing through. Maintain and reinforce with hit points.
Afflict a creature with scale rot, providing advantage on attacks against them and preventing HP regeneration. Higher Levels: Target additional creatures.
Hide a chest and its contents on the Ethereal Plane, recall it later.
Fire and radiant beam targets creatures in succession. Higher Levels: Increased damage.
Swear an oath of vengeance, summoning a shadow upon reaching 0 hit points. Higher Levels: Summon additional undead.
Transform a creature into a new form. Higher Levels: Target higher-level creatures.
Inflict force damage and ongoing pain. Target makes Constitution Saving Throw at the start of each turn.
Create a magically secure area with various protective properties. Higher Levels: Increase the size of the protected area.
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.
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.
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.
Summon fiery floor, damaging and hindering creatures. Higher Levels: Increased radius.
Rip shadows from creatures, creating hostile shadows. Higher Levels: Target more creatures.
Teleport up to three friendly creatures within range.
Blast of electrified wind, forcing Strength Saving Throws. Higher Levels: Increased damage.
Invoke Lathander's blessing for protection and temporary hit points.
Sense the direction to a known or described creature.
Mark an ally, teleporting and swapping places to absorb damage.
Inflict burning sensation and ongoing fire damage. Higher Levels: Increased initial damage.
Form an oath preventing harm among allies. Higher Levels: Extended duration.
Heighten senses of an ally. Higher Levels: Target additional creatures.
Create illusions of deepest fears, causing fear and psychic damage. Higher Levels: Increased damage.
Create a sphere of crushing force, pulling in creatures. Higher Levels: Increased damage.
Grant invisibility to self or touched creature.
Summon a spectral guardian to damage hostile creatures.
Curse a creature, inflicting negative temporary hit points. Higher Levels: Extended duration.
Alter the appearance of natural terrain.
Hailstorm dealing bludgeoning and cold damage. Higher Levels: Increased bludgeoning damage.
Deliver a rousing speech to grant bonuses and temporary hit points.
Grant resistance to psychic damage and advantage on mental Saving Throws.
Create burning embers to help or hinder. Higher Levels: Increased damage.
Gain resistance to a spell's damage type. Higher Levels: Include additional allies.
Deal cold damage and induce exhaustion. Higher Levels: Increase duration.
Convert raw materials into products. Restrictions apply.
Summon an invisible watchdog. Bite attackers.
Wreathe in flames for resistance and damage retaliation.
Unleash a cone of fire, pushing and damaging creatures. Higher Levels: Increased damage.
Create force orbs for ranged attacks. Higher Levels: Create additional orbs.
Hide a weapon rack on the Ethereal Plane.
Unleash ice shards in a cone, dealing cold and piercing damage. Higher Levels: Choose damage increase.
Teleport to a location within range. Risk of damage if destination occupied.
Ask a single question about a specific goal, event, or activity. Receive a truthful reply.
Hemomancy HP cost min/max: 10/25
Enhance ammunition to deal extra necrotic damage. Creates a skeleton under your control on target's death. Higher Levels: Control additional skeletons.
Lift yourself with earth and stone, skimming at 60 feet. Deal damage and knock creatures prone when dashing.
Fill the mind of a target with despair. Disadvantage on various rolls. Save at end of turns.
Choose a creature, a damage type. Target takes extra damage of that type. Lose resistance to it. Higher Levels: Target additional creatures.
Attempt to charm a creature. Charmed creature is friendly. Save at end of turns. Higher Levels: Target additional creatures.
Affect creatures' minds in an area. Roll a d10 to determine behavior each turn. Save at end of turns. Higher Levels: Increase radius.
Imbue an object with a curse. Transferable to a creature that willingly accepts the item. Save to resist. Higher Levels: Increase duration.
Channel dark energy, increase size, deal extra damage, gain temporary hit points.
Grant a creature protection from death. Drop to 1 HP instead of 0. Negate instantaneous killing effects.
no effect on undead or constructs.
multiple targets at higher levels.
creates difficult terrain.
imposes disadvantage on Dexterity saving throws in response to actions.
restrains creatures or moves objects within weight limits.
higher levels target more creatures.
Create lightning spheres (4=2d4, 3=2d6, 2=5d4, 1=4d12). Move as bonus action. Discharge on approach.
Summon flaming chariot pulled by fire horses. Damages creatures touching or hitting it within 5 ft.
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.
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.
Creatures in line take 5d6 bludgeoning damage + 5d6 cold damage (Dexterity Saving Throw for half). At Higher Levels: Damage increases by 1d6.
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.
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.
Use Intelligence modifier for Dexterity or Wisdom saving throws and skill checks.
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.
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.
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.
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.
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.
Encase willing creature in solid bone armor. Grants +3 AC. Attackers within 5 ft take 3d6 piercing damage on a successful hit.
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.
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.
Summon three minotaur skeletons with commands. Bonus skeletons at higher spell levels.
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.
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.
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.
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).
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.
Grants truesight, sees hidden doors, and sees into the Ethereal Plane (120 ft range).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.```
Transforms a nonmagical silvered weapon into +1 magic weapon, deals extra radiant damage, has charges for various effects.
Reshapes dirt, sand, or clay in a 40-foot area, with changes taking 10 minutes to complete.
Creates a 15-foot-radius sphere, forcing Wisdom saves. Failed saves result in force damage and disadvantage on magical saving throws.
Grants immunity to specific damage types, flying speed, bonus to AC, and extra attacks.
Enhances cold damage spells, making targets vulnerable or removing resistances.
Summons a celestial, elemental, or fiend for a requested task, with payment required based on task complexity.
Creates an illusion triggered by specific conditions, lasting up to 5 minutes.
Gain resistance to nonmagical bludgeoning, piercing, and slashing damage, create earthquakes, move through earth or stone.
Gain advantage against ranged attacks, flying speed, create damaging wind cube.
Conjures lava tendrils, deals fire damage, restrains targets, creates lava pool.
Infuses target with restorative magic, allows healing as a reaction.
Transfers soul into a container, can possess humanoid bodies.
Grants wolf spirit visage, enhances allies' attacks, provides combat bonuses.
Suggests a course of action to up to twelve creatures, influence lasts 24 hours.
Creates illusory cell, deals psychic damage, restrains target within illusion.
Summons a feast with curative and beneficial effects for up to twelve creatures.
Creates a line of ice causing cold and bludgeoning damage, and possibly restricting movement.
Marks an object and allows the caster to summon it instantly.
Increases gravity in an area, making creatures and objects heavier.
Surrounds caster in flames, grants fire immunity, damages nearby creatures, and creates a line of fire.
Covers caster in ice, grants cold immunity, creates difficult terrain, and releases a cone of freezing wind.
Surrounds caster in necrotic energy, grants necrotic immunity, damages nearby creatures, and creates a line of necrotic energy.
Grants invisibility, darkvision, and the ability to create magical darkness.
Creates a protective ward with various effects including obscuring corridors, locking doors, and placing magical effects.
Creates a barrier blocking spells of 5th level or lower within its radius.
Grants blindsight to a touched creature.
Creates a line of gravitational energy, dealing force damage and pulling creatures towards it.
Unleashes a virulent disease, dealing necrotic damage and reducing hit point maximum on a failed save.
Restores 70 hit points, removes blindness, deafness, and diseases.
Creates a glowing crown, allowing the caster to grant an extra attack or movement to a willing creature.
Summons a flaming halo dealing damage to nearby creatures and granting temporary hit points to the caster.
Traps a creature in a stone tomb with limited air.
Gains specific knowledge from a recently deceased creature.
Afflicts a creature with sleep, panic, or sickness.
Reveals the shortest path to a known location on the same plane.
Attempts to turn a creature into stone.
Protects an area against magical travel and damages specified creature types.
Casts a frigid globe that explodes, dealing cold damage, and freezing water.
Creates a lightning bolt that jumps between targets, dealing lightning damage.
Creates a confusing and overwhelming sensory effect, potentially blinding and deafening enemies.
Creates a sphere of negative energy, dealing necrotic damage to creatures in the area.
Engulfs a creature in fire, dealing fire damage over time, and causes an explosive burst upon death.
Links a lower-level spell to a specific circumstance, causing the spell to take effect automatically when the circumstance occurs.
Creates a homunculus companion using blood, components, and a jewel-encrusted dagger.
Animates corpses to become ghouls under your control, with the ability to control them for 24 hours.
Creates linked teleportation portals allowing travel between two points.
Releases a psychic wail, potentially causing damage and unconsciousness to nearby creatures.
Summons a fey beetle spirit that can be ridden and controlled in combat.
Creates a wall of razor-sharp blades dealing slashing damage to creatures in its area.
Draws a map of a creature's past travels using its blood.
Allows the caster to take additional actions or bonus actions at the end of another creature's turn for a limited duration.
Charms an unconscious creature, making it your servant with specific limitations.
Burns a fiery rune on a creature, causing fire damage when it moves.
Hurls an object or creature through the air, causing damage on impact.
Empowers the next 3rd-level spell cast to gain benefits as if cast at 7th level.
Creates demonic symbols beneath chosen creatures, dealing fire damage and potentially stunning them.
Causes the caster to undergo a random, chaotic mutation. Higher spell slots grant additional mutations.
Creates a moving wall of swinging axes that attacks enemies in its path.
Summons a controllable whirlwind, damaging and restraining creatures in its area of effect.
Creates a dedicated temple with defensive properties, opposition to chosen creature types, and additional hit point restoration.
Links two creatures, causing damage dealt to one to affect the other, and vice versa.
Halts degradation and wear in nonmagical clockwork devices, reduces maintenance frequency for magical devices and constructs.
Transforms elements into ice or snow, with varying effects based on the targeted element (Air, Water, Earth, Fire).
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.
Creates a clone with half the caster's mana, fully obedient and able to telepathically link with the caster.
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.
Creates a harmful glyph on a surface or within an object, with various effects when triggered.
Creates an arcane symbol triggering an explosion in a 60-foot cone, potentially stunning creatures.
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.
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.
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.
Summons warriors (Knight or Veteran) and a squad of auxiliary warriors (Guards or Bandits). They obey commands, defend themselves, and disappear if uncontrolled.
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.
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.
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.
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.
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.
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.
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.
Stimulates natural healing in a creature, restoring hit points and allowing the regeneration of severed body parts.
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.
Conjures an extradimensional dwelling with a foyer, chambers, and staff. The space can't exceed 50 cubes, and furnishings disappear when the spell ends.
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.
Alters the appearance and sensory qualities of terrain in a 1-mile square. Doesn't disguise or add creatures.
Transforms a being into an avatar of Molech under the caster's control for 24 hours. At the end, the subject takes fire damage.
Shadows of creatures within 5 feet of the target turn against it, dealing necrotic damage. The target must make a Dexterity saving throw.
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.
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.
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.
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.
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.
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.
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.
Sends negative energy through a creature, dealing necrotic damage. On a failed save, the target can rise as a zombie under your command.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Grants immunity to psychic damage, emotion sensing, thought reading, divination spells, and the charmed condition. Also foils wish spells and similar effects.
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.
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.
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.
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.
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.
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.
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.
Creates a magical darkness in a 60-foot radius sphere, causing psychic damage to creatures starting their turn inside.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Grows an inert duplicate of a living creature inside a sealed vessel, taking 120 days to mature.
Controls the weather within a 5-mile radius for the duration. Must be outdoors.
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.
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.
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.
Grants true seeing and detect magic benefits, and the ability to know the name and effect of every spell witnessed.
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.
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.
Summons a clockwork outsider called Zelekhut to serve as the embodiment of justice. Commands given as a bonus action.
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.
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.
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.
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.
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.