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ABHORRENCE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You temporarily make a creature within range less appealing to others. The target makes a Wisdom saving throw against your spell. On a successful save, the spell is ineffective. On a failed save, the next time the creature makes a Charisma check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

Wizard Enchantment cantrip

ABHORRENT APPARITION

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: M (a gourd with a face carved on it)
  • durationDuration: Instantaneous

You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute /1 successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Wizard 4th-level illusion

ABSORBING FIELD

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You cloak yourself in a protective field that absorbs incoming magic, rejuvenating your spell slots. When you are the target of a spell (including spells that affect multiple targets, but not area spells such as fireball), make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell has no effect on you and is absorbed by the field. You regain a spell slot of the same level as the spell that was cast against you. If you have no expended spell slots of that level, you don't regain a spell slot, but this spell remains in effect.Even if the spell manages to bypass the field, you gain advantage on your saving throw.

Wizard 6th-level abjuration

ACUMEN

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Wisdom check of its choice. It can roll the die before or after making the check. The spell then ends.

Wizard Transmutation cantrip

ADJUST POSITION

  • casting timeCasting Time: 1 bonus action
  • rangeRange: 30 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.

Wizard 1st-level transmutation

AGONIZING MARK

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: S
  • durationDuration: Concentration, up to 1 minute

You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony

Wizard 1st-level evocation

ALE-DRITCH BLAST

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Wizard Conjuration cantrip

ALLURE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Charisma check of its choice. It can roll the die before or after making the check. The spell then ends.

Wizard Transmutation cantrip

ALLY AEGIS

  • casting timeCasting Time: 1 reaction, which you take when your ally is hit by an attack or is targeted by a spell that deals damage other than psychic damage
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: 1 round

When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy's spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.

Wizard 6th-level abjuration

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ALONE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.

Wizard 3rd-level enchantment

ALTER ARROW'S FORTUNE

  • casting timeCasting Time: 1 reaction, which you take when an enemy makes a ranged attack that hits
  • rangeRange: 100 feet

  • componentsComponents: S
  • durationDuration: Instantaneous

You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy's aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).

Wizard 1st-level divination

ALTHEA'S TRAVEL TENT [1/2]

  • casting timeCasting Time: 5 minutes
  • rangeRange: Touch

  • componentsComponents: V, S, M (a canvas tent)
  • durationDuration: 8 hours

You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair /1he bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.
At Higher Levels. When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and

Wizard 2nd-level conjuration (ritual)

ALTHEA'S TRAVEL TENT [2/2]

  • casting timeCasting Time: 5 minutes
  • rangeRange: Touch

  • componentsComponents: V, S, M (a canvas tent)
  • durationDuration: 8 hours

second sleeping area can each accommodate eight persons.

Wizard 2nd-level conjuration (ritual)

AMPLIFY GRAVITY

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S, M (a piece of lead)
  • durationDuration: Concentration, up to 1 minute

This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone /1he same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.

Wizard 7th-level transmutation

ANALYZE DEVICE

  • casting timeCasting Time: 1 hour
  • rangeRange: Touch

  • componentsComponents: V, S, M (a set of clockworker's tools)
  • durationDuration: Instantaneous

You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.

Wizard 1st-level divination (clockwork)

ANCESTOR'S STRENGTH

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 8 hours

Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.

Wizard 1st-level transmutation

ANCHORING ROPE

  • casting timeCasting Time: 1 action, or 1 reaction that you take while falling
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 5 minutes

You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair can't be moved after the spell is cast. If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional rope for every two slot levels above 1st. Each rope must be attached to a different creature.

Wizard 1st-level evocation

ANCIENT SHADE

  • casting timeCasting Time: 1 action
  • rangeRange: 10 feet

  • componentsComponents: V, S, M (burning candles of planar origin worth 500 gp)
  • durationDuration: 10 minutes

You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as skeletons and zombies. (Intelligent undead are not affected.) Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life.Until the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Wizard 5th-level necromancy

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ANIMAL SPY

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 hour

You create a mental link between you and a beast within range. Until the spell ends, you can use a bonus action to transfer your awareness to the beast, using its vision, hearing, smell, taste, and touch, and another bonus action on any subsequent turn to return your awareness to your body. You can use an action to dismiss the spell entirely. This spell affects normal beasts, including giant versions of animals, but not conjured animals or familiars. The spell does not allow you to control the beast or make it friendly to you. While you experience the world through the beast's senses, your body is motionless, unaware of the outside world and effectively unconscious.The spell ends if the distance between you and the beast is ever greater than 1 mile, or if the beast is killed. If you are using the beast's senses when it is killed, you must succeed on a DC 14 Wisdom saving throw or be stunned for 1d4 rounds from the shock of experiencing its death.

Wizard 2nd-level divination

ANIMATE GHOUL

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)
  • durationDuration: Instantaneous

You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.
At Higher Levels. When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.

Wizard 2nd-level necromancy

ANIMATE GREATER UNDEAD

  • casting timeCasting Time: 1 hour
  • rangeRange: 15 feet

  • componentsComponents: V, S, M (a pint of blood, a pound of flesh, and an ounce of bone dust, all of which the spell consumes)
  • durationDuration: Instantaneous

Animate greater undead creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.The creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.

Wizard 6th-level necromancy

ANIMATED OBJECT SWARM

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

Myriad Tiny objects animate at your command, forming a swarm. The objects' abilities conform to the rules stated in the animate objects spell, except that you animate only Tiny objects, which gather together into a Medium swarm. The area of the swarm is considered difficult terrain, and creatures in it are lightly obscured. The swarm has the following statistics: Armor Class 18Hit Points 20Str 4 /1ex 18Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Melee Weapon Attack +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 6 (1d4 + 4) damage.

Wizard 5th-level conjuration

ANIMATED SCROLL

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (intricately folded paper or parchment)
  • durationDuration: 24 hours

The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).

Wizard Transmutation cantrip

ARCANE PARASITE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: 2 hours

This spell creates a link between you and a nearby source of arcane power, allowing you to draw on its strength to bolster your spellcasting ability. When you cast a spell, you can use a bonus action to draw on the link. Doing so means you expend no spell slots to cast the spell, the energy instead comes from the external power. The more you draw on the link, the harder it is to maintain. Each spell you cast in this manner decreases the duration of the arcane parasite spell by 10 minutes per level of the spell you cast using the link. For example, if you cast a fireball spell using the link, you would not expend a spell slot in the casting, but the duration of this spell would decrease by 30 minutes. If you cast a spell using the link and your remaining duration is equal to or less than the spell's level times

Wizard 7th-level transmutation (ritual)

ARCANE SIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a piece of clear quartz)
  • durationDuration: Concentration, up to 1 hour

The recipient of this spell gains the benefits of both true seeing and detect magic until the spell ends, and also knows the name and effect of every spell he or she witnesses during the spell's duration

Wizard 8th-level divination

AS YOU WERE [1/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (a piece of flesh from a creature of the target's race)
  • durationDuration: Instantaneous

When cast on a dead or undead body, as you were returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body /1he spell fails if the target is normally noncorporeal.If as you were is cast on a corpse, its effect is identical to that of gentle repose, except that the corpse's appearance is restored to that of a healthy, uninjured (albeit dead) person.If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.This spell doesn't confer the ability to speak on undead that normally can't speak. The creature eats, drinks, and breathes as a living creature does /1t can mimic sleep, but it has no more need for it than it had before. The

Wizard 2nd-level necromancy

AS YOU WERE [2/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (a piece of flesh from a creature of the target's race)
  • durationDuration: Instantaneous

effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early.Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell.If this spell is cast on an undead creature that isn't your ally or under your control, it makes a Charisma saving throw to resist the effect.

Wizard 2nd-level necromancy

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ASHEN MEMORIES

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.

Wizard 2nd-level divination (ritual)

ASPECT OF THE APE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

You alter the appearance of a creature you touch, giving it a more simian form. While this spell is in effect, the subject gains a climbing speed equal to its normal walking speed, and gains advantage on Strength (Athletics) checks made when jumping or climbing. When up in a tree's branches (or in a similar area, at the GM's discretion) the target can move up to its climbing speed as a bonus action, using brachiation to reach a nearby tree if the branches are close enough together. This bonus action can be taken only if the subject has at least two hands free, or one hand free if the subject is barefoot.

Wizard 2nd-level transmutation

ASPECT OF THE FIREBIRD

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a lit candle and the tail feather of a bird)
  • durationDuration: Concentration, up to 8 hours

You take on the aspect of a firebird (Tome of Beasts, p.201), including some physical attributes. A fiery mantle descends upon you, resembling feathery wings and an expansive tail. You gain immunity to fire and a flying speed of 60 feet. Any creatures within 5 feet of you gain immunity to natural, environmental cold.As an action, you can emit a blast of light 5 feet wide and 50 feet long. All creatures in its path take 6d6 fire damage and are blinded for 1d4 rounds. A successful Dexterity saving throw reduces the damage by half and negates the blindness. Each time you use this feature of the spell, its duration is reduced by 1 hour. When you expend the last hour of the duration, the spell ends at the start of your next turn.

Wizard 6th-level transmutation

ASPECT OF THE RAM

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You take on the aspect of a ram, including some physical attributes. Your body hair grows thick and woolly, and a curling pair of horns sprouts from your head. You can make a ram attack with these horns as an action, and you are proficient with this attack. You deal 1d6 bludgeoning damage on a hit.If you move at least 20 feet straight toward a target and hit with a ram attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone.You ignore difficult terrain caused by rubble, ice sheets, scree, or steep slopes. You also gain advantage on Strength (Athletics) checks made while climbing or jumping, and Dexterity (Acrobatics) checks made for balance or to stay on your feet.

Wizard 2nd-level transmutation

ASPECT OF THE SERPENT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a dried snakeskin)
  • durationDuration: Concentration, up to 1 minute

A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.As an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature /1it: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.

Wizard 3rd-level transmutation

AURA OF LISTLESSNESS

  • casting timeCasting Time: 1 action
  • rangeRange: Self (20-foot radius)

  • componentsComponents: V, S, M (a lump of clay or a piece of wet paper)
  • durationDuration: Concentration, up to 1 minute

You create an aura of power around you that saps the will and determination from creatures, making them unable to act. Any creature within 20 feet of you must succeed on a Wisdom saving throw or be unable to take actions, reactions, or bonus actions on its turn, except for the Disengage action. Affected creatures can move, but only to distance themselves from harmful conditions, such as attacks by other creatures or hazardous effects that damage or cause ill effects. A creature that moves out of the area can act normally in the following round. Any creature that remains in the area must make another successful saving throw on its turn or continue to be affected by the spell.

Wizard 3rd-level enchantment

AURA OF PROTECTION OR DESTRUCTION

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S
  • durationDuration: Instantaneous

When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence /1ntil the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence /1ntil the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.

Wizard 3rd-level abjuration

AVOID GRIEVOUS INJURY

  • casting timeCasting Time: 1 reaction, which you take when you are struck by a critical hit
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.

Wizard 1st-level divination

AVRONIN'S ASTRAL ASSEMBLY [1/2]

  • casting timeCasting Time: 10 minutes
  • rangeRange: Unlimited

  • componentsComponents: V, M (a spool of fine copper wire and a gem worth at least 100 gp for each target)
  • durationDuration: Concentration, up to 1 hour

You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell. When a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically. A creature can end the spell's effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell

Wizard 6th-level necromancy (ritual)

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AVRONIN'S ASTRAL ASSEMBLY [2/2]

  • casting timeCasting Time: 10 minutes
  • rangeRange: Unlimited

  • componentsComponents: V, M (a spool of fine copper wire and a gem worth at least 100 gp for each target)
  • durationDuration: Concentration, up to 1 hour

is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.

Wizard 6th-level necromancy (ritual)

AWAKEN OBJECT [1/2]

  • casting timeCasting Time: 8 hours
  • rangeRange: Touch

  • componentsComponents: V, S, M (a ruby worth at least 1,000 gp, which the spell consumes)
  • durationDuration: Permanent

After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation.An awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom.An awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically

Wizard 8th-level transmutation

AWAKEN OBJECT [2/2]

  • casting timeCasting Time: 8 hours
  • rangeRange: Touch

  • componentsComponents: V, S, M (a ruby worth at least 1,000 gp, which the spell consumes)
  • durationDuration: Permanent

repaired.

Wizard 8th-level transmutation

BATSENSE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a bit of fur from a bat's ear)
  • durationDuration: 1 hour

For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.

Wizard 2nd-level transmutation

BATTLE MIND [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a bit of spiderweb or a small crystal orb)
  • durationDuration: Concentration, up to 10 minutes

You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):
•One ally gains advantage on its next attack roll, saving throw, or ability check.
•An enemy has disadvantage on the next attack roll it makes against you or an ally.
•You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.
•Three allies who can see and hear you on your turn are given the benefit of a bless, guidance, or resistance spell on their turns /1ou choose the benefit individually

Wizard 5th-level divination (ritual)

BATTLE MIND [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a bit of spiderweb or a small crystal orb)
  • durationDuration: Concentration, up to 10 minutes

for each ally. An ally must use the benefit on its turn, or the benefit is lost.

Wizard 5th-level divination (ritual)

BEGUILING BET [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible /1ou could make a Dexterity (Acrobatics) check to perform a backflip /1r you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used.The charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can't perform the action, it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute, it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the

Wizard 2nd-level enchantment

BEGUILING BET [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

creature wins the contest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Each creature must be within 30 feet of another creature when you cast the spell.

Wizard 2nd-level enchantment

BESTIAL FURY

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw /1 creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target's attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can't be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success.This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Wizard 2nd-level enchantment

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5 5
2 2
2 2
2 2

BEWILDERMENT

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You temporarily inhibit the cognitive ability of a creature within range. If the target makes a successful Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes an Intelligence check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

Wizard Enchantment cantrip

BINDING OATH

  • casting timeCasting Time: 10 minutes
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Until dispelled

You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the bestow curse spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details. The curse effect of binding oath can't be dismissed by dispel magic, but it can be removed with dispel evil and good, remove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath. Depending on the nature of the oath, one creature's breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.

Wizard 4th-level necromancy

BLACK SUNSHINE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (60-foot radius)

  • componentsComponents: V, M (a discolored pearl, which the spell consumes)
  • durationDuration: Concentration, up to 1 minute

You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they're within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow.The orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wizard 8th-level illusion

BLACK SWAN STORM

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a feather from a black swan)
  • durationDuration: Concentration, up to 1 minute

You call forth a whirlwind of black feathers that fills a 5-foot cube within range. The feathers deal 2d8 force damage to creatures in the cube's area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, and from dim light to darkness). Creatures that make a successful Dexterity saving throw take half the damage and are still affected by the change in light.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the feathers deal an extra 1d8 force damage for each slot level above 2nd.

Wizard 2nd-level evocation

BLADE OF MY BROTHER

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (melee weapon owned by a dead ally of the target)
  • durationDuration: Concentration, up to 4 rounds

You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally's space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends. The weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon's inherent magical bonus, if any /1t receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.

Wizard 4th-level transmutation

BLEATING CALL

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: S, M (a bit of fur or hair from a young beast or humanoid)
  • durationDuration: 1 minute

You create a sound on a point within range. The sound's volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell's effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell. Creatures that can't be charmed are immune to this spell.

Wizard 2nd-level enchantment

BLEED

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S, M (a drop of blood)
  • durationDuration: Concentration, up to 1 minute

Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage). Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.

Wizard 1st-level necromancy

BLESSED REST

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a sprinkling of holy water)
  • durationDuration: 8 hours

You place a benediction upon a creature, ensuring it a healthy rest. If the target takes a short rest, it can reroll any Hit Die spent for regaining hit points and take the higher roll. If the target takes a long rest, it regains up to two extra Hit Dice when resting, up to its maximum Hit Dice. For example, if the target has eight Hit Dice, it can regain six spent Hit Dice upon finishing a long rest.Once the target has taken one rest (long or short), the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for every two slot levels above 2nd.

Wizard 2nd-level enchantment

BLESS THE DEAD

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can't become undead. The spell has no effect on living creatures or the undead.

Wizard Abjuration cantrip

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2 2
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2 2
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BLINDING PAIN

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (an ice pick)
  • durationDuration: 1 minute

You cause a creature within range to suffer severe pain in its head. At the start of its turn, the target takes 1d4 psychic damage and is blinded for 1 round. On a successful Wisdom saving throw, the creature takes half as much damage and is not blinded. A cure wounds or healing word spell cast on the target ends this spell, in addition to its regular effects.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.

Wizard 1st-level enchantment

BLOOD OFFERING

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You touch the corpse of a creature that isn't undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 times /1he creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a true resurrection or a wish spell.

Wizard 3rd-level necromancy

BLOODHOUND

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a drop of ammonia)
  • durationDuration: 8 hours

You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you also grant the target blindsight out to a range of 30 feet for the duration.

Wizard 1st-level transmutation

BOLSTER UNDEAD

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a sprinkle of unholy water)
  • durationDuration: 1 hour

You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures.Choose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.

Wizard 1st-level necromancy

BOLSTERING BREW

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a silver tankard worth 100 gp, which the spell consumes)
  • durationDuration: Instantaneous

Calling upon the patron deity of brewers, you bring forth a vibrant brew of beer or ale. Up to six other creatures within range can partake of this drink with you and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains advantage on either all Strength checks or all Charisma checks (chosen when it drinks), is immune to being frightened, and makes all Constitution saving throws with advantage. These benefits last for 8 hours.

Wizard 3rd-level conjuration (ritual)

BONES OF STONE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a pebble and a sliver of bone)
  • durationDuration: Concentration, up to 1 minute

The bones of a creature you touch gain the strength and density of stone. Until the spell ends, the target has resistance to slashing damage and bludgeoning damage, and it gains advantage on Strength checks against effects that would move the target against its will.

Wizard 3rd-level transmutation

BOOSTER SHOT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell. D6EFFECT
1 2d10 acid damage to all creatures within 10 feet of the target
2 2d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot-wide line between the weapon and the target
3 2d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon user's next turn
4 2d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon
5 2d10 force damage to the target, and the target is pushed 20 feet
6 2d10 psychic damage to the target, and the target is stunned until the start of the weapon user's next turn
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d10 for each slot level above 3rd.

Wizard 3rd-level evocation

BOULDER TOSS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You draw the power of the mountains into you, gaining a surge of strength that allows you to take an action to hurl a rock (or similar object) as a giant does. Your Strength is considered to be 19 for the purpose of determining damage from objects that you hurl.Your hurled rock has a range of 60/240 feet and deals 2d10 bludgeoning damage on a hit. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone.
At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, your Strength is considered to be 21, and the bludgeoning damage increases to 3d10. If you cast this spell using a spell slot of 6th level or higher, your Strength is considered to be 23, and the bludgeoning damage increases to 4d10.

Wizard 2nd-level transmutation

BRAWN BOOST

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Strength check of its choice. It can roll the die before or after making the check. The spell then ends.

Wizard Transmutation cantrip

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0 0

BREEZE COMPASS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a magnetized needle)
  • durationDuration: Concentration, up to 1 hour

When you cast breeze compass, you must clearly imagine or mentally describe a location. It doesn't need to be a location you've been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn't avoid enemies or hostile creatures.

Wizard 3rd-level divination

BROKEN CHARGE

  • casting timeCasting Time: 1 reaction, which you take when an enemy approaches to within 5 feet of you
  • rangeRange: 10 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe's course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st

Wizard 1st-level enchantment (labyrinth)

BY THE LIGHT OF THE MOON

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage

Wizard 2nd-level divination (labyrinth)

BY THE LIGHT OF THE WATCHFUL MOON

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon's glow.The glow does not make invisible creatures visible, but it does indicate an invisible creature's general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell's area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell's effect.

Wizard 4th-level divination

CANDLE'S INSIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: 10 feet

  • componentsComponents: V, S, M (a blessed candle)
  • durationDuration: 10 minutes

Candle's insight is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it's extinguished normally or by the spell's effect. While the candle burns, the caster can question the spell's target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth /1he flame burns steadily through even an outrageously false statement, as long as the target believes it's true.Candle's insight is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle's insight without the consent of the spell's target is considered a serious breach of hospitality.

Wizard 1st-level divination

CARMELLO-VOLTA'S IRKSOME PRESERVES

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a small berry or a piece of fruit)
  • durationDuration: Concentration, up to 1 minute

At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it's eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam's flavor is determined by the material component.The spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.

Wizard 2nd-level conjuration

CATAPULT

  • casting timeCasting Time: 1 action
  • rangeRange: 400 feet

  • componentsComponents: V, S, M (a small platinum lever and fulcrum worth 400 gp)
  • durationDuration: Instantaneous

You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.

Wizard 6th-level transmutation (clockwork)

CAUSTIC TOUCH

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Evocation cantrip

CHAINS OF THE GODDESS

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (1 foot of iron chain)
  • durationDuration: Concentration, up to 1 minute

Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.

Wizard 5th-level enchantment (clockwork)

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CHAINS OF TORMENT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (an iron chain link dipped in blood)
  • durationDuration: Concentration, up to 1 minute

You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that's restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time.As an action, you can scan the mind of the creature that's restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.

Wizard 4th-level conjuration

CHAMPION'S WEAPON

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell's duration. The weapon can be wielded only by the caster /1he spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.

Wizard 2nd-level conjuration

CHERUB'S BURNING BLADE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

A sword made of holy fire blazes to life in your hand. The size and shape of the blade conforms to your will, but it is never larger than a one-handed weapon sized for a Medium creature. If you let go of the blade, it disappears, but if you maintain concentration on the spell, you can evoke the blade again as a bonus action.You can use your action to make a melee attack with the burning blade. On a hit, the target takes 2d6 fire and 2d6 radiant damage. On a critical hit, the target catches fire /1ntil someone takes an action to douse the fire, the target takes 2d6 fire damage at the start of each of its turns. The burning blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both the fire damage and radiant damage increase by 1d6 for every two slot levels above 4th.

Wizard 4th-level evocation

CHILLING WORDS

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a strip of paper with writing on it)
  • durationDuration: Concentration, up to 1 hour

You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell. At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective.When the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can't be affected by the phrase for 1 minute afterward. You can end the spell early by making a final utterance of the phrase (even if you've used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.

Wizard 3rd-level enchantment

CLOAK OF SERPENTS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a snake scale)
  • durationDuration: 10 minutes

A mass of writhing, translucent snakes drapes your body, protecting you from harm and fending off enemies. You can end the spell early by using an action to dismiss it. For the duration of the spell, you gain resistance to poison damage and immunity to the poisoned condition. In addition, whenever a creature within 5 feet hits you with a melee attack, that creature is struck by one of the serpents. The attacker takes 2d8 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute. A successful saving throw halves the damage and negates the poisoned effect.

Wizard 4th-level abjuration

CLOAK OF VERMIN

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a handful of dead flies)
  • durationDuration: Concentration, up to 10 minutes

You conjure a writhing garment of living insects that protect you and harm your foes. While the spell is active, you gain a +1 bonus to AC. Whenever a creature within 5 feet of you hits you with a melee attack, the insects lash out, dealing 2d4 piercing damage to the attacker. As a bonus action, you can command your cloak to leave your body, becoming a swarm of insects, and enter the space of an adjacent foe. The swarm attacks that foe until you use a bonus action to command it to return to you, the foe moves more than 5 feet away from you, the spell ends, or the swarm dies. You lose the protective benefit of the cloak when using it in this fashion.

Wizard 3rd-level conjuration

CLOCKWORK BODYGUARD

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

You summon clockwork minions to fight for you. Choose one of the following options for what appears (refer to Tome of Beasts, p. 62-65, for statistics):
•One clockwork huntsman
•Two clockwork hounds
•Four clockwork watchmen. The clockwork creatures are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands you issue to them (no action required by you). If you don't issue commands, the clockwork creatures defend themselves or you from hostile creatures but otherwise take no actions. The clockwork creatures disappear when they drop to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using certain higher-level spell slots, more creatures of your choice appear: twice as many with a 6th-level slot, three times as many with a 7th-level slot, and four times as many with an 8th-level slot.

Wizard 5th-level conjuration (clockwork)

CLOCKWORK BOLT

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (an arrow or crossbow bolt)
  • durationDuration: 1 round

You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target /1pinning blades materialize on the missile after it strikes to further mutilate your enemy.As part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile's shaft. Afterward, the projectile reverts to normal.This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn't removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.

Wizard Evocation cantrip (clockwork)

CLOSING IN

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it's in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it. The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Wizard 3rd-level illusion

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

CLUMSINESS

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You temporarily make a creature within range less dexterous. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Dexterity check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

Wizard Necromancy cantrip

COBRA FANGS

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a drop of snake venom or a patch of snakeskin)
  • durationDuration: 1 minute

The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage. If the target doesn't have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. When the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the target's bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Wizard 1st-level transmutation

COMMAND UNDEAD

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V
  • durationDuration: Concentration

You speak a one-word command to all undead creatures you can see within range. Any target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is living, if it doesn't understand your language, or if your command is directly harmful to it.

Wizard 3rd-level necromancy

COMPELLED MOVEMENT

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (the embalmed body of a millipede with its right legs removed, worth at least 50 gp)
  • durationDuration: Concentration, up to 1 minute

Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one's turn, their bodies fuse together. Fused creatures still take their own turns, but they can't move, can't use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration.A fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it's within 5 feet of a creature that's still under the spell's effect at the end of either creature's turn.Compelled movement doesn't affect a creature that can't be charmed or that is incorporeal.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.

Wizard 3rd-level enchantment

COMPELLING FATE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, M (a sprinkling of silver dust worth
    20 gp)
  • durationDuration: 1 round

You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature's actions. This has the following effects:
•You have advantage on attack rolls against the target.
•For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target's turn when it has completed its movement. This is deducted from your next turn's movement.
•As a reaction at the start of the target's turn, you can warn yourself and allies that can hear you of the target's offensive intentions /1ny creature targeted by the target's next attack gains a +2 bonus to AC or to its saving throw against that attack.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.

Wizard 3rd-level divination

COMPREHEND WILD SHAPE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (two or more matching carved totems)
  • durationDuration: 1 hour

Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn't a telepathic link /1ou simply understand each other's verbal communication, similar to the effect of a speak with animals spell. This effect doesn't allow a druid in beast shape to cast spells.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of target creatures by two for each slot level above 2nd. Each creature must receive a matching carved totem.

Wizard 2nd-level divination

CONFOUND SENSES

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a broken compass)
  • durationDuration: Concentration, up to 10 minutes

This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage.Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.

Wizard 3rd-level enchantment (labyrinth)

CONJURE FEY HOUND

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a wooden or metal whistle)
  • durationDuration: Concentration, up to 1 hour

You summon a fey hound to fight by your side. A hound of the night (Tome of Beasts, p. 251) appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends.The summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.

Wizard 5th-level conjuration

CONJURE FOREST DEFENDER

  • casting timeCasting Time: 1 hour
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (one humanoid body, which the spell consumes)
  • durationDuration: Until destroyed

When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a forest defender (see below). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don't issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a true resurrection or a wish spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust.
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time

Wizard 6th-level conjuration

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CONJURE GREATER SPECTRAL DEAD [1/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a handful of bone dust, a crystal prism worth at least 100 gp, and a platinum coin)
  • durationDuration: Concentration, up to 1 hour

You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears:
•One wraith
•One spectral guardian (Tome of Beasts, p. 358)
•One swarm of wolf spirits (Tome of Beasts, p. 377)Summoned creatures disappear when they drop to 0 hit points or when the spell ends.The summoned creature doesn't attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature's turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn't disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win

Wizard 7th-level conjuration

CONJURE GREATER SPECTRAL DEAD [2/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a handful of bone dust, a crystal prism worth at least 100 gp, and a platinum coin)
  • durationDuration: Concentration, up to 1 hour

the fight or to inflict meaningful harm /1therwise it flees. You can't dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it.
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a deathwisp (Tome of Beasts, p. 72) or two ghosts instead.

Wizard 7th-level conjuration

CONJURE MANTELET

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You summon a transparent, faintly luminous barrier with a single arrow slit. The magical mantelet provides you with three-quarters cover for the duration of the spell. If you move on your turn, the mantelet moves with you.

Wizard 2nd-level abjuration

CONJURE MOCK ANIMALS

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You summon fey spirits that take the outward appearance of animals, but merely to serve as a distraction and trap for the unwary. The spell functions as conjure animals, but each mock animal has only 1 hit point and deals only 1 damage on a hit regardless of its appearance.When a mock animal is dropped to 0 hit points, it explodes in a flash of light, dealing 2d4 radiant damage to all creatures within 5 feet of it. Each creature that takes damage must make a Dexterity saving throw. On a failed save, the creature is blinded for 1 round. Exploding mock animals do not deal this damage to other mock animals.

Wizard 1st-level conjuration

CONJURE SCARAB SWARM

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a beetle carapace)
  • durationDuration: Concentration, up to 10 minutes

You summon swarms of scarab beetles to attack your foes. Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range.Each swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.

Wizard 2nd-level conjuration

CONJURE SPECTRAL DEAD

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a handful of bone dust, a crystal prism, and a silver coin)
  • durationDuration: Concentration, up to 1 hour

You summon a shroud (Tome of Beasts, p. 348) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels. When you cast this spell using a 3rd-level spell slot, you can choose to summon two shrouds or one specter. When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four shrouds or one will-o'-wisp.

Wizard 2nd-level conjuration

CONJURE UNDEAD

  • casting timeCasting Time: 1 minute
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a humanoid skull)
  • durationDuration: Concentration, up to 1 hour

You summon a shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends.
At Higher Levels. When you cast this spell using a 4th-level spell slot, you can choose to summon a wight or a shadow. When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a ghost, a shadow, or a wight.

Wizard 3rd-level conjuration

CONSULT THE STORM

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury.As part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Wizard 4th-level divination

CONVOLUTED DICTUM

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a long, twisted piece of red ribbon)
  • durationDuration: Concentration, up to 1 minute

You manipulate the thinking of a creature within range, compelling it to take longer, more elaborate means to complete actions. The target must succeed on a Wisdom saving throw or take only one action or bonus action on its turn until the spell ends.If the target tries to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't do so, the spell is wasted. If the target interacts with an object while taking its action, such as drawing a sword as part of an attack, it must also roll a d20. On an 11 or higher, it must make the interaction with the object its sole action on that round, taking the Use An Object action. In the example given, the target would take its action drawing the sword with an extensive amount of flourish or drama and be unable to attack with it until its next turn.At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.

Wizard 2nd-level enchantment

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COSTLY VICTORY

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: 1 hour

You select up to ten enemies you can see that are within range. Each target must make a Wisdom saving throw. On a failed save, that creature is cursed to burst into flame if it reduces one of your allies to 0 hit points before this spell's duration expires. The affected creature takes 6d8 fire damage and 6d8 radiant damage when it bursts into flame. If the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on fire and continues burning /1he creature takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the creature or one of its allies within 5 feet of it uses an action to extinguish the fire.

Wizard 8th-level evocation

CREATE THUNDERSTAFF

  • casting timeCasting Time: 10 minutes
  • rangeRange: Touch

  • componentsComponents: V, S, M (a quarterstaff)
  • durationDuration: Instantaneous

After you cast create thunderstaff on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound.After 60 days, the staff is fully charged and can't absorb any more sound. At that point, it becomes a thunderstaff, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a thunderwave spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged.If the final charge is not expended within 60 days, the staff becomes nonmagical again.

Wizard 7th-level transmutation

CRUSHING TRAMPLE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: 1 round

Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage.You move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of crushing trample.

Wizard 2nd-level transmutation (labyrinth)

CURE BEAST

  • casting timeCasting Time: 1 bonus action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.

Wizard 1st-level evocation

CURSE OF DUST

  • casting timeCasting Time: 10 minutes
  • rangeRange: 500 feet

  • componentsComponents: V, S, M (a piece of spoiled food)
  • durationDuration: 5 days

You cast a curse on a creature within range that you're familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn't merely an issue of perception /1he target physically can't draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.

Wizard 7th-level necromancy

CURSE OF HOSTILITY [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed with the antipathy of a certain type of creature, chosen by you when you cast the spell. Choose from one of the following: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, plants, or undead. In situations involving creatures of the selected type, the following effects apply.
•In encounters with creatures of the selected type when the creatures are already hostile, they will attack the target of this spell in preference to other targets.
•A creature of the selected type gains advantage on any attack rolls made against the target if the target has attacked and hit that creature at least once during the encounter.
•The target has disadvantage on any Charisma-based checks made against creatures of the chosen type.A remove curse spell ends this effect.
At Higher Levels. If you cast this spell using a spell slot of 4th level, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell slot of 7th or 8th level, the duration is 24 hours. If you use a 9th-level spell slot, the

Wizard 3rd-level necromancy

CURSE OF HOSTILITY [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

spell lasts until dispelled.

Wizard 3rd-level necromancy

CURSE OF INCOMPETENCE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

By making mocking gestures toward one creature within range that can see you, you leave the creature incapable of performing at its best. If the target fails on an Intelligence saving throw, roll a d4 and refer to the following table to determine what the target does on its turn. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success or applying the result of another roll on the table on a failure.D4RESULT
1Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll.
2 Target stands transfixed and blinking, takes no action.
3Target flees or fights (50 percent chance of each).
4Target charges directly at caster, enraged.

Wizard 3rd-level necromancy

CURSE OF THE GRAVE

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a pinch of dirt from a freshly dug grave)
  • durationDuration: Until dispelled

You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature's soul.Choose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A remove curse spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:
•The target fails death saving throws on any roll but a 20.
•If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.
•The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.

Wizard 7th-level necromancy

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CURSED GIFT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (an object worth at least 75 gp)
  • durationDuration: 24 hours

Cursed gift imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect's duration has not expired.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.

Wizard 4th-level abjuration

CYNOPHOBIA

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a dog's tooth)
  • durationDuration: 8 hours

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.
At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.

Wizard 3rd-level enchantment

DAGGERHAWK

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a dagger)
  • durationDuration: 1 minute

When daggerhawk is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target. The daggerhawk has AC 14 and, although it's invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can't attack again until after your next turn.

Wizard 2nd-level transmutation

DARK HERALDRY

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you /1 creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Wizard 3rd-level necromancy

DARK MAW

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 1 round

Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like alter self), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points.If you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wizard Necromancy cantrip

DARK WEB OF THE SPIDER MONARCH [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot cube)

  • componentsComponents: V, S, M (a thread of black silk)
  • durationDuration: Concentration, up to 1 hour

A 30-foot cube centered on you, fills with sticky, night-black webbing. The webs are difficult terrain and lightly obscure the area. You are unaffected by the aforementioned effects of the webs and gain a climbing speed of 30 feet when moving on the webs.If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.Each creature that starts its turn in the webs or that enters the webs during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained for as long as it remains in the webs or until it breaks free.Each turn that you are in the webs, you can use a bonus action to siphon life force from every creature restrained by the webs. Each creature takes 3d6 necrotic damage, and you regain hit points equal to half the damage dealt.A creature restrained by the webs can use its action to make a Strength check against your spell save DC. On a successful check, it is no longer restrained.The webs are not flammable, but are susceptible to radiant damage. Any 5-foot cube of webs exposed to

Wizard 5th-level conjuration

DARK WEB OF THE SPIDER MONARCH [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot cube)

  • componentsComponents: V, S, M (a thread of black silk)
  • durationDuration: Concentration, up to 1 hour

radiant damage dissipates to nothing in 1 round.

Wizard 5th-level conjuration

DEAD WALKING

  • casting timeCasting Time: 1 action
  • rangeRange: 10 feet

  • componentsComponents: V, S, M (a copper piece)
  • durationDuration: Concentration, up to 1 hour

As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for all targets if one target attacks or casts a spell.
At Higher Levels. When you cast this spell using a 3rd-level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Wizard 2nd-level illusion

DEATH GOD'S TOUCH

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.

Wizard 7th-level necromancy

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DECAY

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a handful of ash)
  • durationDuration: Instantaneous

Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn't being worn or carried by a creature, it automatically takes maximum damage from the spell.This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Wizard Necromancy cantrip

DEEP BREATH

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 2 hours

The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.

Wizard 1st-level transmutation

DEEP FOCUS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Special

You tap into ambient magical energy to stabilize and maintain a spell. The next spell you cast that normally requires concentration will last its full normal duration without the need for concentration, as long as it is cast within 1 minute of your casting of this spell, and the spell to be affected is of 4th level or lower. At the end of the duration, or if 1 minute goes by without your casting a spell that requires concentration, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect any spell you can cast that requires concentration and is up to one level higher than the spell slot you used to cast deep focus.

Wizard 3rd-level evocation (ritual)

DEFENSIVE QUILLS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a porcupine's quill)
  • durationDuration: 10 minutes

Sharp quills grow from your skin. You can end the spell early by using an action to dismiss it. You gain a +1 bonus to AC for the duration. If a creature hits you with an attack made by a light weapon, a natural attack, or an unarmed strike, it takes 2d8 piercing damage from your quills. A creature that grapples you takes damage from the quills at the beginning of each of its turns in which it is grappling you. If a creature swallows you, it takes damage from the quills each round at the start of your turn.

Wizard 3rd-level transmutation

DEFILE HEALING

  • casting timeCasting Time: 1 reaction, which you take when you see a creature cast a healing spell
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful Constitution saving throw.
At Higher Levels. When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.

Wizard 7th-level necromancy

DELAYED HEALING

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, M (a bloodstone worth 100 gp, which the spell consumes)
  • durationDuration: Instantaneous

Touch a living creature (not a construct or undead) as you cast the spell. The next time that creature takes damage, it immediately regains hit points equal to 1d4 + your spellcasting ability modifier (minimum of 1).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Wizard 3rd-level evocation

DESICCATING BREATH

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot cone)

  • componentsComponents: V, S, M (a clump of dried clay)
  • durationDuration: Instantaneous

You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.

Wizard 4th-level evocation

DIMENSIONAL SHOVE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can't reappear inside a solid object or not on solid ground /1nstead, it reappears in the nearest safe, unoccupied space along the path of travel.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.

Wizard 3rd-level conjuration (labyrinth)

DISCERN WEAKNESS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a glass lens)
  • durationDuration: Concentration, up to 1 minute

You divine the weak points in your foes' defenses, allowing you to strike with deadly effect. If you score a critical hit or a successful sneak attack on an opponent, roll damage twice and take the better result.

Wizard 2nd-level divination

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DISQUIETING GAZE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: 1 minute

Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.

Wizard 1st-level necromancy

DISRUPTIVE AURA

  • casting timeCasting Time: 1 action
  • rangeRange: 150 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

A warping, prismatic aura surrounds and outlines each creature inside a 10-foot cube within range. The aura sheds dim light out to 10 feet, and the the locations of hidden or invisible creatures are outlined. If a creature in the area tries to cast a spell or use a magic item, it must make a Wisdom saving throw. On a successful save, the spell or item functions normally. On a failed save, the effect of the spell or the item is suppressed for the duration of the aura. Time spent suppressed counts against the duration of the spell's or item's effect.
At Higher Levels. When you cast this spell using a 9th-level spell slot, the cube is 20 feet on a side.

Wizard 8th-level evocation

DISTRACTING DIVINATION

  • casting timeCasting Time: 1 reaction, which you take when an enemy tries to cast a spell
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy's spell fails and has no effect /1he enemy's action is used up but the spell slot isn't expended.

Wizard 2nd-level divination

DISTRACTION CASCADE

  • casting timeCasting Time: 1 reaction, which you take when an ally declares an attack against an enemy you can see
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.

Wizard 2nd-level divination

DISTRESSING RESONANCE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You create a field of subsonic vibrations in a 30-foot-radius sphere, centered on a point you choose within range, that causes physical distress and extreme discomfort. A creature in this area or that enters it after you cast the spell must succeed on a Constitution saving throw or be incapacitated until the beginning of its next turn. On a successful save, the creature can act normally. If a creature begins its turn in the area, it must make another successful save to avoid being incapacitated. Constructs, deafened creatures, oozes, plants, and undead are not affected by this spell.The vibrations from the distressing resonance interfere with tremorsense, negating any use of that ability in the spell's area.

Wizard 4th-level evocation

DOME OF SILENCE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

An invisible dome encompasses a 10-foot-radius around you, creating a damper for any sound traveling into or out of the area. Creatures can pass through the dome normally, but sound does not. You and any creatures in the dome can hear one another, but nothing outside. Likewise, any noise made in the dome of silence cannot be heard outside it.Any attack that deals thunder damage dispels the dome, but the dome reduces that damage to any creatures inside it by half.

Wizard 2nd-level abjuration

DOOM OF BLUE CRYSTAL

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a blue crystal)
  • durationDuration: Concentration, up to 3 rounds

You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained /1 restrained creature whose saving throw fails is paralyzed /1nd a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent.Creatures turned to crystal can see, hear, and smell normally, but they don't need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster's spell save DC or be killed.Creatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.

Wizard 3rd-level transmutation

DOOM OF CONSUMING FIRE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a dead coal or a fistful of ashes)
  • durationDuration: Concentration, up to 1 minute

You are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage.
At Higher Levels. When you cast this spell using a 3rd-level spell slot, the purple fire extends 10 feet from you, you take 1d8 cold damage, and other creatures take 1d10 cold damage. When you cast this spell using a 4th-level slot, the fire extends 15 feet from you, you take1d10 cold damage, and other creatures take 1d12 cold damage. When you cast this spell using a slot of 5th level or higher, the fire extends to 20 feet, you take 1d12 cold damage, and other creatures take 1d20 cold damage.

Wizard 2nd-level evocation

DOOM OF DANCING BLADES

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

When you cast doom of dancing blades, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack /1ou take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can't parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don't require an attack roll affect you normally and don't destroy any illusory weapons.If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each.The spell ends when its duration expires or when all your illusory weapons are destroyed or expended.An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.

Wizard 3rd-level illusion

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DOOM OF DISENCHANTMENT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 5 rounds

When you cast doom of disenchantment, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you. The spell also suppresses other magical properties of the attack. A sword of wounding, for example, can't cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it's affected as if you had cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.

Wizard 3rd-level abjuration

DOOM OF SERPENT COILS

  • casting timeCasting Time: 1 action
  • rangeRange: Self (10-foot radius)

  • componentsComponents: V, S, M (a vial of poison)
  • durationDuration: Instantaneous

You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours. On a failed save, a target doesn't suffer the poison's usual effect /1nstead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of doom of serpent coils for 24 hours.Multiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by protection from poison or comparable magic.

Wizard 4th-level necromancy

DOOM OF THE CRACKED SHIELD

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target's nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn't use a shield, its nonmagical armor takes a -2 penalty to AC. If the target doesn't use armor or a shield, the spell is expended with no effect.

Wizard 1st-level transmutation

DOOM OF THE EARTHEN MAW

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

The ground within 30 feet of a point you designate turns into filthy and slippery muck. This spell affects sand, earth, mud, and ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. A creature that frees itself or that enters the area after the spell was cast is affected by the difficult terrain but doesn't become restrained.Each round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren't holding their breath. A creature that is still submerged when the spell ends is sealed beneath the newly solidified ground. The creature can escape only if someone else digs it out or it has a burrowing speed.

Wizard 4th-level evocation

DOOM OF THE PIT [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (dust from a stone quarry)
  • durationDuration: 1 minute

You create a ripple of dark energy that destroys everything it touches. A 10-foot-radius, 10-foot-deep, cylindrical extradimensional hole appears on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.The pit's radius expands by 10 feet at the start of your turn each round for the duration. Any creature standing in the original conjured space, or on a space taken up by the pit as it grows, must succeed on a Dexterity saving throw to avoid falling in. Any creature adjacent to the pit when it expands must likewise succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures that fall into the pit take falling damage as normal. The walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the start of each of their turns. If you fall into your own pit, you take damage

Wizard 4th-level conjuration

DOOM OF THE PIT [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (dust from a stone quarry)
  • durationDuration: 1 minute

/1hen the spell ends and you are incapacitated for 2 rounds. When the spell ends, the floor of the pit rises, bringing creatures in the pit back up to the original surface. Each creature in the pit must then make a Constitution saving throw. On a failed save, the creature is stunned for 2 rounds after the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can increase the depth of the pit by 10 feet for each slot level above 3rd.

Wizard 4th-level conjuration

DOOM OF THE SLIPPERY ROGUE

  • casting timeCasting Time: 1 action
  • rangeRange: 40 feet

  • componentsComponents: V, S, M (bacon fat)
  • durationDuration: 1 minute

A doom of the slippery rogue spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.

Wizard 2nd-level conjuration

DRAIN ITEM

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You touch a magic item and cause its magical energies to drain away. If the item is currently carried or held by another creature, you must make a melee spell attack to touch the item, against the wielder's AC. On a hit, the item loses 1d3 charges. If this reduction drops the item's charges to 0, any effects that occur when the item loses all its charges immediately take effect.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can drain more charges from an item: 1d4 for a 5th-level slot, 1d6 for a 6th-level slot, 1d8 for a 7th-level slot, or 2d6 for an 8th- or 9th-level slot.

Wizard 4th-level evocation

DREAD WINGS

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

A swarm of flying, bat-like shapes swirl into existence in a 20-foot-radius cloud around the point you target your spell. Each round a creature begins its turn in the swarm, it takes 4d8 necrotic damage and must succeed on a Wisdom saving throw or become frightened for 1d4 rounds. Creatures that are immune to necrotic damage are not susceptible to the frightened effect.You can use an action on your turn to move the swarm up to 40 feet in any direction.

Wizard 4th-level necromancy

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DROWN

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a small piece of flotsam or seaweed)
  • durationDuration: Instantaneous

You cause a creature's lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can't speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying. Huge or larger creatures are unaffected, as are creatures that can breathe water or that don't require air. A suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Wizard 3rd-level evocation

DRYAD'S KISS

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, M (a flower petal or a drop of blood)
  • durationDuration: Concentration, up to 1 minute

You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage /1 successful Wisdom saving throw negates the damage but doesn't prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a greater restoration or blight spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.If a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month.
At Higher Levels. If this spell is cast using a spell slot of 5th level or higher, the number of targets increases by one for every two slot levels above 3rd.

Wizard 3rd-level conjuration

EARS OF THE BAT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a bit of bat fur)
  • durationDuration: Concentration, up to 1 hour

You gain the keen hearing and echolocation abilities of a bat. For the duration of the spell, you have advantage on Wisdom (Perception) checks that rely on hearing, and you gain blindsight out to a range of 60 feet.You cannot use the blindsight ability while deafened. While the spell is in effect, you have disadvantage on saving throws against spells and effects that deal thunder damage.

Wizard 3rd-level transmutation

EARTHSKIMMER

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a piece of shale or slate)
  • durationDuration: Concentration, up to 1 minute

You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.Until the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and isn't knocked prone on a succesful one.

Wizard 4th-level transmutation

EARTH WAVE [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self (15-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 8 hours

You command the earth beneath your feet to rise and surge forward, carrying you and your companions where you bid while rolling over enemies and obstacles in your path. The earth rises in a 15-foot-high, 15-foot-radius swell that can carry you and up to eight other Medium creatures, propelling you in whatever direction you choose at a rate of up to 90 feet per round. You use a bonus action to direct the wave each round. Your movement is limited to the surface of the wave to maintain control. If you move off the wave, it continues on the same course you directed it, then the spell ends at the beginning of your next turn.Natural obstacles do not impede the spell's movement /1rees, rocks, and other natural obstacles simply rise up and around the swell and settle back into place behind it. The wave can travel up or down natural slopes with angles as great as 60 degrees. You can direct the wave to surge over man-made obstacles and creatures in its path. The swell washes over walls and other manufactured obstacles up to 15 feet high and 10 feet thick with no loss of movement, dealing 6d6 bludgeoning damage to an object as it passes. Resolve this damage against larger, rigid objects, such as walls, vehicles, or other

Wizard 5th-level transmutation

EARTH WAVE [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self (15-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 8 hours

similar structures /1maller or malleable objects such as unsecured ropes or cloth are simply buried by the swell's passing. Larger objects are subject to the damage, but the wave cannot move over them unless the damage is enough to destroy the object. Creatures of Large size or smaller in the path of the wave take 6d6 bludgeoning damage and are buried. Buried creatures are considered restrained and must hold their breath or begin to suffocate. A creature in the path of the wave can make a Dexterity saving throw against your spell save DC. On a successful save, the creature takes half as much damage and avoids being buried. Each round, a buried creature can use an action to make a Strength check against your spell save DC to dig itself out.You can cast earth wave only when standing on natural earth or stone. The spell can be cast underground, but not inside buildings unless they have no floor.

Wizard 5th-level transmutation

EARWORM MELODY

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.For the spell's duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Wizard 1st-level enchantment

ECHOES OF STEEL

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: S
  • durationDuration: Concentration, up to 1 minute

When you hit a creature with a melee weapon attack, you can use a bonus action to cast echoes of steel. All creatures you designate within 30 feet of you take thunder damage equal to the damage from the melee attack, or half as much damage with a successful Constitution saving throw.

Wizard 4th-level evocation

EIDETIC MEMORY

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a string tied in a knot)
  • durationDuration: Concentration, up to 1 hour

When you cast this spell, you can recall any piece of information you've ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.

Wizard 5th-level transmutation (ritual)

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ELEMENTAL HORNS

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a brass wand)
  • durationDuration: Concentration, up to 1 minute

The target of this spell must be a creature that has horns, or the spell fails. Elemental horns causes the touched creature's horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature's gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally deals.Although commonly seen among tieflings and minotaurs, this spell is rarely employed by other races.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.

Wizard 2nd-level evocation (labyrinth)

ENCRYPT / DECRYPT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either encrypt / decrypt or dispel magic is cast on the encoded writing, which turns it back into its normal state.

Wizard Alteration cantrip

ENDOW ATTRIBUTE [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a ring worth at least 200 gp, which the spell consumes)
  • durationDuration: Concentration, up to 1 hour

You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score. Those points are absorbed into the ring and stored there for the spell's duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don't need to maintain concentration on the spell /1he recipient creature retains the transferred ability score points for the remainder of the hour.The spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful dispel magic spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can't regain the stolen attribute points, even with greater restoration or comparable magic.
At Higher Levels. If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a

Wizard 4th-level transmutation

ENDOW ATTRIBUTE [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a ring worth at least 200 gp, which the spell consumes)
  • durationDuration: Concentration, up to 1 hour

9th-level spell slot, the duration is 24 hours.

Wizard 4th-level transmutation

ENERGY ABSORPTION

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends.If the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended /1n a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.

Wizard 5th-level abjuration

ENERGY FOREKNOWLEDGE

  • casting timeCasting Time: 1 reaction, which you take when you are the target of a spell that deals cold, fire, force, lightning, necrotic, psychic, radiant, or thunder damage
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.

Wizard 4th-level divination

ENHANCE FAMILIAR

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a pinch of powdered iron)
  • durationDuration: Concentration, up to 1 hour

You temporarily imbue your familiar with power, making it larger, tougher, and more vicious. While the spell lasts, your familiar has all the statistics of the giant version of its type, except for the fish (quipper), which has the statistics of a reef shark. Your familiar retains all its special abilities as described in the find familiar spell.If your familiar drops to 0 hit points and disappears, or you dismiss your familiar, the spell ends, and your familiar is returned to its normal form when you next summon it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, its duration is 1 hour and does not require concentration. When you cast this spell using a spell slot of 6th level or higher, the duration increases to 24 hours.

Wizard 2nd-level transmutation (ritual)

ENTOMB

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a chip of granite)
  • durationDuration: 8 hours

You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.The tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.

Wizard 6th-level transmutation

ENUMERATE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

You are able to divine the exact amount of a number of like objects in a 10-foot-cube centered on a point within range. You can be general (How many coins in this chest?) or specific (How many silver coins in this chest?) but can receive only one number as a response from the casting of this spell. If, for example, you want to know the number of coins of each denomination in a chest, you must cast the spell anew for each type of coin to be counted (copper, silver, gold, and so forth).

Wizard Divination cantrip

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ESSENCE INSTABILITY

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration.Creatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by gust of wind and similar spells.The aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell's presence can be detected on the original target). Protection from poison negates the spell's effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as mage armor or wall of force will block it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.

Wizard 5th-level transmutation

EXCEPTIONAL WIT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Intelligence check of its choice. It can roll the die before or after making the check. The spell then ends.

Wizard Transmutation cantrip

EXTRACT KNOWLEDGE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a blank page)
  • durationDuration: Instantaneous

By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell /1f the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief, no more than a sentence, and very specific to the framed question. It doesn't matter whether the creature was your friend or enemy /1he spell compels it to answer in any case.

Wizard 6th-level necromancy (ritual)

EXUDE ACID

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 10 minutes

You cause your body to produce a caustic acid. You and anything you were holding or carrying when the spell is cast is immune to the acid. While the spell is active, you can make a melee attack roll against a target, dealing 4d4 acid damage on a hit. If you are grappling a creature, it takes the acid damage every round on your turn, as if you had made a successful attack. If you are grappled by a creature, or restrained or immobilized by physical means (ropes, chains, or similar restraints), the creature or the restraints takes the acid damage each round.

Wizard 2nd-level transmutation

FAULT LINE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (60-foot line)

  • componentsComponents: V, S
  • durationDuration: Permanent

The ground thrusts sharply upward along a 5-foot-wide, 60-foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn't damage permanent structures.

Wizard 6th-level evocation

FEATHER FIELD

  • casting timeCasting Time: 1 reaction, which you take when you are targeted by a ranged attack from a magic weapon but before the attack roll is made
  • rangeRange: Self

  • componentsComponents: V, S, M (fletching from an arrow)
  • durationDuration: 1 round

A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.
At Higher Levels. When you cast feather field using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.

Wizard 1st-level abjuration

FEATHER TRAVEL

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, M (a feather)
  • durationDuration: Concentration, up to 1 hour

The target of feather travel (along with its clothing and other gear) transforms into a feather and drifts on the wind. The drifting creature has a limited ability to control its travel. It can move only in the direction the wind is blowing and at the speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd

Wizard 2nd-level transmutation

FEY CROWN

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (five flowers of different colors)
  • durationDuration: 1 hour

By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed. As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown

Wizard 5th-level abjuration

FEY GLAMER

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a pinch of powdered mica)
  • durationDuration: Concentration, up to 10 minutes

You lay a glamer upon a touched creature that makes it more interesting, attractive, and compelling. For the duration of the spell, the target has advantage on all Charisma checks.

Wizard 1st-level illusion

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FIND KIN

  • casting timeCasting Time: 1 action
  • rangeRange: touch

  • componentsComponents: V, S, M (a freshly dug up tree root that is consumed by the spell)
  • durationDuration: Instantaneous

You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.

Wizard 1st-level divination (ritual)

FIRE DARTS

  • casting timeCasting Time: 1 action
  • rangeRange: 20 feet

  • componentsComponents: V, S, M (a fire the size of a small campfire or larger)
  • durationDuration: Instantaneous

When this spell is cast on any fire that's at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Wizard 2nd-level evocation

FIRE UNDER THE TONGUE

  • casting timeCasting Time: 1 action
  • rangeRange: 5 feet

  • componentsComponents: V, S
  • durationDuration: 24 hours

You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.

Wizard 1st-level transmutation

FIREWALK

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

The creature you cast firewalk on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.

Wizard 6th-level transmutation

FIST OF IRON

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.

Wizard Transmutation cantrip (clockwork)

FLAME WAVE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (40-foot cone)

  • componentsComponents: V, S, M (a drop of tar, pitch, or oil)
  • durationDuration: Instantaneous

A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 fire damage and is pushed 20 feet away from you on a failed save /1n a successful save, the creature takes half as much damage and isn't pushed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Wizard 4th-level evocation

FLESH TO PAPER

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can't cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd

Wizard 3rd-level transmutation

FOG OF WAR

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You cloud the minds of your opponents, hindering their perception of the battlefield and veiling reality with twisted illusions. You can affect up to six creatures within range. While the spell is in effect, targeted creatures in the area have disadvantage on Wisdom (Perception) checks made to locate enemies. If a targeted creature makes an attack against a creature that has at least one other creature adjacent to it, friend or foe, the targeted creature must roll a d20. On an 11 or higher, its attack is applied to the adjacent creature instead (roll randomly to determine the new target if there is more than one adjacent creature) and deals damage as normal if it hits. Each round, a targeted creature can make a Wisdom saving throw. On a successful save, the creature is unhindered by the spell for that round.

Wizard 4th-level illusion

FOREST AFFINITY

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: S, M (a raven's feather or a bit of panther fur)
  • durationDuration: Concentration, up to 1 hour

The forest floor swirls and shifts around you, welcoming you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to hide. While hidden in a forest, you have advantage on your next initiative roll. The spell ends if you attack or cast a spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any other target of this spell attacks or casts a spell.

Wizard 1st-level illusion

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FOREST NATIVE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a clump of soil from a forest)
  • durationDuration: 1 hour

While in a forest, you touch a willing creature and infuse it with the forest's energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.

Wizard 1st-level transmutation

FOREST OF SPEARS

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a sliver of stone)
  • durationDuration: Concentration, up to 1 minute

A forest of stone spears rises up from the ground in a 30-foot radius around a point you designate within range. Creatures in the area take 5d8 piercing damage and are restrained. A successful Dexterity saving throw reduces the damage by half and negates the restrained condition. A creature that starts its turn in the area and is already restrained by the spears takes an extra 2d8 damage from the pain of being held aloft as well as bleeding from its wounds. A creature restrained by the spears can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a successful save, it frees itself.For the duration of the spell, the area is difficult terrain. The spears (AC 14) can be damaged /1hey are immune to piercing damage and have resistance to bludgeoning and slashing damage from nonmagical attacks. If a 5-foot-square section of spears takes 15 damage, that's enough to free a restrained creature or clear the section of spears.

Wizard 5th-level evocation

FOREST SANCTUARY

  • casting timeCasting Time: 1 minute
  • rangeRange: 300 feet

  • componentsComponents: V, S, M (a bowl of fresh rainwater and a tree branch)
  • durationDuration: 24 hours

While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as control weather, control water, or meteor swarm. Such spells can't be cast while the spellcaster is in the cube. You can create a permanently protected area by casting this spell at the same location every day for one year.

Wizard 9th-level abjuration

FORM OF THE GODS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a holy symbol)
  • durationDuration: Concentration, up to 1 hour

By drawing on the energy of the gods, you can temporarily assume the form of your patron's avatar. Form of the gods transforms you into an entirely new shape and brings about the following changes (summarized below and in the avatar form stat block).
•Your size becomes Large, unless you were already at least that big.
•You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.
•You gain a Multiattack action option, allowing you to make two slam attacks and a bite.
•Your ability scores change to reflect your new form, as shown in the stat block.You remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form

Wizard 9th-level transmutation

FORTITUDE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Constitution check of its choice. It can roll the die before or after making the check. The spell then ends.

Wizard Transmutation cantrip

FRAILTY

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration:1 minute

You temporarily inhibit the vital force of a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Constitution check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

Wizard Necromancy cantrip

FREEZING FOG

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 5 minutes

The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold /1ny creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wizard 3rd-level conjuration

FROZEN RAZORS

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (water from a melted icicle)
  • durationDuration: Concentration, up to 1 minute

Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wizard 3rd-level evocation

FURIOUS HOOVES

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a nail)
  • durationDuration: Concentration, up to 1 minute

You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target's Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.

Wizard 2nd-level transmutation (labyrinth)

1 1
5 5
9 9
9 9
0 0
0 0
3 3
3 3
2 2

GEAR BARRAGE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (60-foot cone)

  • componentsComponents: V, S, M (a handful of gears and sprockets worth 5 gp)
  • durationDuration: Instantaneous

You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.

Wizard 2nd-level conjuration (clockwork)

GHOUL KING'S CLOAK

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the duration:
•Its Armor Class increases by 2, to a maximum of 20.
•When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.
•It is immune to necrotic damage and radiant damage.
•It can't be reduced to less than 1 hit point.
At Higher Levels. When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn't require concentration.

Wizard 8th-level transmutation

GIANT'S JEST

  • casting timeCasting Time: 1 action
  • rangeRange: 25 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

This spell enlarges a weapon or other object that you can see within range, temporarily making it sized for a Gargantuan creature. The object is twelve times heavier than its original weight and in most circumstances cannot be used effectively by Huge or smaller creatures. The object retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.

Wizard 4th-level transmutation

GIFT OF LUCK

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a four-leaf clover, a pair of dice, or a silver coin)
  • durationDuration: 24 hours

You grant a touched creature a limited gift of luck. While the spell lasts, the target can gain advantage on any three rolls of its choice. Once three rolls have been affected by the gift of luck, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Wizard 2nd-level divination (ritual)

GIFT OF RESILIENCE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 24 hours, or until the target attempts a third death saving throw

A willing creature you touch has advantage on the first three death saving throws it attempts before the duration of the spell expires.
At Higher Levels. When you cast this spell using a spell slot of 5th, 6th, or 7th level, the maximum duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the maximum duration increases to 72 hours.

Wizard 2nd-level enchantment

GIRD THE SPIRIT

  • casting timeCasting Time: 1 reaction, which you take when you or a creature within 30 feet of you is hit by an attack from an undead creature
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

Your magic protects the target creature from the life-sapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow's Strength Drain, or its hit point maximum, such as a specter's Life Drain. This spell doesn't prevent damage from those attacks /1t prevents only the reduction in ability score or hit point maximum.

Wizard 1st-level abjuration

GLAMER OF MUNDANITY

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a pinch of powdered iron)
  • durationDuration: Concentration, up to 10 minutes

You lay a glamer upon a touched creature that makes it easily overlooked and forgettable. For the duration of the spell, any Wisdom (Perception) checks to notice the target, or any ability checks made to recall details about the target or any interactions with it, are made with disadvantage. The target gains advantage on Dexterity (Stealth) checks, but has disadvantage on any Charisma checks made while under the glamer.

Wizard 1st-level illusion

GLIDING STEP

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: 10 minutes

Provided you're not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.

Wizard 1st-level abjuration

GLOOMWROUGHT BARRIER

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S, M (a piece of obsidian)
  • durationDuration: Concentration, up to 1 minute

When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent, lightly obscuring the area beyond it, from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature's next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.

Wizard 3rd-level conjuration

2 2
8 8
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1 1
1 1
1 1
3 3

GLYPH OF SHIFTING

  • casting timeCasting Time: 10 minutes
  • rangeRange: Touch

  • componentsComponents: V, S, M (powdered diamond worth at least 50 gp, which the spell consumes)
  • durationDuration: 24 hours

You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that's known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph's shifting effect.The glyph is triggered when it's touched by a creature that's not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph's destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone.The glyph disappears after being triggered or when the spell's duration expires.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.

Wizard 2nd-level conjuration

GOAT'S HOOF CHARM

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a goat's hoof)
  • durationDuration: 1 minute

A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.

Wizard 1st-level transmutation

GOING IN CIRCLES

  • casting timeCasting Time: 10 minutes
  • rangeRange: Sight

  • componentsComponents: V, S, M (a piece of the target terrain)
  • durationDuration: 24 hours

You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn't changed, only the perception of those inside it. A creature that succeeds on two Wisdom (Survival) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain. When you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell.If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.

Wizard 3rd-level illusion

GORDOLAY'S PLEASANT AROMA

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: S, M (a few flower petals or a piece of fruit, which the spell consumes)
  • durationDuration: Concentration, up to 1 minute

You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it's distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw /1n a failed save, the attack is made with disadvantage. Only a creature's first attack in a round is affected this way /1ubsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.

Wizard 1st-level transmutation

GRAIN OF TRUTH

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You gain a bit of supernatural insight or advice. The first Intelligence or Charisma ability check you make within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM's discretion, this spell can instead provide a piece of general advice equivalent to the benefit of an augury spell.
At Higher Levels. At the GM's discretion, casting grain of truth using a 4th-level spell slot can provide advice equivalent to a divination spell /1 5th-level spell slot can provide advice equivalent to a single answer from a commune spell /1nd a 6th-level spell slot can provide advice equivalent to three answers from a contact other plane spell.

Wizard 2nd-level divination (ritual)

GRASP OF THE TUPILAK [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (tupilak idol)
  • durationDuration: 1 hour or until triggered

This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim's available spell slots are transferred to you, to be used as your own. Roll a d6 /1he result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots. For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target's highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available. If the target has no available spell slots of an appropriate level, for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots, then grasp of the tupilak has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you're able to use,

Wizard 5th-level necromancy

GRASP OF THE TUPILAK [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (tupilak idol)
  • durationDuration: 1 hour or until triggered

treat it as of the highest level you can use.Unused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of remove curse, greater restoration, or comparable magic.

Wizard 5th-level necromancy

GREATER ANALYZE DEVICE

  • casting timeCasting Time: 1 hour
  • rangeRange: Touch

  • componentsComponents: V, S, M (a set of clockworker's tools)
  • durationDuration: Instantaneous

You discover all mechanical properties, mechanisms, and functions of a single construct, clockwork device, mechanical trap, or magic item, including how to activate or deactivate those functions, if appropriate.

Wizard 2nd-level divination (clockwork)

GREATER MAZE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

This spell functions as maze, but the target must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success.Escaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.

Wizard 9th-level conjuration (labyrinth)

2 2
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9 9

GREEN MANTLE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a plant from the surrounding terrain)
  • durationDuration: 1 hour

You take on the physical characteristics of the terrain around you. In a forest, grass and tiny mushrooms sprout in your hair, moss beards your chin, and your flesh takes on the mottled hue of leaf green and bark brown. In an arctic grassland, gray lichens and the various shades of boreal grasses cloak your presence. This effect provides a +2 bonus to Stealth checks in the appropriate terrain.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, one additional creature is affected for each slot level above 1st.

Wizard 1st-level transmutation

GRUDGE MATCH

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S
  • durationDuration: 1 round

This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn't the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a -2 penalty on that roll.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd.

Wizard 2nd-level evocation

HAMSTRING

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: S
  • durationDuration: Instantaneous

You create an arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can't take reactions until the end of its next turn.The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Wizard Evocation cantrip

HARD HEART

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (an iron key)
  • durationDuration: 10 minutes

You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw /1 creature can choose to fail this saving throw unless it's currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration /1f it's currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell's duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.

Wizard 1st-level enchantment

HARRY

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a bit of fur from a game animal)
  • durationDuration: Concentration, up to 1 hour

You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can't take a long rest, terrified that you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success. On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 8 hours, and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.

Wizard 4th-level enchantment

HARRYING HOUNDS [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 180 feet

  • componentsComponents: V, S, M (a tuft of fur from a hunting dog)
  • durationDuration: 8 hours

When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.When an affected creature travels, it travels at a fast pace in the opposite direction of the one you chose, as it believes a pack of dogs or wolves follows it from the chosen direction. When an affected creature isn't traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified that the pack will overcome it if it stops moving. An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success. An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can't safely move in the opposite direction from your chosen direction, it cowers in place,

Wizard 5th-level enchantment

HARRYING HOUNDS [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 180 feet

  • componentsComponents: V, S, M (a tuft of fur from a hunting dog)
  • durationDuration: 8 hours

defending itself from hostile creatures, but otherwise takes no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell's effect is suspended when an affected creature is engaged in combat, enabling it to move as necessary to face hostile creatures.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.

Wizard 5th-level enchantment

HARSH LIGHT OF SUMMER'S GLARE

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: 1 round

You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one's eyes or wearing a blindfold.

Wizard 8th-level enchantment

HEART-SEEKING ARROW

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself, if it's a thrown weapon, seeks its target's vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss, as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.

Wizard 4th-level transmutation

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HEART TO HEART

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a drop of your blood)
  • durationDuration: 1 hour

For the duration, you and the creature you touch remain stable and unconscious if one of you is reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.

Wizard 1st-level necromancy

HEARTACHE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a silver locket)
  • durationDuration: Instantaneous

You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.

Wizard 2nd-level enchantment

HEARTSTOP

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You slow the beating of a willing target's heart to the rate of one beat per minute. The creature's breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.

Wizard 2nd-level necromancy (clockwork)

HEARTSTRIKE

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S, M (an arrow, bolt, or other missile)
  • durationDuration: Instantaneous

The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half cover or three-quarters cover, and for an area being lightly obscured, when making those attacks.

Wizard 2nd-level divination

HEAVENLY CROWN

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S, M (a small golden crown worth 50 gp)
  • durationDuration: Concentration, up to 1 minute

A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.

Wizard 6th-level enchantment

HEDREN'S BIRDS OF CLAY

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, M (a clay figurine shaped like a bird)
  • durationDuration: Concentration, up to 5 minutes

You create a number of clay pigeons equal to 1d4 + your spellcasting modifier (minimum of one) that swirl around you. When you are the target of a ranged weapon attack or a ranged spell attack and before the attack roll is made, you can use your reaction to shout Pull! When you do, one clay pigeon maneuvers to block the incoming attack. If the attack roll is less than 10 + your proficiency bonus, the attack misses. Otherwise, make a check with your spellcasting ability modifier and compare it to the attack roll. If your roll is higher, the attack is intercepted and has no effect. Regardless of whether the attack is intercepted, one clay pigeon is expended. The spell ends when the last clay pigeon is used.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add 1 to your to your roll for each slot level above 3rd when determining if an attack misses or when making a check to intercept the attack.

Wizard 3rd-level conjuration

HEMATOMANCY [1/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (a drop of a creature's blood)
  • durationDuration: Instantaneous

You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you're casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information:
•The target's most common name (if any).
•The target's creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).
•The target's current status (alive, dead, sick, wounded, healthy, etc.).
•The circumstances of the target shedding the blood you're holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.).Alternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target's location at the time you cast this spell. While moving toward the location, if you are presented with a choice of

Wizard 3rd-level divination

HEMATOMANCY [2/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (a drop of a creature's blood)
  • durationDuration: Instantaneous

paths, the spell automatically indicates which path provides the shortest and most direct route to the location.

Wizard 3rd-level divination

HERO'S STEEL

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a warrior's amulet worth 5 gp)
  • durationDuration: 1 minute

You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon's wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon's wielder currently has, it becomes frightened instead /1 frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.

Wizard 3rd-level transmutation

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3 3

HOBBLE

  • casting timeCasting Time: 1 bonus action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a broken rabbit's foot)
  • durationDuration: Instantaneous

You create an ethereal trap in the space of a creature you can see within range. The target must succeed on a Dexterity saving throw or its speed is halved until the end of its next turn.

Wizard Evocation cantrip

HOBBLE MOUNT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.

Wizard 1st-level necromancy

HOLY GROUND

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a vial of holy water that is consumed in the casting)
  • durationDuration: Concentration, up to 10 minutes

You invoke divine powers to bless the ground within 60 feet of you. Creatures slain in the affected area cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.

Wizard 5th-level evocation

HOLY VOW

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a vial of holy water)
  • durationDuration: 24 hours

You willingly take a vow to complete a task or carry out a service. This task or service cannot conflict with your alignment or your sacred oath. While you serve under the vow, for as long as the spell lasts, your hit point maximum and current hit points increase by 10. Whenever you make an attack roll or a saving throw, roll a d4 and add the result to the attack roll or saving throw. These benefits apply only when you are involved in activities that directly relate to your avowed task, or to situations you encounter that interfere with your ability to carry out that task (such as random encounters while traveling).If you willingly forsake your vow, the spell ends, and you take 4d10 psychic damage. At the GM's discretion, you might suffer other penalties and need to atone for your decision. See the Breaking Your Oath sidebar in the paladin class description for more details. Failing to complete the task does not incur any penalties as long as you remain true to your vow, nor are you penalized if some form of outside coercion, magical or otherwise, leads you to forsake your vow (being charmed, for instance, or if a villain threatens the lives of innocents if you do not break the vow).

Wizard 3rd-level abjuration (ritual)

HOLY WARDING

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 round

You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the allies you have chosen have resistance to normal weapon attacks, including bludgeoning, piercing, and slashing damage. If a target moves farther than 30 feet from you, the effect ends for that creature.

Wizard 2nd-level abjuration

HONE BLADE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a chip of whetstone or lodestone)
  • durationDuration: Instantaneous

You magically sharpen the edge of any bladed weapon or object you are touching. The target weapon gets a +1 bonus to damage on its next successful hit.

Wizard 1st-level transmutation

HUNTER'S CUNNING

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 1 hour

You grant a creature you touch preternatural senses and insight into its immediate environment. Until the spell ends, the target gains advantage on Wisdom (Perception)and Wisdom (Survival) checks and ignores the effect of natural (nonmagical) difficult terrain.

Wizard 2nd-level divination

HUNTER'S ENDURANCE

  • casting timeCasting Time: 1 minute
  • rangeRange: Self

  • componentsComponents: V, S, M (a fingernail, lock of hair, bit of fur, or drop of blood from the target, if unfamiliar)
  • durationDuration: 24 hours

You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren't familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don't suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.

Wizard 1st-level enchantment

HUNTING STAND

  • casting timeCasting Time: 1 minute
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a crude model of the stand)
  • durationDuration: 8 hours

You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter's camouflage provides a modicum of concealment to its inhabitants /1 creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.

Wizard 4th-level conjuration

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HYPNOTIC MISSIVE [1/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (ink made with powdered amber, worth at least 50 gp)
  • durationDuration: 14 days

You write on parchment, paper, or some other suitable writing material and imbue it with a powerful enchantment that lasts for the duration. What is actually written is unimportant /1he enchantment laid upon the words works on the mind of a creature that reads it, convincing the creature that there is some importance to the message that must be discovered. A creature that reads the message must succeed on a Wisdom saving throw or be compelled to continue reading and rereading the writing, attempting to glean its meaning and importance. During combat, a creature so enthralled can take no actions or reactions on its turn, but can move if it chooses or needs to do so (to remove itself from danger, for example). A creature under the influence of the hypnotic missive can make a new saving throw against the effects at the beginning of its turn if in a combat situation. In nonthreatening conditions, the creature can make a new saving throw against the effects every hour. Once a creature has made a successful save, it recognizes the magical compulsion that has affected it. This does not provide immunity from the spell, however, and if the creature reads the words again, it must make another save or fall under the spell's

Wizard 2nd-level enchantment (ritual)

HYPNOTIC MISSIVE [2/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (ink made with powdered amber, worth at least 50 gp)
  • durationDuration: 14 days

effects once more.

Wizard 2nd-level enchantment (ritual)

ICE SOLDIERS

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, M (vial of water)
  • durationDuration: 1 minute

You pour water from the vial and cause two ice soldiers to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts. Ice soldiers have the statistics shown below.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier

Wizard 7th-level conjuration

ACTIONS

Wizard Multiattack. The ice soldier makes two slam attacks.Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target, Hit: 10 (2d6+5) cold damage

ICY MANIPULATION

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a piece of ice preserved from the plane of elemental ice)
  • durationDuration: Concentration, up to 1 minute

One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is petrified (frozen solid). A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself if it makes two successful saves. If a petrified creature gets two failures on the saving throw (not counting the original failure that caused the petrification), the petrification becomes permenant.The petrification also becomes permanent if you maintain concentration on this spell for a full minute. A permanently petrified/frozen creature can be restored to normal with greater restoration or comparable magic, or by casting this spell on the creature again and maintaining concentration for a full minute.If the frozen creature is damaged or broken before it recovers from being petrified, the injury carries over to its normal state.

Wizard 6th-level transmutation

ILLUMINATE SPOOR

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a firefly)
  • durationDuration: Concentration, up to 1 hour

You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks.If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.

Wizard 1st-level divination

ILLUSORY TRAP

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a needle and a mirror)
  • durationDuration: 24 hours

You create the illusion of a trap upon an object you touch, such as a door, a chest, or a 5-foot-square area of floor. A creature specifically looking for traps that examines the object must make a Wisdom saving throw. On a successful save, the creature takes 1d10 psychic damage, the spell ends, and the creature realizes that the trap was not real. On a failed save, the creature believes the object contains a trap. If the creature then tries to disarm or otherwise interact with the trap in order to set it off, it must make a Dexterity check against your spell save DC. On a successful check, the creature takes 1d10 psychic damage and realizes the trap is not real. On a failed check, the creature takes 5d10 psychic damage and is stunned for 1 round, believing that it accidentally set off the trap and was injured by it.

Wizard 3rd-level illusion

IMPENDING ALLY

  • casting timeCasting Time: 1 action
  • rangeRange: 40 feet

  • componentsComponents: V, S, M (a broken chain link)
  • durationDuration: Concentration, up to 2 rounds

You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it's considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.

Wizard 3rd-level conjuration

IMPOTENCE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You temporarily weaken a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Strength check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

Wizard Necromancy cantrip

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INDECISION

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

Choose a creature you can see within range. The target must succeed on a Charisma saving throw or be overcome with indecision. On a failed save, the target takes its entire turn to perform its next action due to the creature's hesitation. If the creature fails the saving throw by 5 or more, it takes no action that round. If the creature has moved before taking an action, its action does not occur until the start of its next turn. Each round, the creature can attempt another saving throw at the start of its turn. On a successful save, the spell ends.This spell has no effect on a creature with an Intelligence score of 5 or lower.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Wizard 2nd-level enchantment

INSIGHTFUL MANEUVER

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

With a flash of insight, you know how to take advantage of your foe's vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.

Wizard 1st-level divination

INSPIRING SPEECH

  • casting timeCasting Time: 10 minutes
  • rangeRange: 60 feet

  • componentsComponents: V
  • durationDuration: 1 hour

The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time /1ubsequent, overlapping castings have no additional effect and don't extend the spell's duration.

Wizard 4th-level enchantment

INSTANT FORTIFICATION

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a statuette of a keep worth 250 gp, which is consumed in the casting)
  • durationDuration: Permanent

Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10-foot cube (including floor and roof).Each wall has two arrow slits. One wall also includes a metal door with an arcane lock effect on it. You designate at the time of the fort's creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for each slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.

Wizard 5th-level transmutation (ritual)

INSTANT SIEGE WEAPON

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (raw materials with a value in gp equal to the hit points of the siege weapon to be created)
  • durationDuration: Permanent

With this spell, you instantly transform raw materials into a siege engine of Large size or smaller (the GM has information on this topic). The raw materials for the spell don't need to be the actual components a siege weapon is normally built from /1hey just need to be manufactured goods made of the appropriate substances (typically including some form of finished wood and a few bits of worked metal) and have a gold piece value of no less than the weapon's hit points. For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw materials worth at least 100 gp into a mangonel. Those materials might be lumber and fittings salvaged from a small house, or 100 gp worth of finished goods such as three wagons or two heavy crossbows. The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.
At Higher Levels. When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made /1t 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots' worth of ammunition.

Wizard 4th-level transmutation (ritual)

INSTANT SNARE [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a loop of twine)
  • durationDuration: 24 hours

You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap.When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare's location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping

Wizard 2nd-level abjuration

INSTANT SNARE [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a loop of twine)
  • durationDuration: 24 hours

awakens you if you are sleeping.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 2nd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.

Wizard 2nd-level abjuration

INVESTED CHAMPION [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a vial of holy water)
  • durationDuration: Concentration, up to 1 hour

You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf. While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion's attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll.If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge.Whichever version of the spell is cast, if the distance between the

Wizard 3rd-level evocation (ritual)

INVESTED CHAMPION [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a vial of holy water)
  • durationDuration: Concentration, up to 1 hour

champion and its designated ally increases to more than 60 feet, the spell ends

Wizard 3rd-level evocation (ritual)

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IRE OF THE MOUNTAIN

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a piece of coal)
  • durationDuration: Instantaneous

An ire of the mountain spell melts nonmagical objects that are made primarily of metal. Choose one metal object weighing 10 pounds or less that you can see within range. Tendrils of blistering air writhe toward the target. A creature holding or wearing the item must make a Dexterity saving throw. On a successful save, the creature takes 1d8 fire damage and the spell has no further effect. On a failed save, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not being held or worn by a creature, it is automatically melted and rendered useless. This spell cannot affect magic items.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.

Wizard 3rd-level transmutation

IRON HAND

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

Iron hand is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you're protected by iron hand, you have resistance to fire damage until the start of your next turn.

Wizard Abjuration cantrip

IRON MIND

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

One willing creature you touch becomes immune to psychic damage and mind-altering effects for the spell's duration.

Wizard 3rd-level abjuration

IRON STOMACH

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 24 hours

You subtly alter the digestive system of the creature you touch, allowing it to safely eat and extract nutrition from any organic matter it eats. As long as the creature eats at least 1 pound of organic matter per day, it does not suffer from hunger. If it eats organic matter that is poisonous, or that has been poisoned with an organic substance (serpent venom, for example), it has advantage on the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.

Wizard 2nd-level transmutation

JEWELED FISSURE

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S, M (a shard of jasper)
  • durationDuration: Instantaneous

With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell's range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line that is 5 feet wide. Each creature in that line and up to 100 feet above it takes 2d8 thunder damage plus 2d8 piercing damage /1 successful Dexterity saving throw negates the piercing damage.On a failed save, a creature is impaled by a chunk of crystal that halves the creature's speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a DC 13 Strength check. On a successful check, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.

Wizard 3rd-level conjuration

KAREEF'S ENTREATY

  • casting timeCasting Time: 1 reaction, which you take just before a creature makes a death saving throw
  • rangeRange: 60 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

Your kind words offer hope and support to a fallen comrade. Choose a willing creature you can see within range that is about to make a death saving throw. The creature gains advantage on the saving throw, and if the result of the saving throw is 18 or higher, the creature regains 3d4 hit points immediately.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the creature adds 1 to its death saving throw for every two slot levels above 1st and regains an additional 1d4 hit points for each slot level above 1st if its saving throw result is 18 or higher.

Wizard 1st-level abjuration

KAVELIN'S INSTANT AEROSOL

  • casting timeCasting Time: 1 action
  • rangeRange: 5 feet

  • componentsComponents: V, S, M (a candle made with rare herbs and powdered gemstones, worth 50 gp)
  • durationDuration: Instantaneous

You light a specially prepared candle and place it beneath an open potion as you cast this spell. The potion is vaporized into a cloud that extends out five feet from you in all directions. All creatures in range, including yourself, that breathe in the magical vapors can benefit from the effects of the potion. The duration is divided equally among those partaking, rounding down any fractions. If the spell is used with a potion of healing, all creatures in the area receive the average number of hit points that would be healed by a potion of that type.

Wizard 2nd-level transmutation

KEENING WAIL

  • casting timeCasting Time: 1 action
  • rangeRange: Self (15-foot cone)

  • componentsComponents: V, S, M (a ringed lock of hair from an undead creature)
  • durationDuration: Instantaneous

You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Wizard 4th-level necromancy

KILLING FIELDS [1/2]

  • casting timeCasting Time: 10 minutes
  • rangeRange: 300 feet

  • componentsComponents: V, S, M (a game animal, which must be sacrificed as part of casting the spell)
  • durationDuration: 24 hours

You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can't include manufactured structures and if such a structure exists in the area, the spell ends.While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.When you cast this spell, you can specify individuals that are helped by the area's effects. All other creatures in the area are hindered by the area's effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area's effects.Killing fields creates the following effects within the area.Pack Hunters. A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally

Wizard 5th-level transmutation

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KILLING FIELDS [2/2]

  • casting timeCasting Time: 10 minutes
  • rangeRange: 300 feet

  • componentsComponents: V, S, M (a game animal, which must be sacrificed as part of casting the spell)
  • durationDuration: 24 hours

isn't incapacitated.Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of the same type dealt by its weapon to a hindered creature.Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature. You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don't end the spell.

Wizard 5th-level transmutation

KISS OF THE SUCCUBUS

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: S
  • durationDuration: Instantaneous

You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as dominate person. The target must make a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken /1his reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Wizard 5th-level necromancy

LABYRINTH MASTERY

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a piece of blank parchment)
  • durationDuration: Concentration, up to 1 hour

Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route. In addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls.You gain a perfect memory of all portions of the structure you move through during the spell's duration. If you revisit such a portion, you recognize that you've been there before and automatically notice any changes to the environment.Also, while under the effect of this spell, you can exit any maze spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.

Wizard 4th-level divination (labyrinth)

LABYRINTHINE HOWL

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a dead mouse)
  • durationDuration: 1 round

You let loose the howl of a ravenous beast, causing each enemy within range that can hear you to make a Wisdom saving throw. On a failed save, a creature believes it has been transported into a labyrinth and is under attack by savage beasts. An affected creature must choose either to face the beasts or to curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage, and then the spell ends on it. A creature that curls into a ball falls prone and is stunned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.

Wizard 5th-level illusion (labyrinth)

LACERATE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a shard of bone or crystal)
  • durationDuration: Instantaneous

You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Wizard 2nd-level evocation

LANCE OF THE SUN GOD

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You invoke a lance made of force and light. The lance glows brightly, providing light as a lantern. You are considered proficient with this weapon, and it has the same weapon properties as a nonmagical lance. On a successful melee attack with the lance, you deal 1d12 force damage and 2d8 radiant damage.You can perform a charge attack with the lance. If you move at least 20 feet straight toward a target and hit with the lance on the same turn, you double the damage of the attack.

Wizard 3rd-level evocation

LAUGH IN THE FACE OF FEAR

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You instill up to six creatures within range with the ability to laugh at something that would normally frighten them. An affected creature has advantage on saving throws against any spell or effect that causes the frightened condition. When a creature protected by this spell succeeds on such a saving throw, it can, if it has the mentality and capability to do so, laugh at the creature that caused the frightened condition. That creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of the one who laughed. The frightened condition lasts as long as that creature can see or hear the creature who laughed, or until the spell's duration expires.

Wizard 3rd-level abjuration

LAVA STONE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, M (a sling stone)
  • durationDuration: Instantaneous

When you cast lava stone on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn't used immediately

Wizard 4th-level transmutation

LAY TO REST

  • casting timeCasting Time: 1 action
  • rangeRange: Self (15-foot-radius sphere)

  • componentsComponents: V, S, M (a pinch of grave dirt)
  • durationDuration: Instantaneous

A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one. An undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in the space it formerly occupied.

Wizard 5th-level evocation

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LEGION OF RABID SQUIRRELS

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (an acorn or nut)
  • durationDuration: Concentration, up to 1 minute

While in a forest, you call a legion of rabid squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a swarm of poisonous snakes, except it has a climbing speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don't issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the creature. When the spell ends, the squirrels disperse back into the forest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the legion's poison damage increases by 1d6 for each slot level above 3rd.

Wizard 3rd-level conjuration

LESSER MAZE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

This spell functions as maze, but the target can resist being sent to the extradimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.

Wizard 3rd-level conjuration (labyrinth)

LIAR'S GIFT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: 1 minute

Liar's gift makes even the most barefaced untruth seem plausible: you gain advantage on Charisma (Deception) checks to convince another creature of the truth of whatever you're saying. On a failed check, the creature knows that you tried to manipulate it with magic. If you successfully lie to a creature that has a friendly attitude toward you, it must make a Charisma saving throw. On a failed save, you can also coax the creature to reveal a potentially embarrassing secret. The verbal component of this spell is the lie you are telling.

Wizard 1st-level enchantment

LIFE FROM DEATH

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

The touch of your hand can siphon energy from the undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of its hit point maximum. This effect can't heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Wizard 3rd-level necromancy

LIFE SENSE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a clear piece of quartz)
  • durationDuration: Concentration, up to 10 minutes

For the duration, you can sense the location of any creature that isn't a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn't sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can't sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.

Wizard 3rd-level divination

LIFE TRANSFERENCE ARROW

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects /1ou choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails.
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Wizard 1st-level necromancy

LITANY OF SURE HANDS

  • casting timeCasting Time: 1 bonus action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM's ruling. The target also ignores the loading property of weapons.

Wizard 1st-level divination

LOCK ARMOR

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a pinch of rust and metal shavings)
  • durationDuration: Concentration, up to 1 minute

You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces /1or example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A grease spell dispels lock armor on everything in its area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Wizard 2nd-level transmutation

LOOPING TRAIL

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (a piece of rope twisted into a loop)
  • durationDuration: 8 hours

You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.

Wizard 4th-level transmutation

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LOVESICK [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a handful of red rose petals)
  • durationDuration: Concentration, up to 1 minute

This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.d10Behavior
1-3The creature spends its turn moping like a lovelorn teenager /1t doesn't move or take actions.
4-5The creature bursts into tears, takes the Dash action, and uses all its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face.
6The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1.
7-8The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action.
9The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined

Wizard 4th-level enchantment

LOVESICK [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a handful of red rose petals)
  • durationDuration: Concentration, up to 1 minute

creature.
10The creature can act and move normally.At the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

Wizard 4th-level enchantment

LOWER THE VEIL

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a strip of thin gauze or other sheer material)
  • durationDuration: Instantaneous

You briefly drop the veil of reality for selected targets, allowing a brief glimpse into the deep nothing beyond this realm to shatter their minds. Each creature you choose within 60 feet of you must succeed on a Wisdom saving throw or take 8d10 psychic damage and be driven insane for 10 minutes, per the symbol spell. On a successful saving throw, a creature takes half the damage and is stunned for 1 round. Creatures already suffering from insanity are immune to this spell. Blindness, however, is not a defense, since the experience is not sight-based, but an internal awareness.

Wizard 8th-level divination

MAGNETIZE [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a lodestone)
  • durationDuration: Concentration, up to 10 minutes

You magnetize a large piece of metal or stone (such as a door, a stone pillar, or a 5-foot-square section of floor) that you touch, giving it a powerful attraction to ferrous metal. Any iron objects within 50 feet of the target that are not fastened down or being held or worn are pulled toward it, moving against or up to the target and remaining there. Any creature located between such an object and the magnet might be struck /1oll a ranged spell attack against the target's AC. On a hit, the target takes 2d10 damage of the appropriate type (bludgeoning for a hammer, slashing or piercing for a sword, and so forth).Objects held by or in the possession of a creature are also attracted. The creature must succeed on a Strength saving throw to retain a grip on any held or worn objects. On a successful save, the creature retains possession of the object, but is dragged 5 feet closer to the magnet. A creature can voluntarily release a metal object in its possession and forgo a save.Creatures garbed in mostly metal armor, or made of metal, are also attracted to the magnet, and have disadvantage on their saving throws to avoid being pulled toward it. If such a creature succeeds on its saving throw, it can move away from the

Wizard 5th-level evocation

MAGNETIZE [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a lodestone)
  • durationDuration: Concentration, up to 10 minutes

magnet on its turn, but the area within 50 feet of the magnet is considered difficult terrain. If the creature is still in this area at the start of its next turn, it must make another successful saving throw to avoid being drawn toward the magnet. A creature that comes into contact with the magnet is restrained. It can negate this condition by using an action and succeeding on a Strength check against your spell save DC to remove itself from the magnet.

Wizard 5th-level evocation

MAIM

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Your hands become black claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers:Upper Limb. The target has disadvantage on Strength ability checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.Lower Limb. The target's speed is reduced by 10 feet, and it has disadvantage on Dexterity ability checks.Body. Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn't have resistance to the chosen damage type, it is vulnerable to that damage type instead. The effect is permanent until removed by remove curse, greater restoration, or similar magic.

Wizard 5th-level necromancy

MALEVOLENT WAVES

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a profane object that has been bathed in blood)
  • durationDuration: Concentration, up to 1 minute

You create an invisible miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are poisoned while within that radius.

Wizard 8th-level abjuration

MAMMON'S DUE [1/2]

  • casting timeCasting Time: 1 hour
  • rangeRange: 500 feet

  • componentsComponents: V, S, M (11 gilded human skulls worth 150 gp each, which are consumed by the spell)
  • durationDuration: Concentration, up to 1 minute

You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain. A creature that's in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature's choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash.A creature that's restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can't breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn't need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it's still in the ash pit at the start of its

Wizard 9th-level conjuration (ritual)

MAMMON'S DUE [2/2]

  • casting timeCasting Time: 1 hour
  • rangeRange: 500 feet

  • componentsComponents: V, S, M (11 gilded human skulls worth 150 gp each, which are consumed by the spell)
  • durationDuration: Concentration, up to 1 minute

next turn.The diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it deals 1d6 less fire damage for each hour that passes after the spell ends.

Wizard 9th-level conjuration (ritual)

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MANTLE OF THE BRAVE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 1 hour

You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.

Wizard 2nd-level abjuration

MARK PREY

  • casting timeCasting Time: 1 bonus action
  • rangeRange: 120 feet

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 hour

You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can't benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey.
At Higher Levels. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

Wizard 2nd-level divination

MASS HOBBLE MOUNT

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage

Wizard 3rd-level necromancy

MAW OF NEEDLES

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: 1 minute A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite. On a hit, the target takes 2d6 piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take 1d6 piercing damage from the spines. If you hit a target that has your spines stuck in it, your attack deals extra damage equal to your spellcasting ability modifier, and more spines don't break off in the target. Your spines can stick in only one target at a time. If your spines stick into another target, the spines on the previous target crumble to dust, ending the effect on that target.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage of the spiny bite and the spines increases by 1d6 for every two slot levels above 1st.

Wizard 1st-level transmutation

MEMENTO MORI

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: 1 round

You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn.A creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.

Wizard Necromancy cantrip

MIRE

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S, M (a vial of sand mixed with water)
  • durationDuration: 1 hour

When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that's in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.

Wizard 3rd-level transmutation

MISSTEP

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction.

Wizard Enchantment cantrip (labyrinth)

MONSTROUS EMPATHY

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a morsel of food)
  • durationDuration: 24 hours

This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity's Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.

Wizard 3rd-level enchantment

MOON TRAP

  • casting timeCasting Time: 1 hour
  • rangeRange: Self

  • componentsComponents: V, S, M (powdered silver worth 250 gp)
  • durationDuration: Up to 8 hours

While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness.Any creature that touches the glyph, except those you designate during the casting of the spell, must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises.The glyph lasts until the next sunrise, at which time it flares with bright light, and any creature trapped inside returns to the space it last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.

Wizard 4th-level abjuration (labyrinth)

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MORTAL INSIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

A supernatural olfactory sense allows you to smell wounded living creatures. Until the spell ends, you can pinpoint a creature that doesn't have all of its hit points within 30 feet of you, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track a creature that doesn't have all of its hit points. In addition, you have advantage on melee attack rolls against any creature that doesn't have all of its hit points. The spell has no effect on creatures that don't have blood.

Wizard 3rd-level divination

MOSQUITO BANE

  • casting timeCasting Time: 1 action
  • rangeRange: 50 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher

Wizard 1st-level necromancy

MUD PACK

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a clump of mud)
  • durationDuration: 1 hour

This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.If the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.

Wizard 1st-level conjuration (ritual)

NATURE'S AEGIS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (an area of natural vegetation)
  • durationDuration: 1 hour

Grass, vines, branches, and other vegetation weave themselves over your body into a temporary suit of armor. You can use an action to dismiss this spell. Nature's aegis gives you an Armor Class of 14 + your Dexterity modifier. The armor weighs 8 pounds and provides you with advantage on Dexterity (Stealth) checks made to hide in the terrain from which you used the vegetation.

Wizard 1st-level abjuration

NECROTIC LEECH

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You channel destructive energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks for a number of rounds equal to the spell slot you expended. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d10 for each slot level above 5th.

Wizard 5th-level necromancy

NIGHT TERRORS

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a crow's eye)
  • durationDuration: Concentration, up to 1 minute

You amplify the fear that lurks in the heart of all creatures. Select a target point you can see within the spell's range. Every creature within 20 feet of that point becomes frightened until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being frightened are not affected by night terrors.

Wizard 4th-level illusion

NIGHTFALL

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.

Wizard 3rd-level evocation (ritual)

NIMBLENESS

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You touch a willing subject. Once before the spell ends, the target can roll a d6 and add the result to one Dexterity check of its choice. It can roll the die before or after making the check. The spell then ends

Wizard Transmutation cantrip

NIP AT THE HEELS

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a dog's tooth)
  • durationDuration: 1 minute

You create an illusory pack of wild dogs that bark and nip at one creature you can see within range, which must make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls for the duration as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on itself on a successful save. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) has advantage on the saving throw, staying just out of reach of the jumping and barking dogs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. NOT DEAD YET

4th-level necromancy (ritual) 2nd-level illusion

3 3
1 1
1 1
1 1
5 5
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NOT THIS DAY!

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 24 hours

The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell. A character can be under the effect of only a single not this day! spell at one time /1 second casting on the same target cancels the preexisting protection.

4th-level necromancy (ritual) 5th-level abjuration

NOURISHING REPAST

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 24 hours

You touch a supply of food and turn it into a magical substance that promotes healing and health. Enough food for up to six creatures can be transformed by the spell. The effects of the spell last for 24 hours or until the food is eaten. If the food is eaten during a short rest, it provides a +1 bonus to each Hit Die spent to regain hit points.If the food is eaten as part of a long rest instead, then each creature partaking in the meal gains advantage on saving throws against disease or poison for the next 8 hours.

4th-level necromancy (ritual) 1st-level transmutation (ritual)

OBTUSE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You temporarily cloud the mind of a creature within range, inhibiting its decision-making skills. If the target succeeds on a Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Wisdom check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

4th-level necromancy (ritual) Enchantment cantrip

OPPORTUNISTIC FORESIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You instill a creature you touch with the ability to predict and react to advantages in combat. For the duration of the spell, the target gains a bonus action each turn that it can use to make an opportunity attack against a provoking opponent. The target gains advantage on any opportunity attacks it takes while the spell is in effect.

4th-level necromancy (ritual) 3rd-level divination

OUTFLANKING BOON

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.

4th-level necromancy (ritual) 3rd-level illusion

PENDULUM

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp)
  • durationDuration: Concentration, up to 1 minute

You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn't make d20 rolls, to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.

4th-level necromancy (ritual) 1st-level enchantment (clockwork)

PHASE BOLT

  • casting timeCasting Time: 1 action
  • rangeRange: Self (100-foot line)

  • componentsComponents: S, M (a bit of colored glass)
  • durationDuration: Instantaneous

You focus ambient energy into a crackling bolt 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half as much damage if it makes a successful Dexterity saving throw.The bolt passes through the first inanimate object in its path, and creatures on the other side of it receive no benefit from cover. The bolt stops if it strikes a second object.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bolt's damage increases by 1d8 for each slot level above 3rd.

4th-level necromancy (ritual) 3rd-level evocation

PITFALL

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

A pit opens under a Huge or smaller creature you can see within range that does not have a flying speed. This pit isn't a simple hole in the floor or ground, but a passage to an extradimensional space. The target must succeed on a Dexterity saving throw or fall into the pit, which closes over it. At the end of your next turn, a new portal opens 20 feet above where the pit was located, and the creature falls out. It lands prone and takes 6d6 bludgeoning damage.If the original target makes a successful saving throw, you can use a bonus action on your turn to reopen the pit in any location within range that you can see. The spell ends when a creature has fallen through the pit and taken damage, or when the duration expires.

4th-level necromancy (ritual) 4th-level transmutation

POISONED VOLLEY

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned. A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

4th-level necromancy (ritual) 2nd-level conjuration

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POISONOUS FLESH

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a sprig of milkweed)
  • durationDuration: Concentration, up to 1 hour

You make your flesh and blood poisonous, deterring creatures that might want to devour you. For the duration, any creature that hits you with a bite attack must make a Constitution saving throw. On a failed save, it takes 2d8 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and is not poisoned. Creatures with an Intelligence of 5 or lower will not willingly bite you again, seeking other prey instead. If such a creature is unable to disengage from combat with you, it will use other attack actions to deal damage if possible, but will continue to use its bite attack if it has no other option.If you are swallowed by a creature, immediately after you take whatever damage is dealt by the creature's digestion, the creature takes 4d8 poison damage and is poisoned for 1 hour. A successful Constitution saving throw negates the poisoned condition. On its next turn, the creature uses an action to spit you out.

4th-level necromancy (ritual) 2nd-level transmutation

PORTAL JAUNT [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 300 feet

  • componentsComponents: V, S, M (a small brass key)
  • durationDuration: 1 round

You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell.On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling.For the purpose of this spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell's duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends.
At Higher

4th-level necromancy (ritual) 3rd-level conjuration (ritual)

PORTAL JAUNT [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 300 feet

  • componentsComponents: V, S, M (a small brass key)
  • durationDuration: 1 round

Levels. When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.

4th-level necromancy (ritual) 3rd-level conjuration (ritual)

POTENCY OF THE PACK

  • casting timeCasting Time: 1 action
  • rangeRange: 25 feet

  • componentsComponents: V, S, M (a few hairs from a wolf)
  • durationDuration: 1 minute

You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:
•Thick Fur. Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.
•Keen Hearing and Smell. Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.
•Pack Tactics. Each affected creature has advantage on an attack roll against a target if at least one of the attacker's allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn't incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by
1 minute for each slot level above 3rd.

4th-level necromancy (ritual) 3rd-level transmutation

POWER WORD KNEEL

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (an emerald worth at least 100 gp)
  • durationDuration: Instantaneous

When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.

4th-level necromancy (ritual) 2nd-level enchantment

POWER WORD PAIN

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a quill jabbed into your own body)
  • durationDuration: Instantaneous

When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.

4th-level necromancy (ritual) 4th-level enchantment

PRIMAL INFUSION

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a bit of fur from a carnivorous animal)
  • durationDuration: Concentration, up to 1 minute

You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits:
•You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost.
•You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn't incapacitated.
•Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit.
•You gain a +2 bonus to AC.
•You have proficiency on Constitution saving throws.

4th-level necromancy (ritual) 5th-level transmutation

PRISMATIC RAY

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

A ray of shifting color springs from your hand. Make a ranged spell attack against a single creature you can see within range. The ray's effect and the saving throw that applies to it depend on which color is dominant when the beam strikes its target, determined by rolling a d8. D8COLOREFFECTSAVING THROW
1Red 8d10 fire damage. Dexterity
2Orange 8d10 acid damage. Dexterity
3Yellow 8d10 lightning damage Dexterity
4Green Target poisoned. Constitution
5Blue Target deafened. Constitution
6Indigo Target frightened Wisdom
7Violet Target stunned. Constitution
8Shifting ray Target blinded. Constitution. A target takes half as much damage on a successful Dexterity saving throw. A successful Constitution or Wisdom saving throw negates the effect of a ray that inflicts a condition on the target /1n a failed save, the target is affected for 5 rounds or until the effect is negated. If the result of your attack roll is a critical hit, you can choose the color of the beam that hits the target, but the attack does not deal additional damage.

4th-level necromancy (ritual) 5th-level evocation

PUMMELSTONE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a pebble)
  • durationDuration: Instantaneous

You cause a fist-sized chunk of stone to appear and hurl itself against the spell's target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

4th-level necromancy (ritual) Conjuration cantrip

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PYROCLASM

  • casting timeCasting Time: 1 action
  • rangeRange: 500 feet

  • componentsComponents: V, S, M (a shard of obsidian)
  • durationDuration: Concentration, up to 1 minute

You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw.The geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool's radius increases by 5 feet. A creature in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage.When a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself.If you maintain concentration on pyroclasm for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.

4th-level necromancy (ritual) 9th-level evocation

QUENCH

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a cloth soaked in water)
  • durationDuration: Instantaneous

You extinguish all nonmagical fires in a 30-foot-radius area centered on the point at which you cast the spell. You can extinguish fire spells in the area as well. For each fire spell in the area, make a Wisdom check. The DC equals 10 + the spell's level. On a successful check, the spell ends.Fire elementals in the area take 8d6 cold damage. A successful Constitution saving throw reduces the damage by half.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the area increases by 10 feet, and the damage against fire elementals increases by 1d6, for each slot level above 3rd.

4th-level necromancy (ritual) 3rd-level transmutation

RAIN OF BLADES

  • casting timeCasting Time: 1 action
  • rangeRange: 25 feet

  • componentsComponents: V, S, M (shard of metal from a weapon)
  • durationDuration: 4 rounds

You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw. An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.

4th-level necromancy (ritual) 5th-level conjuration

RAY OF LIFE SUPPRESSION

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a greater restoration spell or comparable magic.This spell has no effect on constructs or undead.

4th-level necromancy (ritual) 4th-level necromancy

READ OBJECT

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

By handling an object and reading the psychic residue on it, you can divine information about the item's history. After you cast the spell, you continue to handle the object, reading any impressions that might be left upon it. Each round, the GM may give you one piece of information related to the item's ownership and handling. The GM might determine that a particular item does not have enough psychic residue to provide any clear impressions. The following are examples of information you can obtain through use of this spell:
•The item's name, if it has one
•A visual image of the last creature to handle the item
•An impression of the emotional state of the creature that last used the item
•If the item is a weapon, or has been used as a weapon, an image of the last creature injured or killed by it
•A visual image of the item's owner or crafter
•Information regarding the item's historical significance, if any

4th-level necromancy (ritual) 2nd-level divination (ritual)

REAVER SPIRIT

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws /1esistance to bludgeoning, piercing, and slashing damage from nonmagical attacks /1nd a +2 bonus to damage with melee weapons.When the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 2nd.

4th-level necromancy (ritual) 3rd-level enchantment

RECHARGE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a diamond worth at least 250 gp, which is consumed during the casting)
  • durationDuration: Instantaneous

You draw magical energy through yourself as a conduit to recharge a magic item. A single magic item that uses charges and that you are touching at the time of the casting immediately regains 1d3 charges. An item cannot receive more than its maximum number of charges, and any excess energy dissipates harmlessly, unless the item in question is capable of a retributive strike. If such an item is charged past its capacity, it explodes as if you had used an action to enact the retributive strike, with all the resulting effects.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you restore 1 additional charge for each slot level above 5th.

4th-level necromancy (ritual) 5th-level evocation (ritual)

REMOVE SCENT

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a pinch of charcoal dust or a drop of vinegar)
  • durationDuration: Instantaneous

You magically remove strong odors from an area, person, or object. Up to a 40-foot cube or a single creature or object of up to Large size can be affected. A room full of garbage or carrion ceases to smell, for example, or someone sprayed by a skunk no longer bears the odor. If there is still material producing odors in the area, however, the smell will return within an hour. If cast upon the area of a stinking cloud spell, it removes the odor and the spell's nauseating qualities, but not the obscuring fog itself.This spell can also be cast on a single creature of up to Large size, except for one that already gives off a strong odor (such as a troglodyte). For the next hour, the creature has no scent, and it cannot be detected by Wisdom (Perception) checks relying on scent.

4th-level necromancy (ritual) 3rd-level transmutation

REPOSITION

  • casting timeCasting Time: 1 bonus action
  • rangeRange: 30 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.

4th-level necromancy (ritual) 4th-level conjuration

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REVIVE BEAST

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (emeralds worth 100 gp, which the spell consumes)
  • durationDuration: Instantaneous

You touch a beast that has died within the last minute. That beast returns to life with 1 hit point. This spell can't return to life a beast that has died of old age, nor can it restore any missing body parts.

4th-level necromancy (ritual) 2nd-level necromancy

RIPTIDE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: 1 round

With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder /1n a successful save, the creature moves to just outside the nearest edge of the cylinder.At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options.
?

4th-level necromancy (ritual) 3rd-level conjuration

ROLLING THUNDER

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot line)

  • componentsComponents: V, S, M (a sliver of metal from a gong)
  • durationDuration: Instantaneous

A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30 feet long and 5 feet wide. Each creature in the line must make a successful Constitution saving throw or be deafened for 1 minute. A creature made of material such as stone, crystal, or metal has disadvantage on its saving throw against this spell.While a creature is deafened in this way, it is wreathed in thundering energy /1t takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

4th-level necromancy (ritual) 2nd-level evocation

ROTTING CORPSE

  • casting timeCasting Time: 10 minutes
  • rangeRange: Touch

  • componentsComponents: V, M (a rotting piece of flesh from an undead creature)
  • durationDuration: 3 days

Your familiarity with the foul effects of death allows you to prevent a dead body from being returned to life using anything but the most powerful forms of magic.You cast this spell by touching a creature that died within the last 24 hours. The body immediately decomposes to a state that prevents the body from being returned to life by the raise dead spell (though a resurrection spell still works). At the end of this spell's duration, the body decomposes to a rancid slime, and it can't be returned to life except through a true resurrection spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional corpse for each slot level above 2nd.

4th-level necromancy (ritual) 2nd-level necromancy

RUNE OF IMPRISONMENT

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (ink)
  • durationDuration: Concentration, up to 1 minute

You trace a glowing black rune in the air which streaks toward and envelops its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed.A creature adjacent to the rune can use a move action to attempt to disrupt its energies /1oing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can be attempted only once per round.

4th-level necromancy (ritual) 3rd-level abjuration

SACRIFICIAL HEALING

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a silver knife)
  • durationDuration: Instantaneous

You heal another creature's wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).

4th-level necromancy (ritual) 4th-level necromancy (ritual)

SAND SHIP

  • casting timeCasting Time: 1 minute
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a boat or ship of 10,000 gp value or less)
  • durationDuration: 24 hours

Casting sand ship on a water vessel up to the size of a small sailing ship transforms it into a vessel capable of sailing on sand as easily as water. The vessel still needs a trained crew and relies on wind or oars for propulsion, but it moves at its normal speed across sand instead of water for the duration of the spell. It can sail only over sand, not soil or solid rock. For the duration of the spell, the vessel doesn't float /1t must be beached or resting on the bottom of a body of water (partially drawn up onto a beach, for example) when the spell is cast, or it sinks into the water.

4th-level necromancy (ritual) 4th-level transmutation (ritual)

SCENTLESS

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (1 ounce of pure water)
  • durationDuration: 1 hour

You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.

4th-level necromancy (ritual) 1st-level transmutation

SCREAMING RAY

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You create a ray of psychic energy to attack your enemies. Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.

4th-level necromancy (ritual) 1st-level evocation

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0

  • casting timeTransmutation cantrip
  • rangeCasting Time: 1 action

  • componentsRange: Touch
  • durationComponents: V, S

Duration: Instantaneous

4th-level necromancy (ritual) SCRIBE

SEE BEYOND

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a transparent crystal)
  • durationDuration: Concentration, up to 1 hour

This spell enables a willing creature you touch to see through any obstructions as if they were transparent. For the duration, the target can see into and through opaque objects, creatures, spells, and effects that obstruct line of sight to a range of 30 feet. Inside that distance, the creature can choose what it perceives as opaque and what it perceives as transparent as freely and as naturally as it can shift its focus from nearby to distant objects.Although the creature can see any target within 30 feet of itself, all other requirements must still be satisfied before casting a spell or making an attack against that target. For example, the creature can see an enemy that has total cover but can't shoot that enemy with an arrow because the cover physically prevents it. That enemy could be targeted by a geas spell, however, because geas needs only a visible target.

4th-level necromancy (ritual) 5th-level divination

SEEPING DEATH

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 3 days

Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature's Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it and can end the spell early.Seeping Death. The creature's flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature's Dexterity to 0, the creature dies.

4th-level necromancy (ritual) 3rd-level necromancy

SHARED SACRIFICE

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: 1 hour

You and up to five of your allies within range contribute part of your life force to create a pool that can be used for healing. Each target takes 5 necrotic damage (which can't be reduced but can be healed normally), and those donated hit points are channeled into a reservoir of life essence. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and drawing hit points from the pool into the injured creature. The injured creature heals a number of hit points equal to your spellcasting ability modifier, and the hit points in the pool decrease by the same amount. This process can be repeated until the pool is exhausted or the spell's duration expires.

4th-level necromancy (ritual) 2nd-level evocation

SHOCKING SHROUD

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a bit of fur and a bead of amber, crystal, or glass)
  • durationDuration: 10 minutes

Arcs of electricity dance over your body for the duration, granting you resistance to lightning damage. You can end the spell early by using an action to dismiss it.In addition, whenever a creature within 5 feet of you hits you with a melee attack, arcs of electricity strike your attacker, who takes 2d8 lightning damage.

4th-level necromancy (ritual) 4th-level evocation

SHROUD OF DEATH

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S, M (a piece of ice)
  • durationDuration: Concentration, up to 10 rounds

You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points. The damage and the temporary hit points increase to 2 per creature at the start of your second turn concentrating on the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of each of your turns are affected. A creature can avoid the effect by moving more than 30 feet away from you or by getting out of your line of sight, but it becomes susceptible again if the necessary conditions are met. The temporary hit points last until the spell ends.

4th-level necromancy (ritual) 4th-level necromancy

SIDESTEP ARROW

  • casting timeCasting Time: 1 reaction, which you take when an enemy targets you with a ranged attack
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast sidestep arrow. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks. After you move, the ranged attack is resolved with the intervening foe as the target instead of you

4th-level necromancy (ritual) 3rd-level divination

SIR MITTINZ'S MOVE CURSE

  • casting timeCasting Time: 1 hour
  • rangeRange: 20 feet

  • componentsComponents: V, S, M (a finely crafted hollow glass sphere and incense worth 50 gp, which the spell consumes)
  • durationDuration: Instantaneous

When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that's also within range. The curse must be transferred from object to object or from creature to creature.

4th-level necromancy (ritual) 3rd-level transmutation (ritual)

SLIPPERY FINGERS

  • casting timeCasting Time: 1 bonus action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it's currently holding, unless it makes a successful Charisma saving throw.

4th-level necromancy (ritual) 1st-level enchantment

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SMITING ARROW

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (an arrow and a drop of blood, strand of hair, or small personal item)
  • durationDuration: 24 hours

By casting this spell, you imbue a piece of ammunition to have greater effect on a specific target. To this end, you need something directly associated with the creature for which the arrow is intended, a drop of its blood, a strand of its hair, an item of clothing it recently wore, or something similar, which is consumed in the casting of the spell. For the next 24 hours, if the ammunition is used to make a ranged attack against the specific target and it hits, it deals an extra 6d10 radiant damage to the target and stuns it for 1 round. If the target makes a successful Constitution saving throw, it takes half as much radiant damage and is not stunned. If the attack is a critical hit, the creature has disadvantage on its saving throw.

4th-level necromancy (ritual) 6th-level evocation (ritual)

SNAP THE LEASH

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a used leash or similar object)
  • durationDuration: Instantaneous

Choose a beast that you can see within range. If the beast's Intelligence is 4 or higher, the spell fails. The beast must make a Wisdom saving throw /1n a failed save, you remove the shackles of domestication from the creature's mind, causing it to entirely forget being broken or trained. Mounts refuse to be ridden, and other animals forget any tricks learned and obedience taught. Other memories are not affected, so creatures might remain drawn to those who have treated them kindly and aggressive toward those who have harmed them. The animal can be domesticated again, but the trainer must start from scratch. This spell is only partly effective against animal companions, familiars, and paladin mounts. Although the spell removes any tricks such creatures know, the bond between creature and master is otherwise unaffected.

4th-level necromancy (ritual) 2nd-level enchantment

SOOTHING CHANT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

Intoning a lulling drone, you convince creatures not to do you harm. At the beginning of its turn, any creature that can hear you must make a Wisdom saving throw. On a failed save, the creature is charmed. A creature charmed by soothing chant can still act aggressively toward your allies. If it uses area attacks, the creature will position them so as not to include you in the area. On a successful save, a creature can act against you normally, but it must make another saving throw in every round when you continue to chant and it can hear you.On your turn, you can use a bonus action to designate up to six other creatures that the charmed creatures will not attack.The effects last for the duration or until you (or any other designated creatures) engage in hostile action against a charmed creature or in its presence. Any creature that you attack or target with a harmful spell, or that sees you attack or cast a harmful spell against another charmed creature, is no longer affected by this spell and can act normally against you (or against any creature you designated).

4th-level necromancy (ritual) 3rd-level abjuration

SOUL BORROWING

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a polished vampire's fang)
  • durationDuration: 1 minute

By touching a creature, you gain one sense, movement mode and speed, feat, language, immunity, or other nonmagical ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that has been dead no longer than 1 minute /1 corpse automatically fails the saving throw. You can possess only one borrowed ability at a time.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its duration increases to 1 hour and the target loses the stolen power for the duration of the spell.

4th-level necromancy (ritual) 3rd-level necromancy

SPEAK WITH INANIMATE OBJECT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 10 minutes

You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.

4th-level necromancy (ritual) 1st-level divination (ritual)

SPECTRAL HERD

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You summon a spectral herd of ponies to drag off a creature that you can see within range. The target must be Large or smaller. If it gets a failure on a Dexterity saving throw, a spectral rope wraps around the target, which falls prone and is restrained. It is immediately pulled 60 feet behind the galloping herd, in a direction of your choosing. The target also takes 3d6 bludgeoning damage from being dragged across the ground.While the target is restrained in this way, it is dragged another 60 feet and takes another 3d6 bludgeoning damage at the start of each of your turns. The ponies continue running in the chosen direction for the duration of the spell. Once the direction is chosen, you can't change it, but the ponies do swerve around impassable obstacles. They ignore difficult terrain and are immune to damage.The restrained creature can escape by using its action to make a successful Strength or Dexterity check against your spell DC. The spectral rope can't be severed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.

4th-level necromancy (ritual) 4th level conjuration

SPIN

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.

4th-level necromancy (ritual) 2nd-level enchantment [clockwork]

SPITEFUL WEAPON

  • casting timeCasting Time: 1 action
  • rangeRange: 25 feet

  • componentsComponents: V, S, M (a melee weapon that has been used to injure the target)
  • durationDuration: Concentration, up to 5 rounds

You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast.For the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one. The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly. Once the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.
At Higher Levels. The target has disadvantage on its Charisma saving throws if spiteful weapon is cast using a spell slot of 5th level or higher.

4th-level necromancy (ritual) 3rd-level necromancy

SPUR MOUNT

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Touch

  • componentsComponents: V, S, M (an apple or a sugar cube)
  • durationDuration: 1 round

You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the Dash or Disengage action as a bonus action. This spell has no effect on a creature that you are not riding

4th-level necromancy (ritual) 1st-level transmutation

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SPY MY SHADOW

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

You bring your shadow to life as a tenebrous spy that can slip under doors, between shutters, and through the narrowest of cracks. You can stretch your shadow up to ten times your height and move it as you desire. It remains two-dimensional and cannot interact with physical objects. You can spy through your shadow's eyes and ears as if they were your own, but magically enhanced senses do not work through this spell. You can utilize the Stealth skill normally if trying to keep your shadow's presence a secret: it gains advantage on Dexterity (Stealth) checks in dim lighting but disadvantage on Dexterity (Stealth) checks in brightly lit areas.

4th-level necromancy (ritual) 2nd-level transmutation

STAFF OF VIOLET FIRE

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S, M (mummy dust)
  • durationDuration: Concentration, but see description

You create a quarterstaff of pure necrotic energy that blazes with intense purple light /1t appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell.This staff is an extremely unstable and impermanent magic item /1t has 10 charges and does not require attunement. The wielder can use one of three effects:
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4th-level necromancy (ritual) 4th-level evocation

STARRY VISION

  • casting timeCasting Time: 1 reaction, which you take when an enemy starts its turn
  • rangeRange: 100 feet

  • componentsComponents: V, M (a sprinkle of gold dust worth 400 gp)
  • durationDuration: Concentration, up to 1 minute

This spell acts as compelling fate, except as noted above (starry vision can be cast as a reaction, has twice the range of compelling fate, and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the bonus to AC increases by 1 for each slot level above 7th.

4th-level necromancy (ritual) 7th-level divination

STEAM BLAST

  • casting timeCasting Time: 1 action
  • rangeRange: Self (15-foot radius)

  • componentsComponents: V, S, M (a tiny copper kettle or boiler)
  • durationDuration: Instantaneous

You unleash a burst of superheated steam in a 15-foot radius around you. All other creatures in the area take 5d8 fire damage, or half as much damage on a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

4th-level necromancy (ritual) 4th-level evocation [clockwork]

STEAM WHISTLE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S, M (a small brass whistle)
  • durationDuration: Instantaneous

You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius around you take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces the deafness to 1 round.

4th-level necromancy (ritual) 8th-level evocation (clockwork)

STENCH OF ROT

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a live maggot)
  • durationDuration: 1 hour

Choose one creature you can see within range that isn't a construct or an undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell. The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom (Perception) or Wisdom (Survival) checks to find the target. A remove curse spell or similar magic ends the spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.

4th-level necromancy (ritual) 2nd-level necromancy

STEP LIKE ME

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (blood, hair, or a personal item of target)
  • durationDuration: 24 hours

Choose a creature within one size category of yourself that you can see within range. The target must succeed on a Constitution saving throw or you steal its footsteps. For the duration of the spell, you leave the tracks of the target, while it leaves tracks as if it were you. In addition, those capable of identifying creatures through tremorsense mistake you for a creature of the target's kind.

4th-level necromancy (ritual) 1st-level transmutation

STING OF THE SCORPION GODDESS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a live scorpion)
  • durationDuration: 10 minutes

You grow a large scorpion's tail, complete with venomous stinger. While the spell is in effect, you can use a bonus action to make a melee attack with the stinger against an opponent within 5 feet. On a hit, you deal 1d6 piercing damage and 2d8 poison damage, and the target is poisoned for 1 minute. A creature hit by your stinger attack makes a Constitution saving throw. On a successful save, it takes just half the poison damage and is not poisoned.

4th-level necromancy (ritual) 3rd-level transmutation

STORM FORM [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a piece of wet wool)
  • durationDuration: Concentration, up to 10 minutes

You transform into a living storm cloud, becoming a swirling mass of black clouds illuminated from within by flickers of lightning.While in this form, your only method of movement is a flying speed of 60 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, immunity to lightning damage, and advantage on Strength, Dexterity, and Constitution saving throws. If a creature strikes you with a melee weapon attack, it takes 3d8 lightning damage. You can pass through small holes, narrow openings, and even mere cracks, but you treat liquids as if they were solid surfaces. You can't fall, and you remain hovering in the air even if stunned or otherwise incapacitated. You cannot talk or manipulate objects in storm cloud form, and any objects you were carrying or holding can't be used, dropped, or interacted with in any way. You cannot cast spells while in this form.As an action, you can attack an opponent up to 30 feet away, dealing 3d8 lightning damage on a hit. You can also use an action to bring down rain upon a 5-foot square within your reach, drenching it and putting out any nonmagical fires in that area.Finally, you can use an action to expand your form to encompass a

4th-level necromancy (ritual) 6th-level transmutation

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STORM FORM [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a piece of wet wool)
  • durationDuration: Concentration, up to 10 minutes

20-foot-radius area, unleashing the storm's full fury in a burst of rain, wind, lightning, and thunder. Each creature in the area is drenched with rain, takes 3d8 lightning and 3d8 thunder damage, is deafened for 1d4 rounds, and is knocked prone. A successful Constitution saving throw halves the damage and negates the deafened and prone conditions. Taking this action uses up any remaining duration of the spell, and you resume your normal form at the end of your turn.

4th-level necromancy (ritual) 6th-level transmutation

STORM GOD'S DOOM

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

A powerful wind swirls from your outstretched hand toward a point you choose within range, where it explodes with a low roar into vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and is thrown 50 feet upward into the air. If a creature hits a solid obstruction when it's thrown upward (such as a stone ceiling), it takes bludgeoning damage as if it had fallen 50 feet, minus the distance it traveled upward. For example, if a creature hits the ceiling after rising only 10 feet, it takes bludgeoning damage as if it had fallen 40 feet, or 4d6 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the distance affected creatures are thrown into the air by 10 feet for each slot level above 3rd.

4th-level necromancy (ritual) 3rd-level evocation

STORM OF WINGS

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a drop of honey)
  • durationDuration: Concentration, up to 1 minute

You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm.As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects.Bats. The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.Birds. The creature takes 4d6 slashing damage, and it has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature's attacks.Insects. The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.

4th-level necromancy (ritual) 4th-level conjuration

STRENGTH OF AN OX

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a 1-pound weight)
  • durationDuration: Concentration, up to 1 minute

You touch a creature and give it the capacity to carry, push, drag, or lift weight as if it were one size category larger for the duration of the spell. The target is also not subject to the penalties given in the variant rules for encumbrance. Furthermore, the subject can carry a load that would normally be unwieldy, such as a large log, a rowboat, or an oxcart.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.

4th-level necromancy (ritual) 1st-level transmutation

SUDDEN DAWN

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.

4th-level necromancy (ritual) 3rd-level evocation (ritual)

SUDDEN STAMPEDE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a horseshoe)
  • durationDuration: Instantaneous

You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot-wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone

4th-level necromancy (ritual) 4th-level conjuration

SUN'S BOUNTY

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

The sun's life-giving energy heals and sustains your body or that of a creature you touch. For the duration, you heal 1 hit point at the start of each of your turns whenever you are bathed in direct sunlight 30 minutes or more of exposure also provides a day's normal nourishment.In dim light, the spell's healing is reduced to 1 hit point per minute. Normal or magical darkness suppresses the spell's effect entirely. While in sunlight, the target can ignore one level of exhaustion. (The level is only temporarily removed.)Undead are especially vulnerable to this spell. If a targeted undead fails its Wisdom save, it gains the poisoned condition and suffers radiant damage instead of healing while in sunlight.

4th-level necromancy (ritual) 5th-level transmutation

SURPRISE BLESSING [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 10 minutes

You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition's normal effect on the target is suspended, and the indicated effect applies instead. This spell's effect on the target lasts for the duration of the original condition or until the spell ends. If this spell ends before the original condition's duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition.Blinded: The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane.Charmed: The target's Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.Frightened: The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.Paralyzed: The target can use one extra bonus action or reaction per round.Petrified: The target gains a +2 bonus to AC.Poisoned: The

4th-level necromancy (ritual) 5th-level abjuration

SURPRISE BLESSING [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 10 minutes

target heals 2d6 hit points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition.Stunned: The target has advantage on Intelligence, Wisdom, and Charisma saving throws.

4th-level necromancy (ritual) 5th-level abjuration

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SWIFT EXCHANGE

  • casting timeCasting Time: 1 reaction, which you take when you or another creature within range is attacked
  • rangeRange: 30 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

When you or another creature you can see within range is the target of a weapon attack or a spell attack, you can magically switch your position with that of the other creature in an instant. If the creature is unwilling, it can make a Wisdom saving throw to avoid the effect. Otherwise, you and the creature change positions, each appearing in an eyeblink at the location the other previously occupied. Any attack that was about to occur against you or the other creature is resolved against whichever one of you now occupies the targeted space.

4th-level necromancy (ritual) 5th-level conjuration

SYMBOL OF SORCERY

  • casting timeCasting Time: 10 minutes
  • rangeRange: Touch

  • componentsComponents: V, S, M (a stick of incense worth 20 gp)
  • durationDuration: 8 hours

You draw an arcane symbol on an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the symbol, that act triggers an arcane explosion. Each creature in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. After this symbol explodes or when the duration expires, its power is spent and the spell ends.

4th-level necromancy (ritual) 7th-level evocation

TALONS OF A HUNGRY LAND [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide three-quarters cover to creatures behind them. You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick). When the lines appear, each creature in their area must make a Dexterity saving throw. Creatures takes 8d8 slashing damage, or half as much damage on a successful save.A creature can move through the lines at the risk of cutting itself on the exposed edges. For every 1 foot a creature moves through the lines, it must spend 4 feet of movement. Furthermore, the first time a creature enters the lines on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 8d8 slashing damage on a failure, or half as much damage on a success.When you stop concentrating on the spell, you can cause the obsidian spikes to explode, dealing 5d8 slashing damage to any creature within 15 feet, or half as much damage on a successful Dexterity save.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage

4th-level necromancy (ritual) 7th-level evocation

TALONS OF A HUNGRY LAND [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

from all effects of the lines increases by 1d8 for each slot level above 7th.

4th-level necromancy (ritual) 7th-level evocation

TARGETING FOREKNOWLEDGE

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Instantaneous

Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon's type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon's damage dice as normal. The extra damage from this spell is not increased on a critical hit.

4th-level necromancy (ritual) 3rd-level divination

TELEKINETIC PARRY

  • casting timeCasting Time: 1 reaction, which you take when an enemy makes an attack roll against you
  • rangeRange: Self

  • componentsComponents: S
  • durationDuration: Instantaneous

As a reaction, you use a brief burst of kinetic energy to block an attack against you. The attacker has disadvantage on the attack roll. An attack that hits deals damage as normal. This spell works against melee and ranged attacks, as well as spell attacks that have a physical manifestation, including force effects, but not against spells that do not require an attack roll, such as magic missile.

4th-level necromancy (ritual) 1st-level evocation

TELEKINETIC TRIP

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You lash out with a burst of telekinesis, sweeping a creature within range off its feet. The target of this spell must succeed on a Dexterity saving throw or fall prone.

4th-level necromancy (ritual) Transmutation cantrip

TERRIFYING LASH

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

A faintly luminous whip of energy coalesces in your hand. The whip has reach, and you can take an action to make a melee attack roll against a target on your turn, using your spellcasting ability modifier as a bonus on the attack roll. On a hit, the target takes 2d10 psychic damage and must make a Wisdom saving throw. On a failed save, the target is frightened for 1d4 rounds. If you attack a target with this spell that is already frightened, you gain advantage on the attack roll, and the target has disadvantage on its Wisdom saving throw.

4th-level necromancy (ritual) 3rd-level conjuration

THIN THE ICE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a piece of sunstone)
  • durationDuration: Instantaneous

You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.

4th-level necromancy (ritual) 1st-level transmutation

5 5
7 7
7 7
7 7
3 3
1 1
0 0
3 3
1 1

THORN CAGE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

Thick vines studded with sharp thorns spring from the ground around a target of your choice. The target must succeed on a Strength saving throw or be restrained by the thorny vines until the spell ends. A creature restrained by the vines can use its action to make a Strength check against your spell save DC. Doing so causes the creature to take 2d6 piercing damage from the thorns. On a successful check, it frees itself.

4th-level necromancy (ritual) 2nd-level conjuration

THOUSAND DARTS

  • casting timeCasting Time: 1 action
  • rangeRange: Self (120-foot line)

  • componentsComponents: V, S, M (a set of mithral darts worth 25 gp)
  • durationDuration: Instantaneous

You launch thousands of needlelike darts in a 5-foot-wide line that is 120 feet long. Each creature in the line takes 6d6 piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

4th-level necromancy (ritual) 3rd-level evocation [clockwork]

THROES OF ECSTASY

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a hazel or oak wand)
  • durationDuration: Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.

4th-level necromancy (ritual) 3rd-level transmutation

THUNDERCLAP

  • casting timeCasting Time: 1 action
  • rangeRange: Self (20-foot radius)

  • componentsComponents: S
  • durationDuration: Instantaneous

You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn't deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round. This spell doesn't function in an area affected by a silence spell. Very brittle material such as crystal might be shattered if it's within range, at the GM's discretion /1 character holding such an object can protect it from harm by making a successful Dexterity saving throw.

4th-level necromancy (ritual) 3rd-level evocation

THUNDEROUS CHARGE

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Instantaneous

With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack's damage or shove the target 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.

4th-level necromancy (ritual) 1st-level transmutation (labyrinth)

THUNDEROUS STAMPEDE

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V
  • durationDuration: Instantaneous

This spell acts as thunderous charge, but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of thunderous stampede.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 2nd.

4th-level necromancy (ritual) 2nd-level transmutation (labyrinth)

THUNDEROUS WAVE

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You initiate a shock wave centered at a point you designate within range. The wave explodes outward into a 30-foot-radius sphere. This force deals no damage directly, but every creature the wave passes through must make a Strength saving throw. On a failed save, a creature is pushed 30 feet and knocked prone /1f it strikes a solid obstruction, it also takes 5d6 bludgeoning damage. On a successful save, a creature is pushed 15 feet and not knocked prone, and it takes 2d6 bludgeoning damage if it strikes an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.

4th-level necromancy (ritual) 3rd-level evocation

TIDAL BARRIER

  • casting timeCasting Time: 1 action
  • rangeRange: Self (10-foot radius)

  • componentsComponents: V, S, M (a piece of driftwood)
  • durationDuration: Concentration, up to 1 minute

A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its speed is reduced to 0 until the start of its next turn.

4th-level necromancy (ritual) 1st-level abjuration

TIRELESS

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: S, M (an ever-wound spring worth 50 gp)
  • durationDuration: 24 hours

You grant machinelike stamina to a creature you touch for the duration of the spell. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor. The target is not protected from fatigue or exhaustion caused by a magical effect.

4th-level necromancy (ritual) 1st-level transmutation (clockwork)

2 2
3 3
3 3
3 3
1 1
2 2
3 3
1 1
1 1

TOLLING DOOM

  • casting timeCasting Time: 1 action
  • rangeRange: 150 feet

  • componentsComponents: V, S, M (a bronze bell)
  • durationDuration: Concentration, up to 1 minute

A deep, tolling bell seems to ring from somewhere above and beyond, judging your enemies and foretelling their impending doom. Up to eight creatures that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or saving throw before the spell ends, the target must roll a d4 and subtract the result from the attack roll or saving throw. You gain advantage on any attack against a target that has failed its saving throw against this spell. This spell has no effect on a target that has an Intelligence score lower than 3.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can affect one additional target for each slot level above 6th.

4th-level necromancy (ritual) 6th-level necromancy

TONGUE OF SAND

  • casting timeCasting Time: 1 minute
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Until dispelled

Tongue of sand is similar in many ways to magic mouth. When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand.Additionally, tongue of sand has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.

4th-level necromancy (ritual) 3rd-level illusion (ritual)

TONGUE TIED

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration up to 1 minute

You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target's speech becomes garbled, and it has disadvantage on Charisma checks that require speech. The creature can cast a spell that has a verbal component only by making a successful Constitution check against your spell save DC. On a failed check, the creature's action is used but the spell slot isn't expended.

4th-level necromancy (ritual) 5th-level enchantment

TOUCH OF THE UNLIVING

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

4th-level necromancy (ritual) 3rd-level necromancy

TRACER

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S, M (a drop of bright paint)
  • durationDuration: 8 hours

When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one tracer target at a time. If you put a tracer on a different target, the effect on the previous target ends.A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.

4th-level necromancy (ritual) 3rd-level divination

TREE HEAL

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You touch a plant, and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can't cast it on that target again for 24 hours. This spell can be used only on plants and plant creatures.

4th-level necromancy (ritual) Evocation cantrip

TREE RUNNING

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: S, M (a maple catkin)
  • durationDuration: Concentration, up to 1 hour

One willing creature you touch gains a climbing speed equal to its walking speed. This climbing speed functions only while the creature is in contact with a living plant or fungus that's growing from the ground. The creature can cling to an appropriate surface with just one hand or with just its feet, leaving its hands free to wield weapons or cast spells. The plant doesn't give under the creature's weight, so the creature can walk on the tiniest of tree branches, stand on a leaf, or run across the waving top of a field of wheat without bending a stalk or touching the ground.

4th-level necromancy (ritual) 2nd-level transmutation

TREE SPEAK

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 1 minute

You touch a tree and ask one question about anything that might have happened in its immediate vicinity (such as Who passed by here?). You get a mental sensation of the response, which lasts for the duration of the spell. Trees do not have a humanoid's sense of time, so the tree might speak about something that happened last night or a hundred years ago. The sensation you receive might include sight, hearing, vibration, or smell, all from the tree's perspective. Trees are particularly attentive to anything that might harm the forest and always report such activities when questioned.If you cast this spell on a tree that contains a creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.

4th-level necromancy (ritual) 1st-level divination

TRENCH

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Permanent

By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range. When the casting is finished, a 5-foot-deep trench is the result. The spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.

4th-level necromancy (ritual) 2nd-level transmutation

6 6
3 3
5 5
3 3
3 3
0 0
2 2
1 1
2 2

TRICK QUESTION

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.

4th-level necromancy (ritual) 1st-level enchantment

TRUE LIGHT OF REVELATION

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a small piece of phosphorus)
  • durationDuration: Concentration, up to 1 minute

A golden radiance spreads out from you, providing bright light up to 30 feet away, and dim light for an additional 30 feet. Any creatures or objects in the area of bright light that are invisible become visible while they are within 30 feet of you. Likewise, any magical disguises or illusions within 30 feet of you become feeble and transparent, their illusory nature obvious. These magical effects return to full potency if they move more than 30 feet away from you, or vice versa.When a creature that has taken a different form, through spells such as polymorph or shapechange, or from inborn abilities, such as a druid's wildshape feature, enters the bright light, it must succeed on a Constitution saving throw or be forced to return to its original form. Likewise, a creature attempting to change shape within the bright light must succeed on a Constitution saving throw in order to do so.

4th-level necromancy (ritual) 4th-level abjuration

TWIST THE SKEIN

  • casting timeCasting Time: 1 reaction, which you take when a creature makes an attack roll, saving throw, or skill check
  • rangeRange: 30 feet

  • componentsComponents: S
  • durationDuration: Instantaneous

You tweak a strand of a creature's fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to -9. Add that number to the creature's roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.

4th-level necromancy (ritual) 1st-level enchantment

UNCANNY AVOIDANCE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: S
  • durationDuration: Concentration, up to 1 round

You extend a hand and point a finger at a creature within range. Your magic grants the target enhanced awareness of attacks directed at it. The next attack roll against the creature before the spell ends is made with disadvantage.

4th-level necromancy (ritual) Divination cantrip

UNHOLY DEFIANCE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a pinch of earth from a grave)
  • durationDuration: Concentration, up to 1 minute

Until the spell ends, undead creatures within range have advantage on saving throws against effects that turn undead. If an undead creature within this area has the Turning Defiance trait, that creature can roll a d4 when it makes a saving throw against an effect that turns undead and add the number rolled to the saving throw.

4th-level necromancy (ritual) 2nd-level necromancy

UNLEASH EFFIGY

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You cause a stone statue that you can see within 60 feet of you to animate as your ally. The statue has the statistics of a stone golem. It takes a turn immediately after your turn. As a bonus action on your turn, you can order the golem to move and attack, provided you're within 60 feet of it. Without orders from you, the statue does nothing.Whenever the statue has 75 hit points or fewer at the start of your turn or it is more than 60 feet from you at the start of your turn, you must make a successful DC 16 spellcasting check or the statue goes berserk. On each of its turns, the berserk statue attacks you or one of your allies. If no creature is near enough to be attacked, the statue dashes toward the nearest one instead. Once the statue goes berserk, it remains berserk until it's destroyed.When the spell ends, the animated statue reverts to a normal, mundane statue.

4th-level necromancy (ritual) 9th-level transmutation

UNLUCK ON THAT

  • casting timeCasting Time: 1 reaction, which you take when a creature within range makes an attack roll, saving throw, or ability check
  • rangeRange: 25 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

By uttering a swift curse (Unluck on that!), you bring misfortune to the target's attempt the affected creature has disadvantage on the roll.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.

4th-level necromancy (ritual) 1st-level enchantment

VISAGE OF MADNESS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that's within 30 feet of you and that can see you must make a Wisdom saving throw. On a failed save, a creature claws savagely at its eyes, dealing piercing damage to itself equal to 1d6 + the creature's Strength modifier. The creature is also stunned until the end of its next turn and blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.

4th-level necromancy (ritual) 4th-level enchantment

VISAGE OF THE DEAD

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a sliver of bone or piece of skin from an animated skeleton or zombie)
  • durationDuration: 8 hours

You infuse yourself, and up to four creatures you touch, with necromantic energy, taking on aspects of the undead. The targets gain immunity to poison damage and the poisoned condition for the duration of the spell, and take on appearances similar to undead versions of themselves.Undead that encounter a creature under the effect of this spell must make an Intelligence saving throw against your spell save DC. On a failed save, the undead mistakes the target for another undead creature. Typically this means the undead will ignore the target, especially if it is a less intelligent one such as a skeleton or a zombie, unless it is commanded otherwise. The response of more intelligent undead might depend on the conditions under which the encounter occurs, but if the target's presence would not be unusual, they too might likely ignore the target unless it acts suspiciously.

4th-level necromancy (ritual) 4th-level necromancy (ritual)

1 1
4 4
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0 0
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4 4

VOLLEY SHIELD

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: S
  • durationDuration: Concentration, up to 1 minute

You touch a willing creature and create a shimmering shield of energy to protect it. The shield grants the target a +5 bonus to AC and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration of the spell.In addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes the spell's new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and is affected by the spell as if it came from a spellcaster of the caster's level.

4th-level necromancy (ritual) 7th-level abjuration

VOMIT TENTACLES

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a piece of a tentacle)
  • durationDuration: 5 rounds

Your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 2d6 + your Strength modifier and is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and it takes the same damage at the start of each of your turns. You can grapple only one creature at a time.The Armor Class of the tentacles is equal to yours. If they take slashing damage equal to 5 + your Constitution modifier from a single attack, enough tentacles are severed to enable a grappled creature to escape. Severed tentacles are replaced by new ones at the start of your turn. Damage dealt to the tentacles doesn't affect your hit points.While the spell is in effect, you are incapable of speech and can't cast spells that have verbal components.

4th-level necromancy (ritual) 2nd level transmutation

WALKING WALL

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (100 miniature axes)
  • durationDuration: Concentration, up to 10 minutes

This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can't take the Dash action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall's movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it. The wall can't use reactions. Each successful attack deals 4d6 slashing damage, and the damage is considered magical.The wall has AC 12 and 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If it is reduced to 0 hit points or when the spell's duration ends, the wall disappears and the miniature axes fall to the ground in a tidy heap.

4th-level necromancy (ritual) 7th-level transmutation

WALK THE TWISTED PATH

  • casting timeCasting Time: 1 action
  • rangeRange: Self (20-foot radius)

  • componentsComponents: V, S, M (a map)
  • durationDuration: Special

When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world.You can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don't need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. If you have the ability to retrace a path you have previously taken without making a check (as a minotaur or a goristro can), this check automatically succeeds. On a failed check, you don't find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends.When the spell ends, you and those traveling with you appear in a safe location at your destination.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.

4th-level necromancy (ritual) 6th-level conjuration (labyrinth)

WARNING SHOUT

  • casting timeCasting Time: 1 reaction, which you take immediately before initiative is rolled
  • rangeRange: 30 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gains advantage on its initiative roll.

4th-level necromancy (ritual) 2nd-level divination

WAYWARD STRIKE

  • casting timeCasting Time: 1 reaction, which you take when a melee or ranged attack is made against you
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You create a tear in the fabric of reality that protects you from an incoming attack by directing it through a second tear close to a creature you can see up within range. The attack plunges into one dimensional tear and out the other one, causing it to be resolved against that creature's AC. If the attack is successful, the creature takes the appropriate damage. You can even make the attacker hit itself, if you choose.

4th-level necromancy (ritual) 4th-level transmutation

WEILER'S WARD

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S, M (a lock of hair from a fey creature)
  • durationDuration: Concentration, up to 1 hour

You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.

4th-level necromancy (ritual) 2nd-level conjuration

WIND LASH

  • casting timeCasting Time: 1 action
  • rangeRange: 20 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

4th-level necromancy (ritual) Evocation cantrip

WIND OF THE HEREAFTER

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a vial of air from a tomb)
  • durationDuration: Concentration, up to 10 minutes

You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. Creatures are affected even if they hold their breath or don't need to breathe.The sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).

4th-level necromancy (ritual) 8th-level conjuration

7 7
2 2
7 7
6 6
2 2
4 4
2 2
0 0
8 8

WIND TUNNEL

  • casting timeCasting Time: 1 action
  • rangeRange: Self (60-foot line)

  • componentsComponents: V, S, M (a paper straw)
  • durationDuration: Concentration, up to 1 minute

You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don't have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage.The wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.

4th-level necromancy (ritual) 1st-level evocation

WITHERED SIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a dried lizard's eye)
  • durationDuration: Concentration, up to 1 minute

You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn't use its eyes to see.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

4th-level necromancy (ritual) 1st-level necromancy

WOLFSONG

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell. If you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away. A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.

4th-level necromancy (ritual) 1st-level transmutation

WRESTING WIND

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a handful of paper confetti)
  • durationDuration: Instantaneous

By blowing a pinch of confetti from your cupped hand, you create a burst of air that can rip weapons and other items out of the hands of your enemies. Each enemy in a 20-foot radius centered on a point you target within range must make a successful Strength saving throw or drop anything held in its hands. The objects land 10 feet away from the creatures that dropped them, in random directions.

4th-level necromancy (ritual) 2nd-level evocation

WRITHING ARMS

  • casting timeCasting Time: 1 action
  • rangeRange: 10 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically.Although you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.

4th-level necromancy (ritual) 1st-level transmutation

ACID GATE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a vial of acid and a polished silver mirror worth 125 gp)
  • durationDuration: Concentration, up to 1 minute

You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard's tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesn't exist or is inaccessible, the spell automatically fails and the gate doesn't form.Any creature that tries to move through the gate, other than those selected by you when the spell was cast, takes 10d6 acid damage and is teleported 1d100 times 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can't be teleported by this portal, but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.

4th-level necromancy (ritual) 7th-level conjuration (alkemancy)

ACID RAIN

  • casting timeCasting Time: 1 action
  • rangeRange: 150 feet

  • componentsComponents: V, S, M (a drop of acid)
  • durationDuration: Concentration, up to 1 minute

You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high, centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature takes half as much damage from the acid (as if it had made a successful saving throw) at the start of its first turn after leaving the affected area.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

4th-level necromancy (ritual) 5th-level conjuration (alkemancy)

ALCHEMICAL FORM

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a vial of acid, poison, or alchemist's fire)
  • durationDuration: 1 minute

You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:
•you are immune to acid and poison damage and to the poisoned and stunned conditions
• you have resistance to nonmagical fire, piercing, and slashing damage
• you can't speak, cast spells, use items or weapons, or manipulate objects
• your gear melds into your body and reappears when the spell ends
• you don't need to breathe
• your speed is 20 feet
• your size doesn't change, but you can move through and between obstructions as if you were two size categories smaller /1nd
• you gain the following action: Melee Weapon Attack: spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target /1it: 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.

4th-level necromancy (ritual) 6th-level transmutation (alkemancy)

BLOOD TO ACID

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. On a successful save, it takes half the damage and isn't stunned.Creatures without blood, such as constructs and plants, are not affected by this spell. If blood to acid is cast on a creature composed mainly of blood, such as a blood elemental or a blood zombie (Creature Codex, p. 393), the creature is slain by the spell if its saving throw fails.

4th-level necromancy (ritual) 9th-level transmutation (alkemancy)

1 1
1 1
1 1
2 2
1 1
7 7
5 5
6 6
9 9

BOILING OIL

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a vial of oil)
  • durationDuration: Concentration, up to 1 minute

You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn't fall prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

4th-level necromancy (ritual) 2nd-level conjuration (alkemancy)

BOTTLED ARCANA [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (an empty glass container)
  • durationDuration: See below

By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting bottled arcana and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.As an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected /1therwise, the creature opening the container designates the target according to the captured spell's description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). Dispel magic cast on the container targets bottled arcana, not the spell inside. If bottled arcana is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.Until the spell in the container is released, its caster can't regain the

4th-level necromancy (ritual) 5th-level transmutation (alkemancy)

BOTTLED ARCANA [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (an empty glass container)
  • durationDuration: See below

spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.

4th-level necromancy (ritual) 5th-level transmutation (alkemancy)

BOTTOMLESS STOMACH [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 hour

When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn't give you resistance or immunity to the substance in general /1or example, you could safely drink a bucket of a black dragon's acidic spittle, but you'd still be burned if you were caught in the dragon's breath attack or if that bucket of acid were dumped over your head.The spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn't need to all be of the same type, and different types don't mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.At any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type

4th-level necromancy (ritual) 1st-level transmutation (alkemancy)

BOTTOMLESS STOMACH [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 hour

of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.When you stop concentrating on the spell, its duration expires, or it's dispelled, the extradimensional reservoir and the liquid it contains cease to exist.

4th-level necromancy (ritual) 1st-level transmutation (alkemancy)

BRIMSTONE INFUSION

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a flask of alchemist's fire and 5 gp worth of brimstone)
  • durationDuration: 24 hours

You infuse an ordinary flask of alchemist's fire with magical brimstone. While so enchanted, the alchemist's fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist's fire returns to its normal properties after 24 hours.

4th-level necromancy (ritual) Transmutation cantrip (alkemancy)

CAUSTIC TORRENT

  • casting timeCasting Time: 1 action
  • rangeRange: Self (60-foot line)

  • componentsComponents: V, S, M (a chip of bone pitted by acid)
  • durationDuration: Instantaneous

A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that's in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don't breathe or that are immune to acid damage aren't poisoned. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

4th-level necromancy (ritual) 8th-level conjuration (alkemancy)

DELAY POTION

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 1 hour (see below)

Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting delay potion /1therwise the spell has no effect. At any point during delay potion's duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all and you can consume and benefit from other potions normally.You can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.

4th-level necromancy (ritual) 2nd-level transmutation (alkemancy)

GLUEY GLOBULE

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a drop of glue)
  • durationDuration: 1 minute or 1 hour

You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack roll was a critical hit or exceeded the target's AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by taking 20 acid damage. The glue dissolves when the creature breaks free or at the end of 1 minute.Alternatively, gluey globule can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of sovereign glue and lasts for 1 hour.

4th-level necromancy (ritual) 3rd-level conjuration (alkemancy)

2 2
5 5
5 5
1 1
1 1
0 0
8 8
2 2
3 3

LIFE HACK

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a ruby worth 500 gp, which is consumed during the casting)
  • durationDuration: 1 hour

Choose up to five creatures that you can see within range. Each of the creatures gains access to a pool of temporary hit points that it can draw upon over the spell's duration or until the pool is used up. The pool contains 120 temporary hit points. The number of temporary hit points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed.A creature can't draw temporary hit points from the pool while it has temporary hit points from any source, including a previous casting of this spell.

4th-level necromancy (ritual) 8th-level necromancy (alkemancy)

MEPHITIC CROAK

  • casting timeCasting Time: 1 action
  • rangeRange: Self (15-foot cone)

  • componentsComponents: V, S, M (a dead toad and a dram of arsenic worth 10 gp)
  • durationDuration: Instantaneous

You release an intensely loud burp of acidic gas in a 15-foot cone. Creatures in the area take 2d6 acid damage plus 2d6 thunder damage, or half as much damage with a successful Dexterity saving throw. A creature whose Dexterity saving throw fails must also make a successful Constitution saving throw or be stunned and poisoned until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, both acid and thunder damage increase by 1d6 for each slot level above 2nd.

4th-level necromancy (ritual) 2nd-level conjuration (alkemancy)

QUICKSILVER MANTLE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a nonmagical cloak and a dram of quicksilver worth 10 gp)
  • durationDuration: 1 hour

You transform an ordinary cloak into a highly reflective, silvery garment. This mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a ray of enfeeblement, scorching ray, or even disintegrate, roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round /1ays after the first affect you as normal

4th-level necromancy (ritual) 4th-level transmutation (alkemancy)

RAY OF ALCHEMICAL NEGATION

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist's fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class.This spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit deals 6d6 force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success.

4th-level necromancy (ritual) 4th-level transmutation (alkemancy)

SALT LASH

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a pinch of salt worth 1 sp, which is consumed during the casting)
  • durationDuration: Concentration, up to 10 minutes

You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade's secondary (stun) effect /1lants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw.The spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.

4th-level necromancy (ritual) 3rd-level conjuration (alkemancy)

ANGELIC GUARDIAN

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC.Also, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.

4th-level necromancy (ritual) 1st-level conjuration (angelic)

BENEDICTION

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result. The spell then ends.

4th-level necromancy (ritual) Abjuration cantrip (angelic)

BLADE OF WRATH

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S, M (a rebuke of evil, written in Celestial)
  • durationDuration: Concentration, up to 10 minutes

You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. The blade disappears if you let go of it, but you can call it forth again as a bonus action.You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn.The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, either the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.

4th-level necromancy (ritual) 3rd-level evocation (angelic)

BLAZING CHARIOT [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a small golden wheel worth 250 gp)
  • durationDuration: 1 hour

Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot-square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.On your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature's space. The creature

4th-level necromancy (ritual) 5th-level conjuration (angelic)

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0 0
3 3
5 5

BLAZING CHARIOT [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a small golden wheel worth 250 gp)
  • durationDuration: 1 hour

takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.

4th-level necromancy (ritual) 5th-level conjuration (angelic)

BLESSED HALO

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet.This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell's duration, you can expend points from this pool to restore an equal number of hit points to one creature within 20 feet that you can see.Additionally, you have advantage on Charisma checks made against good creatures within 20 feet.If any of the light created by this spell overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's pool of healing points increases by 5 for each spell slot above 2nd, and the spell dispels magical darkness created by a spell of a level equal to the slot used to cast this spell.

4th-level necromancy (ritual) 2nd-level evocation (angelic)

CELESTIAL FANFARE

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S, M (miniature trumpet worth 100 gp)
  • durationDuration: Instantaneous

A great blaring of trumpets from on high blasts down upon an area you designate. All evil creatures in a 30-foot radius take 4d6 thunder damage and 4d6 radiant damage and are blinded and deafened for 2d4 rounds. A successful Constitution saving throw reduces the damage and the duration of the blinded and deafened conditions by half.Neutral or unaligned creatures within the area take half as much damage and are blinded and deafened for 1d4 rounds. A successful save reduces the damage to one-quarter and negates the blinding and deafening effects. Good-aligned creatures are not harmed by this spell.

4th-level necromancy (ritual) 6th-level evocation (angelic)

DEVA'S WINGS

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a wing feather from any bird)
  • durationDuration: Concentration, up to 10 minutes

You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.

4th-level necromancy (ritual) 4th-level transmutation (angelic)

GREATER SEAL OF SANCTUARY [1/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (incense and special inks worth 500 gp, which the spell consumes)
  • durationDuration: 24 hours

You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 100 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 15d8 radiant damage, is repelled to 5 feet outside the boundary, and can't target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn't on its home plane, it is immediately destroyed (no saving throw) instead of taking damage. Aberrations, elementals, fey, and undead that are within 100 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 4d8 radiant damage at the start of its turn.Creatures other

4th-level necromancy (ritual) 9th-level abjuration (ritual) (angelic)

GREATER SEAL OF SANCTUARY [2/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (incense and special inks worth 500 gp, which the spell consumes)
  • durationDuration: 24 hours

than aberrations, elementals, fey, fiends, and undead can't be charmed or frightened while within 100 feet of the seal.The seal has AC 18, 75 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal itself is reduced to 0 hit points.

4th-level necromancy (ritual) 9th-level abjuration (ritual) (angelic)

QUINTESSENCE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (120-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your Armor Class can't be lower than 20, you can't be frightened, and you are immune to necrotic damage.In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.

4th-level necromancy (ritual) 8th-level transmutation (angelic)

SEAL OF SANCTUARY [1/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (incense and special inks worth 250 gp, which the spell consumes)
  • durationDuration: 24 hours

You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 50 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 10d8 radiant damage, is repelled to 5 feet outside the boundary, and can't target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn't on its home plane, it is immediately destroyed (no saving throw) instead of taking damage. Aberrations, elementals, fey, and undead that are within 50 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 2d8 radiant damage at the start of its turn.Creatures other than

4th-level necromancy (ritual) 7th-level abjuration (ritual) (angelic)

SEAL OF SANCTUARY [2/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (incense and special inks worth 250 gp, which the spell consumes)
  • durationDuration: 24 hours

aberrations, elementals, fey, fiends, and undead can't be charmed or frightened while within 50 feet of the seal.The seal has AC 18, 50 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal is reduced to 0 hit points.

4th-level necromancy (ritual) 7th-level abjuration (ritual) (angelic)

5 5
2 2
6 6
4 4
9 9
9 9
8 8
7 7
7 7

BABBLE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

This spell causes the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends

4th-level necromancy (ritual) 5th-level enchantment (chaos)

BAD TIMING

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.

4th-level necromancy (ritual) 2nd-level divination (chaos)

CALM OF THE STORM

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (an amethyst worth 250 gp, which the spell consumes)
  • durationDuration: Instantaneous

While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the time since the chaos magic surge can be 1 minute longer for each slot level above 3rd.

4th-level necromancy (ritual) 3rd-level abjuration (chaos)

CHAOTIC FORM

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 10 minutes

You cause the form of a willing creature to become malleable, dripping and flowing according to the target's will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target's movement is halved while it is affected by chaotic form.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.

4th-level necromancy (ritual) 4th-level transmutation (chaos)

CHAOTIC VITALITY [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Make a melee spell attack against a creature that has a number of Hit Dice no greater than your level and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature's. Roll a d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result both to yourself and the target creature. Any hit points gained beyond a creature's normal maximum are temporary hit points that last for 1 round per caster level.For example, a 3rd-level spellcaster who currently has 17 of her maximum 30 hit points casts chaotic vitality on a creature with 54 hit points and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of 71 hit points. A result of 75 indicates that both creatures get 50 percent of the total, so the spellcaster and the target end up with 35 hit points each. In the spellcaster's case, 5 of those hit points are temporary and will last for 3 rounds.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum

4th-level necromancy (ritual) 2nd-level conjuration (chaos)

CHAOTIC VITALITY [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Hit Dice of the affected creature increases by 2 for each slot level above 2nd

4th-level necromancy (ritual) 2nd-level conjuration (chaos)

CHAOTIC WORLD

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, M (seven irregular pieces of colored cloth that you throw into the air)
  • durationDuration: Concentration, up to 1 minute

You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. Each enemy within the cube must make a successful Intelligence saving throw or become blinded and deafened, and fall prone. An affected enemy cannot stand up or recover from the blindness or deafness while within the area, but all three conditions end immediately for a creature that leaves the spell's area.

4th-level necromancy (ritual) 6th-level illusion (chaos)

ELEMENTAL TWIST

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a thin piece of copper twisted around itself)
  • durationDuration: Concentration, up to 1 minute

During this spell's duration, reality shifts around you whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage. Assign each damage type a number and roll a d6 to determine the type of damage this casting of the spell deals. In addition, the spell's damage increases by 1d6. All other properties or effects of the spell are unchanged.

4th-level necromancy (ritual) 2nd-level evocation (chaos)

ENTROPIC DAMAGE FIELD

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a silver wire)
  • durationDuration: Concentration, up to 1 minute

By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can't be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell's effect on that creature.

4th-level necromancy (ritual) 3rd-level transmutation (chaos)

5 5
2 2
3 3
4 4
2 2
2 2
6 6
2 2
3 3

FLUCTUATING ALIGNMENT

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You channel the force of chaos to taint your target's mind. A target that gets a failure on a Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll again after every minute of the spell's duration. The target's alignment stops fluctuating and returns to normal when the spell ends. These changes do not make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways

4th-level necromancy (ritual) 4th-level enchantment (chaos)

FRENZIED BOLT

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky, or unlucky
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt

1 2nd-level evocation (chaos)

MASS SURGE DAMPENER

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute, or until expended

Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge. A protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once a protected creature makes a successful saving throw allowed by mass surge dampener, the spell's effect ends for that creature.

1 5th-level abjuration (ritual /1haos)

MISFORTUNE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a broken mirror)
  • durationDuration: Concentration, up to 1 minute

You cast a pall of bad luck over all creatures in a 15-foot radius centered on a point within range. Each creature in that area must succeed on a Wisdom saving throw or be cursed with bad luck for the duration of the spell. A creature under the effect of this spell has disadvantage on all ability checks, saving throws, and attack rolls. A remove curse spell ends this effect.Special. If a targeted creature is carrying a stone of good luck, the creature is unaffected by the spell, but the item ceases to function for 24 hours. Likewise, if a targeted creature is carrying a luck blade, the creature is unaffected by the spell, but the sword's Luck ability and saving throw bonuses cease to function for 24 hours.

1 6th-level necromancy (chaos)

MIST OF WONDERS

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S
  • durationDuration: 1 minute

A colorful mist surrounds you out to a radius of 30 feet. Creatures inside the mist see odd shapes in it and hear random sounds that don't make sense. The very concepts of order and logic don't seem to exist inside the mist.Any 1st-level spell that's cast in the mist by another caster or that travels through the mist is affected by its strange nature. The caster must make a Constitution saving throw when casting the spell. On a failed save, the spell transforms into another 1st-level spell the caster knows (chosen by the GM from those available), even if that spell is not currently prepared. The altered spell's slot level or its original target or targeted area can't be changed. Cantrips are unaffected. If (in the GM's judgment) none of the caster's spells known of that level can be transformed, the spell being cast simply fails.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, it affects any spell cast using a spell slot of any lower level. For instance, using a 6th-level slot enables you to transform a spell of 5th level or lower into another spell of the same level.

1 2nd-level conjuration (chaos)

PARAGON OF CHAOS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move.Each round, as a bonus action, you can cause an automatic chaos magic surge, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster.

1 8th-level transmutation (chaos)

ROAMING PAIN

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You afflict a single humanoid within range with severe pain in a random part of its body. Roll a d6 and consult the table to determine the spell's initial effect.D6 BODY PARTEFFECT
1Head. Incapacitated
2Throat. Unable to speak coherently or cast spells with verbal components
3Chest Cannot take reactions or bonus actions
4Abdomen. Disadvantage on Constitution saving throws
5Arm. Disadvantage on attack rolls, Strength and Dexterity skill checks
6Leg. Movement halved. The target must make a Constitution saving throw. On a successful save, it is able to function despite the pain and ignore the effects. At the start of the target's turn each round for the duration of the spell, roll again on the table to see where the pain affects the target in that round.

1 1st-level necromancy (chaos)

ROARING WINDS OF LIMBO [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 150 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You tear open a breach to the planes of chaos, and the act of doing so fills an area with a dangerous windstorm. The area consists of twelve 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face in common with a face of another cube. Each creature in the area is deafened, and any sound it makes cannot be heard outside the area. The wind disperses all gases and vapors and extinguishes all unprotected flames in the area, and has a 75 percent chance of extinguishing protected flames, such as lanterns. All Wisdom (Perception) checks that rely on sight made by a creature in the area have disadvantage due to the dust, grit, and debris being cast about.Each creature in the area must make a Strength saving throw at the start of its turn. On a failed save, the creature is pushed 15 feet in a random direction. (Roll a d8, designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass.) The wind also hampers movement /1 creature in the area must spend 2 feet of movement for every 1 foot it moves.As a bonus action on each of your turns, you can bombard up to twelve creatures in the area with flying debris, dealing 2d10 bludgeoning, 2d10 piercing, and 2d10

1 8th-level conjuration (chaos)

ROARING WINDS OF LIMBO [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 150 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

slashing damage. A creature that makes a successful Dexterity saving throw takes half the damage.

1 8th-level conjuration (chaos)

4 4
2 2
5 5
6 6
2 2
8 8
1 1
8 8
8 8

SHIFTING THE ODDS

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Instantaneous

By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting shifting the odds is made with disadvantage.

1 2nd-level divination (chaos)

SURGE DAMPENER

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 1 minute, until expended

Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of a chaos magic surge. The protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell ends.

1 3rd-level abjuration (ritual /1haos)

TIMELY DISTRACTION

  • casting timeCasting Time: 1 action
  • rangeRange: 25 feet

  • componentsComponents: V, S, M (a handful of sand or dirt thrown in the air)
  • durationDuration: 3 rounds

You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target gets a failure on a Wisdom saving throw, roll a d4 and consult the following table to determine the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the spell ends when its duration expires.D4 MUTATION
1Blinded
2Stunned
3Deafened
4Prone

1 2nd-level evocation (chaos)

UNCONTROLLABLE TRANSFORMATION

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (the bill of a platypus)
  • durationDuration: 1 hour

You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll a d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing /1ou can roll a d10 twice and choose the result you prefer, but you gain one level of exhaustion. At the end of the spell, your body returns to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.

1 7th-level transmutation (ritual /1haos)

UNDERMINE ARMOR

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target's AC by 2.Undermine armor has no effect on creatures that aren't wearing armor.

1 1st-level transmutation (chaos)

UNRULY ITEM

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You animate an object in the possession of a creature within range, giving the object limited movement and a compulsion to thwart its possessor. The effect of the spell varies depending on the kind of object you affect.Weapon: A weapon being wielded by a creature fights and twists, trying to free itself from the creature's grasp. The creature must make a Dexterity saving throw. On a failed save, the creature has disadvantage on any attacks it makes in that round with the weapon. On a save that fails by 5 or more, the creature drops the weapon.Armor: The creature's armor shifts and moves, becoming noisy and uncomfortable. If the armor does not normally impart disadvantage on Dexterity (Stealth) checks, it does so while this spell is in effect. The creature wearing it must succeed on a Dexterity saving throw or take a 10-foot penalty to its speed and be unable to use the Dash action.Other Items: The effects on other carried items can vary at the GM's discretion. A potion might behave as a weapon, trying not to be drunk, falling to the ground and becoming ruined if the Dexterity save is failed by 5 or more. A backpack might try to empty itself, disgorging a random item each round on a failed save.

1 1st-level transmutation (chaos)

UNSHACKLED MAGIC

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You designate a creature within range that has the Spellcasting or Innate Spellcasting special trait and imbue it with wild magic, causing it to lose control of its magical ability. If the target gets a failure on a Charisma saving throw, then on its next turn, it rolls randomly to select one of its available spells. The target then spontaneously casts that spell as an action. If the spell can be cast using a spell slot higher than its level, roll randomly to determine what slot is used to cast the spell. The target still determines factors such as the location of the spell's area or which creatures it affects, as normal, but it is compelled to cast that particular spell at that particular time.Each round while this spell remains in effect, the target makes another Charisma saving throw. On a successful save, it can act normally in that round, but the unshackled magic spell does not end.

1 9th-level enchantment (chaos)

WILD SHIELD

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: 1 minute

You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While wild shield is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level - the number of levels wild shield can still repel. If the check succeeds, the spell is repelled /1f the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.

1 4th-level abjuration (chaos)

WILD TRAJECTORY

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You create a 30-foot cube of magical instability that causes spell effects passing through it to diverge wildly from their original paths. When a spell with a visible or tangible manifestation (such as fireball, lightning bolt, or a ray or projectile such as magic missile or ray of frost) passes through the area, roll a d8. On a 1, the spell continues on its original path or toward its original target /1n a 2, it diverts 45 degrees to the right /1n a 3, it diverts 90 degrees to the right /1n a 4, it diverts 135 degrees to the right /1n a 5, it turns 180 degrees, back the way it came (striking the caster if it is a targeted spell) /1n a 6, the spell diverts 45 degrees to the left /1n a 7, it diverts 90 degrees to the left /1n an 8, it diverts 135 degrees to the left.A spell that affects anything in its path, such as lightning bolt, continues to do so along its new trajectory, up to the limit of its range. A fireball spell will travel in the new direction up to the limit of its range before detonating. A targeted spell will strike the first viable target it encounters along its new trajectory.

1 7th-level transmutation (chaos)

2 2
3 3
2 2
7 7
1 1
1 1
9 9
4 4
7 7

ASPECT OF THE DRAGON

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a dragon scale)
  • durationDuration: Concentration, up to 1 minute

This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less.You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.You retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak.When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn't change shape or size to match the new form. Any equipment that the new form can't wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.

1 7th-level transmutation (dragon)

CATCH THE BREATH

  • casting timeCasting Time: 1 reaction, which you take when you make a saving throw against a breath weapon attack
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Instantaneous

You can cast this spell as a reaction when you're targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.

1 3rd-level transmutation (dragon)

CAVE DRAGON'S DOMINANCE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You take on some of the physical characteristics and abilities of the cave dragon, growing protective scales and claws. Until the spell ends, your AC can't be lower than 16, regardless of what kind of armor you are wearing. You gain blindsight out to a range of 60 feet. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to poison damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of poison gas, dealing 6d8 poison damage to each creature in the cone and making it poisoned until it finishes a long or short rest. A creature that succeeds on a Constitution saving throw takes half as much damage from your breath weapon and is not poisoned. Finally, you gain a climbing speed of 40 feet.

1 6th-level transmutation (dragon)

CLAIM LAIR [1/2]

  • casting timeCasting Time: 10 minutes
  • rangeRange: Touch

  • componentsComponents: V, S, M (material goods and wealth worth at least 2,000 gp)
  • durationDuration: 24 hours

By placing your personal wealth within an area and invoking the dragon's territorial nature, you claim the area as your lair, imbuing you with extra power within its confines. You can claim an area of up to 2,500 square feet (a space 50 feet square, or one hundred 5-foot squares, or twenty-five 10-foot squares). The claimed area can be up to 20 feet tall and shaped as you desire. While within these confines, you can take one of the following lair actions once per round on initiative count 20:
•Magical darkness spreads from a point you choose within 30 feet, filling a 15-foot-radius sphere until you dismiss it as an action, use this lair action again, or die. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it, but you can see in the area as if it were brightly lit. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
•Part of the ceiling collapses above one creature you can see within 60 feet of you. The creature must succeed on a Dexterity saving throw against your spell save DC or take 3d6 bludgeoning damage and be

1 6th-level abjuration (dragon)

CLAIM LAIR [2/2]

  • casting timeCasting Time: 10 minutes
  • rangeRange: Touch

  • componentsComponents: V, S, M (material goods and wealth worth at least 2,000 gp)
  • durationDuration: 24 hours

knocked prone and buried. A buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state with a success.
•A tremor shakes the lair in a 30-foot radius around you. Each creature on the ground in that area other than you must succeed on a Dexterity saving throw against your spell save DC or be knocked prone.You can take an action to dismiss this spell.

1 6th-level abjuration (dragon)

CLAWS OF THE EARTH DRAGON

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn't fall, and it isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.

1 5th-level evocation (dragon)

CONVERSE WITH DRAGON

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 10 minutes

You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature's languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.This spell doesn't change a dragon's disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon's attitude toward you.

1 1st-level divination (dragon)

DEADLY STING

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a thorn)
  • durationDuration: Concentration, up to 1 minute

You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell's duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.

1 8th-level transmutation (dragon)

DETECT DRAGONS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check /1f it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.

1 2nd-level divination (dragon)

7 7
3 3
6 6
6 6
6 6
5 5
1 1
8 8
2 2

DRACONIC MAJESTY

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You exude the powerful presence of a dragon, frightening your enemies. For the duration of the spell, all creatures who are aware of your presence and within 30 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 30 feet for each slot level above 3rd, to a maximum of 120 feet for a slot of 6th level or higher.

1 3rd-level enchantment (dragon)

DRACONIC SENSES

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: 8 hours

You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet.

1 4th-level divination (dragon)

DRACONIC SMITE

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon takes on the form of a silver dragon's head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack's target must each make a successful Constitution saving throw or take 1d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage dealt to the secondary creatures increases by 1d6 for each slot level above 1st.

1 1st-level evocation (dragon)

DRAGON BREATH

  • casting timeCasting Time: 1 action
  • rangeRange: Self (15-foot cone or 30-foot line)

  • componentsComponents: V, S, M (a piece of a dragon's tooth)
  • durationDuration: Concentration, up to 1 minute

You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.When you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell's duration

1 5th-level evocation (dragon)

DRAGON ROAR

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

1 Evocation cantrip (dragon)

DRAGON'S PRIDE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

Your sense of self grows to draconic proportions. Until the spell ends, you gain advantage on all Charisma checks and on all saving throws against being charmed or frightened.

1 3rd-level enchantment (dragon)

ENHANCE GREED

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.

1 2nd-level divination (dragon)

FIRE DRAGON'S FURY

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You take on some of the physical characteristics and abilities of the fire dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can't be less than 16, regardless of what kind of armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You are resistant to fire. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of flames, dealing 6d8 fire damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying speed of 40 feet.

1 6th-level transmutation (dragon)

KOBOLD'S FURY

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a kobold scale)
  • durationDuration: 1 round

Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.

1 1st-level transmutation (dragon)

3 3
4 4
1 1
5 5
0 0
3 3
2 2
6 6
1 1

LAIR SENSE

  • casting timeCasting Time: 1 minute
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (treasure worth at least 500 gp, which is not consumed in casting)
  • durationDuration: 24 hours

You set up a magical boundary around your lair. The boundary can't exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like, to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature's type but nothing else about it. You are also aware when creatures leave the area.This awareness is enough to wake you from sleep, and you receive the knowledge as long as you're on the same plane of existence as your lair.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell's duration for each slot level above 2nd.

1 2nd-level divination (ritual) (dragon)

LEGEND KILLER

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a silver scroll describing the spell's target worth at least 1,000 gp, which the spell consumes)
  • durationDuration: Concentration, up to 1 minute

You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell's duration. A creature can't use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.

1 7th-level divination (dragon)

MITHRAL DRAGON'S MIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You take on some of the physical characteristics and abilities of the mithral dragon, growing protective scales, wings, and claws. Until the spell ends, your AC can't be lower than 16, regardless of what armor you are wearing. You can take two actions on your turn to attack with your claws, dealing 1d6 slashing damage on a hit. You have resistance to to acid and thunder damage. Up to three times while the spell is active, as an action, you can breathe a 20-foot cone of metal shards, dealing 6d8 slashing damage to all creatures in the cone. A creature that succeeds on a Dexterity saving throw takes half as much damage from your breath weapon. Finally, the wings grant you a flying speed of 40 feet.

1 6th-level transmutation (dragon)

OVERWHELMING GREED [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a gold piece)
  • durationDuration: 1 hour

You fill the target with a dragon's greed for wealth. The target must succeed on a Wisdom saving throw or be overcome with greed, coveting any coins, jewelry, or art objects it can see that have a value of at least 1 gold piece, as well as jealously guarding any wealth it already owns. The target fixates on the most valuable-looking item or items, or the largest concentration of valuables in sight. It will not willingly let the wealth out of its sight. If the target sees an opportunity, it will take the valuables it has fixated on, gaining them by whatever means necessary. If doing so provokes a situation where it takes damage or is otherwise harmed, the affected creature can make another Wisdom saving throw to end the effect. If the creature fails the save, it will continue to try to acquire the wealth, fighting back if necessary. Ending the Effect. If the affected creature ends its turn in an area where it cannot see any obviously valuable objects to covet, nor any creatures that might conceivably attempt to take its own property (a horse, for example, would not be considered such a creature), then it can make another Wisdom saving throw. A successful save ends the spell, and the creature recognizes its feelings

1 4th-level enchantment (dragon)

OVERWHELMING GREED [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a gold piece)
  • durationDuration: 1 hour

of greed as magically induced.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.

1 4th-level enchantment (dragon)

PHANTOM DRAGON

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a piece of dragon egg shell)
  • durationDuration: Concentration, up to 1 hour

You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it.You can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell's duration expires.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.

1 3rd-level illusion (dragon)

PUFF OF SMOKE

  • casting timeCasting Time: 1 bonus action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. Puff of smoke has no effect on creatures that have tremorsense or blindsight.

1 Evocation cantrip (dragon)

RAID THE LAIR

  • casting timeCasting Time: 10 minutes
  • rangeRange: Self

  • componentsComponents: V, S, M (a piece of the dragon whose lair you are raiding)
  • durationDuration: Concentration, up to 1 hour

You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons' lair actions.
•Attack rolls resulting directly from lair actions are made with disadvantage.
•Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.
•Lair actions occur on an initiative count 10 lower than normal.The caster has advantage on Constitution saving throws to maintain concentration on this spell.

1 4th-level abjuration (dragon)

SCALE ROT

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a piece of rotten meat)
  • durationDuration: Concentration, up to 1 minute

You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe's armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.) One creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature's Armor Class are made with advantage, and the creature can't regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of scale rot for 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.

1 4th-level necromancy (dragon)

2 2
7 7
6 6
4 4
4 4
3 3
0 0
4 4
4 4

SCALY HIDE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a dragon scale of the appropriate color)
  • durationDuration: Concentration, up to 10 minutes

A creature you touch grows a protective layer of scales that resembles that of a dragon. Until the spell ends, the target's AC can't be lower than 16, regardless of the type of armor it is wearing. Additionally, the target gains resistance to either acid, cold, fire, lightning, or poison damage for the duration of the spell.

1 4th-level transmutation (dragon)

SHADE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn't alleviate blindness that's already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don't apply while you're under the effect of this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.

1 2nd-level abjuration (dragon)

THUNDER BOLT

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can't use reactions until the start of your next turn.

1 Evocation cantrip (dragon)

THUNDERSTORM

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a piece of lightning-fused glass)
  • durationDuration: Concentration, up to 1 hour

You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a flying speed of 60 feet. The cloud heavily obscures the creature inside it from view, though it is transparent to the creature itself.

1 5th-level transmutation (dragon)

TORRENT OF FIRE

  • casting timeCasting Time: 1 round
  • rangeRange: Self (60-foot cone)

  • componentsComponents: V, S, M (a piece of obsidian)
  • durationDuration: Instantaneous

You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone's area. This repositioning doesn't count as movement and doesn't trigger opportunity attacks.

1 4th-level conjuration (dragon)

TREASURE CHASM

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S, M (a gold coin)
  • durationDuration: Concentration, up to 1 minute

You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch.An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies.Creatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.

1 2nd-level enchantment (dragon)

WAFT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a topaz worth at least 10 gp)
  • durationDuration: 1 round

This spell was first invented by dragon parents to assist their offspring when learning to fly. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.

1 1st-level transmutation (dragon)

AFFLICT LINE

  • casting timeCasting Time: 1 hour
  • rangeRange: 1 mile

  • componentsComponents: V, S, M (a statuette carved in the likeness of the victim worth 1,250 gp)
  • durationDuration: Permanent /1ne generation

You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. The target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell. In addition, the target's firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast. If the target's firstborn has already died, the curse passes to the target's next oldest offspring.Ritual Focus. If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family's lineage until one of them successfully saves against the curse and throws off your dark magic.

1 9th-level necromancy (ritual only)

BLOOM

  • casting timeCasting Time: 1 hour
  • rangeRange: 1 mile

  • componentsComponents: V, S, M (a silver acorn worth 500 gp, which is consumed in the casting)
  • durationDuration: 1 year

You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.Choose one of the following effects, which appears and grows immediately:
•A field planted with vegetables of your choice, ready for harvest.
•A thick forest of stout trees and ample undergrowth.
•A grassland with wildflowers and fodder for grazing.
•An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.Living creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. Bloom counters the effects of a desolation spell.Ritual Focus. If you expend your ritual focus, the duration becomes permanent.

1 8th-level conjuration (ritual only)

4 4
2 2
0 0
5 5
4 4
2 2
1 1
9 9
8 8

CELEBRATION [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a small party favor)
  • durationDuration: 1 hour

You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creature's agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts. The effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level

1 7th-level enchantment (ritual only)

CELEBRATION [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a small party favor)
  • durationDuration: 1 hour

above 7th.Ritual Focus. If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.

1 7th-level enchantment (ritual only)

CLEARING THE FIELD

  • casting timeCasting Time: 1 action
  • rangeRange: 40 feet

  • componentsComponents: V, S
  • durationDuration: 1 hour

With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by clearing the field.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.Ritual Focus. If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a reduce spell.

1 2nd-level transmutation (ritual only)

DESOLATION

  • casting timeCasting Time: 1 hour
  • rangeRange: Self

  • componentsComponents: V, S, M (an obsidian acorn worth 500 gp, which is consumed in the casting)
  • durationDuration: 1 year

You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as entangle, require an ability check using the caster's spellcasting ability against your spell save DC. On a successful check, the spell functions normally /1f the check fails, the spell is countered by desolation.After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.A living creature that finishes a short rest within the area of a desolation spell halves the result of any Hit Dice it expends. Desolation counters the effects of a bloom spell.Ritual Focus. If you expend your ritual focus, the duration becomes permanent.

1 8th-level necromancy (ritual only)

ENCROACHING SHADOWS

  • casting timeCasting Time: 1 hour
  • rangeRange: 150 feet

  • componentsComponents: V, S, M (a drop of blood smeared on a silver rod worth 100 gp)
  • durationDuration: 12 hours

You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn't function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can't increase the level of illumination in the affected area.A spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th.Ritual Focus. If you expend your ritual focus, the spell's duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.

1 6th-level illusion (ritual only)

EXTRACT ESSENCE

  • casting timeCasting Time: 10 minutes
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a wooden bowl)
  • durationDuration: Permanent

You extract the goodness from food, pulling all the nutritional value out of three days' worth of meals and concentrating it into a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into bread. When consumed, it still imparts all the nutritional value of the original food.The original food appears unchanged, and though it's still filling, it has no nutritional value.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, an additional three meals' worth of food can be extracted for each slot level above 1st.Ritual Focus. If you expend your ritual focus, you can choose to have each day's worth of meals take the form of a single slice of bread.

1 1st-level transmutation (ritual only)

GUEST OF HONOR

  • casting timeCasting Time: 10 minutes
  • rangeRange: Touch

  • componentsComponents: V, M (a signet ring worth 25 gp)
  • durationDuration: 10 minutes

You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell's duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st.Ritual Focus. If you expend your ritual focus, the effect lasts for 24 hours.

1 1st-level enchantment (ritual only)

SHADOWS BROUGHT TO LIGHT

  • casting timeCasting Time: 10 minutes
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

If a creature you designate within range fails a Charisma saving throw, you cause the target's shadow to come to life and reveal one of the creature's most scandalous secrets: some fact that the target would not want widely known (GM's choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target's voice, or if the secret is whispered only to you. The shadow speaks in the target's native language.If the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature's saving throw had succeeded.If the secret was spoken aloud, the target takes a minus2 penalty to Charisma checks involving anyone who was present when it was revealed. This penalty lasts until you finish a long rest.Ritual Focus. If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the minus2 penalty.

1 2nd-level divination (ritual only)

SHADOWY RETRIBUTION

  • casting timeCasting Time: 10 minutes
  • rangeRange: Self

  • componentsComponents: V, S, M (a small silver cup filled with the caster's blood)
  • durationDuration: 12 hours

You fill a small silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you.If you are reduced to 0 hit points, your oath is invoked /1 shadow materializes within 5 feet of you. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th.Ritual Focus. If you expend your ritual focus, the spell summons a banshee instead of a shadow. If you also use a higher-level spell slot, additional undead are still shadows.

1 4th-level necromancy (ritual only)

7 7
7 7
2 2
8 8
6 6
1 1
1 1
2 2
4 4

SONG OF THE FOREST

  • casting timeCasting Time: 10 minutes
  • rangeRange: Self

  • componentsComponents: V, S, M (a dried leaf, crumpled and released)
  • durationDuration: Concentration, up to 10 minutes

You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell's effect.Song of the forest functions only in natural environments /1t fails if cast underground, in a city, or in a building that isolates the caster from nature (GM's discretion).Ritual Focus. If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.

1 3rd-level transmutation (ritual only)

VINE TRESTLE

  • casting timeCasting Time: 10 minutes
  • rangeRange: 30 feet

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

You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates.The vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, hit points equal to 5 times /1our spellcasting level, and a damage threshold of 5.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each slot level above 2nd.Ritual Focus. If you expend your ritual focus, the vine is permanent until destroyed or dispelled.

1 2nd-level conjuration (ritual only)

AMPLIFY LIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a nonmagical light source)
  • durationDuration: Special

You touch a nonmagical light source and increase its brightness. While the spell is in effect, the radius of the bright light around the source is doubled, and dim light extends for the same distance beyond that area. The light source's duration is halved, however, so that a torch affected by amplify light would burn out in half an hour, or a hooded lantern would burn through its fuel in 3 hours. Adding new fuel to a light source while it is under the effect of amplify light will end the spell and return it to its normal brightness.

1 1st-level transmutation (illumination)

BURNING RADIANCE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (60-foot line)

  • componentsComponents: V, S
  • durationDuration: Instantaneous

A line of light 60 feet long and 5 feet wide emanates from you in a direction of your choice. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 10d8 radiant damage and catches fire /1ntil someone takes an action to douse the fire, the creature takes 1d10 fire damage at the start of each of its turns. A successful saving throw halves the damage and prevents a creature from catching fire.The burning radiance ignites flammable objects in the area that aren't being worn or carried.

1 6th-level evocation (illumination)

GREATER PROTECTIVE NIMBUS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a transparent gemstone worth at least 50 gp)
  • durationDuration: 10 minutes

You wrap yourself in a powerful corona that sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Until the spell ends, you have resistance to necrotic damage and radiant damage. You can end the spell early by using an action to dismiss it, which creates a blast of light in a 30-foot radius. The blast deals 4d8 radiant damage to each creature in the area while simultaneously healing yourself of an equal amount of damage.

1 5th-level abjuration (illumination)

GUIDING STAR

  • casting timeCasting Time: 10 minutes
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: 8 hours

By observing the stars or the position of the sun, you are able to determine the cardinal directions, as well as the direction and distance to a stated destination. You can't become directionally disoriented or lose track of the destination. The spell doesn't, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain.

1 1st-level divination (ritual) (illumination)

LAST RAYS OF THE DYING SUN

  • casting timeCasting Time: 1 action
  • rangeRange: 40 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

A burst of searing heat explodes from you, dealing 6d6 fire damage to all enemies within range. Immediately afterward, a wave of frigid cold rolls across the same area, dealing 6d6 cold damage to enemies. A creature that makes a successful Dexterity saving throw takes half the damage.
At Higher Levels. When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increases by 1d6 for each slot level above 7th

1 7th-level evocation (illumination)

ORB OF LIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: 1 round

An orb of light the size of your hand shoots from your fingertips toward a creature within range, which takes 3d8 radiant damage and is blinded for 1 round. A target that makes a successful Dexterity saving throw takes half the damage and is not blinded.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

1 2nd-level evocation (illumination)

PHANTOM LIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a small sketch of a candle)
  • durationDuration: 1 hour

You touch one object that measures less than 10 feet in every dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. At the time of the casting, you designate up to six creatures. Only those creatures are able to see and gain benefit from the phantom light.The object can be covered with something opaque to block the light. You can use an action to dismiss this spell.

1 2nd-level illusion (illumination)

3 3
2 2
1 1
6 6
5 5
1 1
7 7
2 2
2 2

PROTECTIVE NIMBUS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a crystal or glass bead)
  • durationDuration: 10 minutes

You wrap yourself in a corona that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Until the spell ends, you have resistance to necrotic damage. You can end the spell early by using an action to dismiss it.

1 3rd-level abjuration (illumination)

SEARING SUN

  • casting timeCasting Time: 1 action
  • rangeRange: 200 feet

  • componentsComponents: V, S, M (a magnifying lens)
  • durationDuration: Concentration, up to 1 minute

This spell intensifies the light and heat of the sun, so that it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the a point within range. Each creature that starts its turn in that area takes 5d8 fire damage, or half the damage with a successful Constitution saving throw. A creature that's shaded by a solid object , such as an awning, a building, or an overhanging boulder, has advantage on the saving throw. On your turn, you can use an action to move the center of the cylinder up to 20 feet along the ground in any direction.

1 4th-level transmutation (illumination)

SHIELD OF STARLIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a star chart)
  • durationDuration: 10 minutes

You wrap yourself in a protective shroud of the night sky made from swirling shadows and punctuated by twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (your choice when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.

1 3rd-level abjuration (illumination)

SOOTHING INCANDESCENCE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

A soft, white radiance spreads out from a point just above your head, creating bright light in a 30-foot radius around your present location. If you move from your present location, the area of light remains fixed. A creature in the area other than a fiend or an undead regains 1 hit point at the start of each of its turns while within the bright light. Each fiend or undead in the area takes 2d4 radiant damage at the start of each of its turns.

1 7th-level evocation (illumination)

STARBURST

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You cause a mote of starlight to appear and explode in a 5-foot cube you can see within range. If a creature is in the cube, it must succeed on a Charisma saving throw or take 1d8 radiant damage.This spell's damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level.

1 Evocation cantrip (illumination)

STARFALL

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You cause bolts of shimmering starlight to fall from the heavens, striking up to five creatures that you can see within range. Each bolt strikes one target, dealing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A creature that makes a successful Dexterity saving throw takes half the damage, is not knocked prone, and is not blinded. If you name fewer than five targets, excess bolts strike the ground harmlessly.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create one additional bolt for each slot level above 5th.

1 5th-level evocation (illumination)

STAR'S HEART

  • casting timeCasting Time: 1 action
  • rangeRange: 50 feet

  • componentsComponents: V, S, M (an ioun stone)
  • durationDuration: 1 minute

This spell increases gravity tenfold in a 50-foot radius centered on you. Each creature in the area other than you drops whatever it's holding, falls prone, becomes incapacitated, and can't move. If a solid object (such as the ground) is encountered when a flying or levitating creature falls, the creature takes three times the normal falling damage. Any creature except you that enters the area or starts its turn there must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage /1n a successful save, it takes 4d6 bludgeoning damage, it's no longer incapacitated, and it can move at half speed. All ranged weapon attacks inside the area have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles that have mass, such as flaming sphere. A creature under the influence of a freedom of movement spell or comparable magic has advantage on the Strength saving throws required by this spell, and its speed isn't reduced once it recovers from being incapacitated.

1 9th-level transmutation (illumination)

SUMMON STAR

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range and takes the form of a glowing humanoid with long white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed in this way can repeat the Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer charmed and is immune to the effect of this casting of the spell. In all other ways, the star is equivalent to a deva. It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.

1 8th-level conjuration (illumination)

TRACKING BEACON

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 8 hours

You choose a creature within range to mark with a glowing orb of light, which floats 120 feet above the creature's head. The target must make a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the light hovers above the target's location, moving as the target moves, which enables you to track the creature's direction and distance by staying within sight of the beacon. The beacon continues to function even when you cannot see it, as long as the target remains on the same plane as you. If either you or the target travels to another plane, the spell ends.You can use a bonus action on your turn to adjust the height of the beacon, ranging from its starting point of 120 feet to as low as 5 feet above the head of the target.

1 3rd-level divination (illumination)

3 3
4 4
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5 5
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8 8
3 3

BITTER CHAINS

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a spiked metal ring)
  • durationDuration: 1 minute

The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs.The creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.

1 2nd-level transmutation (ring)

CIRCLE OF DEVASTATION

  • casting timeCasting Time: 1 action
  • rangeRange: 1 mile

  • componentsComponents: V, S, M (a metal ring)
  • durationDuration: Concentration, up to 1 minute

You create a 10-foot-tall, 20-foot-radius cylinder of destructive energy around a point you can see within range. The area is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Each creature or object that is inside the cylinder when it's created or ends its turn inside the cylinder takes 6d6 damage of the chosen type, or half the damage with a successful Constitution saving throw. A creature or object dropped to 0 hit points by the spell is reduced to fine ash.The cylinder's radius expands by 20 feet at the start of each of your turns after the spell is cast. Any creatures or objects enveloped in the enlarged area are subject to its effects immediately.

1 9th-level evocation (ring)

CIRCLE OF WIND

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a crystal ring)
  • durationDuration: 8 hours

Light wind encircles you, leaving you in the center of a mild vortex. For the duration, you gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.

1 1st-level abjuration (ring)

CREATE RING SERVANT

  • casting timeCasting Time: 1 minute
  • rangeRange: Touch

  • componentsComponents: V, S, M (two metal rings)
  • durationDuration: Concentration, up to 1 hour

You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a ring servant (Creature Codex, p. 318). The ring servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 hit points or when the spell ends.The ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.

1 8th-level transmutation (ring)

CURSE RING

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (250 gp worth of diamond dust, which the spell consumes)
  • durationDuration: Permanent until discharged

You lay a curse upon a ring you touch that isn't being worn or carried. When you cast this spell, select one of the possible effects of bestow curse. The next creature that willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on /1he ring becomes a mundane ring that can be taken off, but the curse remains on the creature that wore the ring until the curse is removed or dispelled. An identify spell cast on the cursed ring reveals the fact that it is cursed.

1 5th-level necromancy (ring)

ENCHANT RING

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (500 gp worth of diamond dust, which the spell consumes)
  • durationDuration: Permanent until discharged

You enchant a ring you touch that isn't being worn or carried. The next creature that willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or one of your allies. If the creature dons the ring while directly threatened by you or one of your allies, the spell fails.The charmed creature regards you as a friend. When the spell ends, it doesn't know it was charmed by you, but it does realize that its attitude toward you has changed (possibly greatly) in a short time. How the creature reacts to you and regards you in the future is up to the GM.

1 6th-level enchantment (ring)

HOARFROST

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a melee weapon)
  • durationDuration: 1 minute

A melee weapon you are holding is imbued with cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature is above freezing. The weapon becomes magical and deals an extra 1d4 cold damage on a successful hit. The spell ends after 1 minute, or earlier if you make a successful attack with the weapon or let go of it.The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

1 Evocation cantrip (ring)

INNOCUOUS ASPECT

  • casting timeCasting Time: 1 action
  • rangeRange: Self (20-foot radius)

  • componentsComponents: V, S, M (a paper ring)
  • durationDuration: Concentration, up to 10 minutes

An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse.A creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.

1 3rd-level illusion (ring)

REVERBERATE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (15-foot cone)

  • componentsComponents: V, S, M (a metal ring)
  • durationDuration: Instantaneous

You touch the ground at your feet with the metal ring, creating an impact that shakes the earth ahead of you. Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage, and creatures fall prone /1 creature that makes a successful Dexterity saving throw takes half the damage and does not fall prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

1 2nd-level evocation (ring)

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2 2

RING STRIKE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (two metal rings)
  • durationDuration: 1 hour

You infuse two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within 60 feet of you with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot level above 1st.

1 1st-level transmutation (ring)

RING WARD

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (an iron ring worth 200 gp, which the spell consumes)
  • durationDuration: Concentration, up to 1 hour

The iron ring you use to cast the spell becomes a faintly shimmering circlet of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protected area have advantage on saving throws against spells, and all affected creatures gain resistance to one type of damage of your choice.

1 7th-level abjuration (ring)

SPINNING AXES

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (an iron ring)
  • durationDuration: Instantaneous

Spinning axes made of luminous force burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes 5d8 force damage, or half the damage with a successful Dexterity saving throw. Creatures damaged by this spell that aren't undead or constructs begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by applying any amount of magical healing.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

1 4th-level evocation (ring)

BECOME NIGHTWING

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a crow's eye)
  • durationDuration: Concentration, up to 1 minute

This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: Nightwing Breath.Nightwing Breath (Recharge 4-6). You exhale shadow-substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful Dexterity saving throw.

1 6th-level enchantment (shadow)

BLACK HAND

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You gather the powers of darkness into your fist and fling dark, paralyzing flame at a target within 30 feet. If you make a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage (and you have advantage) on attack rolls, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect on a success.

1 4th-level necromancy (shadow)

BLACK RIBBONS

  • casting timeCasting Time: 1 action
  • rangeRange: 40 feet

  • componentsComponents: V, S, M (a piece of ribbon)
  • durationDuration: Concentration, up to 1 minute

You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can't be restrained again by the ribbons, but it's still affected by the difficult terrain.

1 1st-level conjuration (shadow)

BLACK WELL [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 300 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned /1 successful Constitution saving throw halves the damage and causes the creature to become incapacitated. A creature that starts its turn inside the well also makes a Constitution saving throw /1he creature is stunned on a failed save or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well, it takes no additional damage for remaining there, but if it leaves the well and is pulled back in again, it takes damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well's otherdimensional space at one time. When the spell's duration ends, all creatures inside it tumble out in a heap, landing prone.
At Higher Levels.

1 6th-level necromancy (shadow)

BLACK WELL [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 300 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the well increases by 1d8, and the well pulls creatures an additional 5 feet, for each slot level above 6th.

1 6th-level necromancy (shadow)

CALL SHADOW MASTIFF

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a dog's tooth)
  • durationDuration: Concentration, up to 1 minute

You conjure a shadow mastiff from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds.The mastiff is friendly to you and your companions. Roll initiative for the mastiff /1t acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part.The mastiff disappears when it drops to 0 hit points or when the spell ends

1 3rd-level conjuration (shadow)

1 1
7 7
4 4
6 6
4 4
1 1
6 6
6 6
3 3

CLAWS OF DARKNESS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.

1 Evocation cantrip (shadow)

CLOAK OF SHADOW

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.

1 1st-level illusion (shadow)

CONJURE SHADOW TITAN

  • casting timeCasting Time: 1 minute
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan's statistics are identical to a stone giant's, with two differences: its camouflage ability works in dim light instead of rocky terrain, and the rocks it hurls are composed of shadow-stuff and cause cold damage.The shadow titan is friendly to you and your companions. Roll initiative for the shadow titan it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don't issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions.The shadow titan disappears when it drops to 0 hit points or when the spell ends.

1 7th-level conjuration (shadow)

CREEPING DARKNESS [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You create a great, writhing mass of shadows that move slowly in a direction you choose. The grasping, shadowy tendrils occupy up to three 10-foot cubes within range. The mass has a speed of 20 feet, and it moves each round at the end of your turn, ignoring difficult terrain. The shadows can also move vertically or across a ceiling, as long as they can travel along a surface on which to cling. All light in this area is reduced to dim light. The surface covered by the darkness is considered difficult terrain.If the darkness moves into the space occupied by a living creature, that creature takes 6d6 necrotic damage and is restrained. The creature must make a Constitution saving throw. On a successful save, the creature takes half the damage and is not restrained. Any creature in the area of the spell at the start of its turn must make another Constitution saving throw, taking damage in each round that it remains in the area. Restrained creatures move with the darkness, dragged along by the shadowy tendrils. A creature can take an action on its turn to make a Strength check against your spell save DC to free itself from the tendrils.Bright light can destroy portions of the spell. One 5-foot cube is destroyed if it

1 8th-level conjuration (shadow)

CREEPING DARKNESS [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

takes 12 radiant damage. As long as at least one 5-foot cube occupies all or part of a creature's space, the creature remains restrained.

1 8th-level conjuration (shadow)

DARK DEMENTING

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a moonstone)
  • durationDuration: 10 minutes

A dark shadow creeps across the target's mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. A creature you designate within range must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature can repeat the saving throw each time it takes damage, ending the effect on a success. While frightened in this way, the creature will not willingly enter or attack into a space that isn't brightly lit. If it's in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a light spell, or the like).

1 5th-level illusion (shadow)

DARK PATH

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a lodestone)
  • durationDuration: Concentration, up to 1 minute

You conjure a shadowy road between two points within range to create a bridge or path. This effect can bridge a chasm or create a smooth path through difficult terrain. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn't exist.

1 2nd-level conjuration (shadow)

DARKBOLT

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray) /1ach ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

1 2nd-level evocation (shadow)

DOUSE LIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip.

1 Transmutation cantrip (shadow)

0 0
1 1
7 7
8 8
8 8
5 5
2 2
2 2
0 0

DYING OF THE LIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a black pearl worth 250 gp)
  • durationDuration: Concentration, up to 1 minute

A wave of withering darkness erupts from you, filling a 120-foot-radius sphere and extinguishing any nonmagical light sources in the area. Any light produced by spells of 6th level or lower is dispelled. Magic items (but not artifacts) that give off light have that property suppressed while in the spell's area. Any light sources brought into the area during the spell's duration are likewise extinguished. Light-producing spells of 7th level or higher function within the area.Nonmagical light sources removed from the area can be reignited. Magic items regain their ability to give off light 1 round after leaving the area. This magical darkness foils darkvision, except for creatures that can see in magical darkness, such as devils. You can see within the area of the spell as if it were brightly lit.Each creature you choose to be affected that ends its turn in the darkness takes 4d8 necrotic damage and gains one level of exhaustion. A successful Constitution saving throw halves the damage and negates the exhaustion.

1 7th-level evocation (shadow)

HIDE IN ONE'S SHADOW

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: S, M (charcoal)
  • durationDuration: 3 hours

When you touch a willing creature with a piece of charcoal while casting this spell, the target and everything it carries blends into and becomes part of the target's shadow, which remains discernible, although its body seems to disappear. The shadow is incorporeal, has no weight, and is immune to all but psychic and radiant damage. The target remains aware of its surroundings and can move, but only as a shadow could move, flowing along surfaces as if the creature were moving normally. The creature can step out of the shadow at will, resuming its physical shape in the shadow's space and ending the spell. This spell cannot be cast in an area devoid of light, where a shadow would not normally appear. Even a faint light source, such as moonlight or starlight, is sufficient. If that light source is removed, or if the shadow is flooded with light in such a way that the physical creature wouldn't cast a shadow, the spell ends and the creature reappears in the shadow's space.

1 4th-level transmutation (shadow)

LEGION

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a toy soldier)
  • durationDuration: Concentration, up to 1 minute

You call down a legion of shadowy soldiers in a 10-foot cube. Their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell attack modifier /1n a hit, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.

1 3rd-level conjuration (shadow)

NEGATIVE IMAGE

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a piece of reflective obsidian)
  • durationDuration: Instantaneous

You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. On a successful save, the spell has no effect.

1 2nd-level conjuration (shadow)

SHADOW ARMOR

  • casting timeCasting Time: 1 reaction, which you take when you are targeted by an attack but before the roll is made
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.

1 1st-level abjuration (shadow)

SHADOW BITE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You create a momentary needle of cold, sharp pain in a creature within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage immediately and have its speed halved until the start of your next turn.This spell's damage increases to 2d6 when you reach 5th level, 3d6 when you reach 11th level, and 4d6 when you reach 17th level.

1 Illusion cantrip (shadow)

SHADOW BLINDNESS

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 1 round

You make a melee spell attack against a creature you touch that has darkvision as an innate ability /1n a hit, the target's darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses.

1 Illusion cantrip (shadow)

SHADOW GATEWAY

  • casting timeCasting Time: 1o minutes
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a piece of black chalk)
  • durationDuration: Concentration, up to 1 minute

By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute during the casting time, you open a portal directly into the Plane of Shadow. The portal fills the chalk circle and appears as a vortex of inky blackness /1othing can be seen through it. Any object or creature that passes through the portal instantly arrives safely at the destination. The portal remains open for 1 minute or until you stop concentrating on the spell, and it can be used to travel between the Plane of Shadow and the chalk circle, in both directions, as many times as desired during the spell's duration.

1 5th-level conjuration (ritual) (shadow)

SHADOW HANDS

  • casting timeCasting Time: 1 action
  • rangeRange: Self (10-foot cone)

  • componentsComponents: V, S
  • durationDuration: Instantaneous

A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened /1 successful Wisdom saving throw halves the damage and negates the frightened condition.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.

1 1st-level evocation (shadow)

7 7
4 4
3 3
2 2
1 1
0 0
0 0
5 5
1 1

SHADOW METAMORPHOSIS

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You touch a creature of Huge size or smaller, or a single object no more than 20 feet in any dimension, and transform it into malleable shadow-stuff. Objects under the effect of the spell are not immaterial, but are easy to shape or compress. One could not walk through a door that is affected by the spell, but the door could be pulled aside like a curtain and bypassed, or pulled up like the bottom edge of a tent flap and crawled under, even if the door was locked.An unwilling creature can make a Constitution saving throw, avoiding the effect on a success. A creature under the effect of the spell is amorphous and can move through a space as narrow as 1 inch wide without squeezing. In dim light or darkness, the creature has advantage on Dexterity (Stealth) checks. A creature under the effect of this spell cannot make attacks or cast spells and has vulnerability to radiant damage.

1 6th-level transmutation (shadow)

SHADOW MONSTERS

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a doll)
  • durationDuration: Concentration, up to 1 minute

You choose up to two creatures within range. Each creature must make a Wisdom saving throw. On a failed save, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

1 4th-level illusion (shadow)

SHADOW PUPPETS

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a pinch of powdered lead)
  • durationDuration: Concentration, up to 1 minute

You animate the shadow of a creature within range, causing it to attack that creature. As a bonus action when you cast the spell, or as an action on subsequent rounds while you maintain concentration, make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be incapacitated until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

1 2nd-level illusion (shadow)

SHADOW STEP

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You can open a temporary portal between two darkened areas, allowing you to move from one such area to another without crossing the intervening space. If you start your turn in an area of dim light or darkness, you can open a portal to another area of dim light or darkness within range and transport yourself to that spot. Doing this uses up your movement for the turn, regardless of the distance traveled. You can use shadow step while prone. Moving in this manner does not draw opportunity attacks.

1 4th-level conjuration (shadow)

SHADOW TENDRILS

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

Writhing ribbons of quasi-real darkness extend from your hand. As an action, you can make a melee spell attack with the tendrils against any creature within range. On a hit, the target takes 2d8 cold damage and must succeed at a Dexterity saving throw or be restrained.A creature that starts its turn restrained by the shadow tendrils takes the cold damage again. It can take an action to make a Dexterity check against your spell save DC to free itself. On your turn, as a bonus action, you can drag a creature restrained by the shadow tendrils up to 15 feet closer to you.The tendrils have AC 13 and 12 hit points. They are immune to bludgeoning damage and to piercing and slashing damage from nonmagical weapons. They are vulnerable to radiant damage. If the tendrils are destroyed by damage but the spell is still in effect, you can re-form them on your turn as a bonus action.

1 3rd-level necromancy (shadow)

SHADOW TROVE

  • casting timeCasting Time: 1 minute
  • rangeRange: 5 feet

  • componentsComponents: V, S, M (ink made from the blood of a raven)
  • durationDuration: 1 hour

You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal peels off the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter in the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends spill out onto the ground. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove only you and those creatures can move objects into the portal.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.

1 3rd-level transmutation (ritual) (shadow)

SILHOUETTE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types, a rabbit, a dwarf, but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.

1 Illusion cantrip (shadow)

SLITHER

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, M (ashes from a wooden statue of you, made into ink and used to draw your portrait, worth
    50 gp)
  • durationDuration: Concentration, up to 1 minute

You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell's duration. While in this form, you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so.If you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space within 50 feet big enough to hold you. If the distance is greater than 50 feet, you take an extra 1d6 force damage for every additional 10 feet traveled.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you touch for each slot level above 2nd.

1 2nd-level transmutation (shadow)

UMBRAL STORM

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion /1 successful Constitution saving throw halves the damage and prevents the exhaustion.You can use a bonus action on your turn to move the area of the storm 30 feet in any direction.

1 9th-level necromancy (shadow)

6 6
4 4
2 2
4 4
3 3
3 3
0 0
2 2
9 9

ACCELERATE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a toy top)
  • durationDuration: Concentration, up to 1 minute

Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target's walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.

1 3rd-level transmutation (temporal)

ALTER TIME FLOW

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S, M (an hourglass)
  • durationDuration: Concentration, up to 1 minute

You control the currents of time, affecting all creatures within 30 feet of yourself. You can choose to deliver either a haste or slow effect (as the spell) to each creature in the area. An unwilling creature makes a Constitution saving throw, avoiding the effect on a success. Each unwilling creature must make a new saving throw if it remains in the affected area at the end of its turn. Any affected creature returns to normal if it exits the area, but if a creature reenters the area while the spell is still active, it is subject to the effect of the spell (and receives another saving throw, if unwilling).

1 7th-level transmutation (temporal)

ANTICIPATE ARCANA

  • casting timeCasting Time: 1 reaction, which you take when an enemy you can see casts a spell
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Your foresight gives you an instant to ready your defenses against a magical attack. When you cast anticipate arcana, you have advantage on saving throws against spells and other magical effects until the start of your next turn.

1 3rd-level divination (temporal)

ANTICIPATE ATTACK

  • casting timeCasting Time: 1 reaction, which you take when you are attacked but before the attack roll is made
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack's range, are in a space that's impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed, you have moved into a position where you have cover, for example, then the attack is made after taking the new situation into account.

1 2nd-level divination (temporal)

ANTICIPATE WEAKNESS

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

With a quick glance into the future, you pinpoint where a gap is about to open in your foe's defense, and then you strike. After casting anticipate weakness, you have advantage on attack rolls until the end of your turn.

1 1st-level divination (temporal)

AUSPICIOUS WARNING

  • casting timeCasting Time: 1 reaction, which you take when an ally makes an attack roll, ability check, or saving throw
  • rangeRange: 30 feet

  • componentsComponents: V
  • durationDuration: Instantaneous

Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.

1 1st-level enchantment (temporal)

CHRONAL LANCE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

1 1st-level transmutation (temporal) (clockwork)

DECELERATE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a toy top)
  • durationDuration: 1 minute

You slow the flow of time around a creature within range that you can see. The creature must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Until the spell ends, on a failed save the target's speed is halved again at the start of each of your turns. For example, if a creature with a speed of 30 feet fails its initial saving throw, its speed drops to 15 feet. At the start of your next turn, the creature's speed drops to 10 feet on a failed save, then to 5 feet on the following round on another failed save. Decelerate can't reduce a creature's speed to less than 5 feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 2nd.

1 2nd-level transmutation (temporal)

FLICKERING FATE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 1 round

You or a creature that you touch can see a few seconds into the future. When the spell is cast, each other creature within 30 feet of the target must make a Wisdom saving throw. Those that fail must declare, in initiative order, what their next action will be. The target of the spell declares his or her action last, after hearing what all other creatures will do. Each creature that declared an action must follow its declaration as closely as possible when its turn comes. For the duration of the spell, the target has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attack rolls against the target.

1 4th-level divination (temporal)

3 3
7 7
3 3
2 2
1 1
1 1
1 1
2 2
4 4

FORETELL DISTRACTION

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: S
  • durationDuration: Instantaneous

Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn't matter whether enemies can see you when you cast the spell /1hey glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you're able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn't count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you're not hidden.

1 1st-level divination (temporal)

QUICKEN

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You touch one willing creature. Once before the duration of the spell expires, the target can roll a d4 and add the number rolled to an initiative roll or Dexterity saving throw it has just made. The spell then ends.

1 Transmutation cantrip (temporal)

QUICK TIME

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (any seed)
  • durationDuration: Instantaneous

You make one living creature or plant within range move rapidly in time compared to you. The target becomes one year older. For example, you could cast this spell on a seedling, which causes the plant to sprout from the soil, or you could cast this spell on a newly hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging. It can choose to fail the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you increase the target's age by one additional year for each slot level above 4th.

1 4th-level conjuration (temporal)

RAVAGES OF TIME

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a wilted flower)
  • durationDuration: 24 hours

You accelerate the aging of one creature within range, causing it to take on the state of a decrepit version of its type. The target suffers three levels of exhaustion that cannot be removed by normal means. A greater restoration spell partially reverses the effect of this spell, removing one level of exhaustion. Constructs and undead are unaffected by this spell, and creatures who live to great age without negative effects, such as dragons, are also unaffected.

1 7th-level transmutation (temporal)

RESET

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.

1 4th-level transmutation (temporal)

RIGHT THE STARS

  • casting timeCasting Time: 10 minutes
  • rangeRange: Self

  • componentsComponents: V, S, M (seven black candles and a circle of powdered charred bone or basalt)
  • durationDuration: 1 hour

You subtly warp the flow of space and time to enhance your conjurations with cosmic potency. Until the spell ends, the maximum duration of any conjuration spell you cast that requires concentration is doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on Charisma checks and Charisma saving throws.

1 7th-level divination (temporal)

SCRY AMBUSH

  • casting timeCasting Time: 1 reaction, which you take when an enemy tries to make a surprise attack against you
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You foresee your foe's strike a split second before it occurs. When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus. Those allies are also not surprised by the attack and can act normally in the first round of combat. If you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can't use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.

1 4th-level divination (temporal)

SEER'S REACTION

  • casting timeCasting Time: 1 reaction, which you take at the start of another creature's turn
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.

1 1st-level divination (temporal)

TIME IN A BOTTLE

  • casting timeCasting Time: 1 action
  • rangeRange: Sight

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment as an action on your turn.

1 9th-level transmutation (temporal) (clockwork)

1 1
0 0
4 4
7 7
4 4
7 7
4 4
1 1
9 9

TIME JAUNT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Special

When you cast this spell, you step outside the normal time stream, seeming to vanish as 1 round of time passes. You can make minor alterations to the scene being played out, becoming visible for an instant each time you make an adjustment that aids an ally or hinders foes. To everyone else, you disappear when the spell is cast, then flicker into and out of view during the next round, before reappearing for good in the space you vanished from 1 round later, whereupon the spell ends. You cannot be attacked by any means while under the effect of this spell.As the round progresses, you can choose to bestow a single effect on each creature involved in the combat, choosing from the list below. You cannot take any other actions during the round.
•Give a creature advantage or disadvantage on a saving throw it is about to make.
•Give a creature advantage or disadvantage on an attack roll it is about to make.
•Alter the location of a mobile object to provide or remove cover for a creature.
•Shift objects into the path of a creature /1he first 10 feet of terrain it must travel becomes difficult terrain.
?

1 7th-level transmutation (temporal)

TIME JUMP

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You touch a construct and throw it forward in time if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.

1 8th-level transmutation (temporal) (clockwork)

TIME LOOP

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a metal loop)
  • durationDuration: Concentration, up to 1 minute

You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn't need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn. If the space where the target began its previous turn is occupied or if it's impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated.An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.

1 6th-level transmutation (temporal)

TIME SLIPPAGE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (the heart of a chaotic creature of challenge rating 5 or higher, worth 500 gp)
  • durationDuration: Concentration, up to 1 minute

You ensnare a creature within range in an insidious trap, causing different parts of its body to function at different speeds. The creature must make an Intelligence saving throw. On a failed save, it is stunned until the end of its next turn. On a success, the creature's speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. The creature repeats the saving throw at the end of each of its turns, with the same effects for success and failure. In addition, the creature has disadvantage on Strength or Dexterity saving throws but advantage on Constitution or Charisma saving throws for the spell's duration (a side effect of the chronal anomaly suffusing its body). The spell ends if the creature makes three successful saves in a row.

1 8th-level enchantment (temporal) (clockwork)

TIME STEP

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Instantaneous

You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can't be affected by anything that happens during the time you're missing, and you aren't aware of anything that happens during that time.

1 2nd-level conjuration (temporal)

TIME VORTEX [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

This spell destabilizes the flow of time, enabling you to create a vortex of temporal fluctuations that are visible as a spherical distortion with a 10-foot radius, centered on a point within range. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or starts its turn inside the sphere must also succeed on a Wisdom saving throw or be affected. On a succesful save, it becomes immune to this casting of the spell.An affected creature can't take reactions and rolls a d10 at the start of its turn to determine its behavior for that turn.D10 EFFECT
1-2The creature is affected as if by a slow spell until the start of its next turn.
3-5The creature is stunned until the start of its next turn.
6-8The creature's current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences of this effect for the same creature are cumulative.
9-10The creature's speed is halved (round up to the nearest 5-foot increment) until the start of its next turn.You can move the temporal vortex 10 feet each round as a bonus action. An

1 4th-level evocation (temporal)

TIME VORTEX [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.

1 4th-level evocation (temporal)

WALL OF TIME

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (an hourglass)
  • durationDuration: Concentration, up to 1 minute

You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a cylindrical wall up to 20 feet high, 1 foot thick, and 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into the time stream with no other effect. Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if it had just failed its initial saving throw against a slow spell.

1 5th-level abjuration (temporal)

BITING ARROW

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, M (an arrow or a thrown weapon)
  • durationDuration: 1 round

As part of the action used to cast this spell, you make a ranged weapon attack with a bow, a crossbow, or a thrown weapon. The effect is limited to a range of 120 feet despite the weapon's range, and the attack is made with disadvantage if the target is in the weapon's long range.If the weapon attack hits, it deals damage as usual. In addition, the target becomes coated in thin frost until the start of your next turn. If the target uses its reaction before the start of your next turn, it immediately takes 1d6 cold damage and the spell ends.The spell's damage, for both the ranged attack and the cold damage, increases by 1d6 when you reach 5th level (+1d6 and 2d6), 11th level (+2d6 and 3d6), and 17th level (+3d6 and 4d6).

1 Evocation cantrip (winter)

7 7
8 8
6 6
8 8
2 2
4 4
4 4
5 5
0 0

BLIZZARD

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.

1 7th-level conjuration (winter)

BOREAS'S BREATH [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone.Creatures that are partially submerged in the water when it freezes become restrained. While restrained in this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.Creatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated in this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.The ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each

1 2nd-level transmutation (ritual) (winter)

BOREAS'S BREATH [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

slot level above 2nd.

1 2nd-level transmutation (ritual) (winter)

BREATHTAKING WIND

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.

1 1st-level evocation (winter)

BRITTLING

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (an icicle)
  • durationDuration: Instantaneous

This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The object's hit points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spell's casting. If the object isn't shattered during this time, it reverts to the state it was in before the spell was cast.

1 4th-level transmutation (winter)

CLASH OF GLACIERS

  • casting timeCasting Time: 1 action
  • rangeRange: Self (100-foot line)

  • componentsComponents: V, S, M (a piece of cracked glass)
  • durationDuration: Instantaneous

You conjure up icy boulders that crush creatures in a line 100 feet long. Each creature in the area takes 5d6 bludgeoning damage plus 5d6 cold damage, or half the damage with a successful Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. You decide whether each extra die deals bludgeoning or cold damage.

1 5th-level evocation (winter)

CONTROL ICE [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 300 feet

  • componentsComponents: V, S, M (a cube of white wax)
  • durationDuration: Concentration, up to 1 minute

Until the spell ends, you control any ice inside an area you choose within range that can be as large as a cube 100 feet on a side. You choose one of the following three effects when you cast this spell. As an action on each of your turns thereafter, you can use the same effect or choose a different one. Any alterations made to the ice remain after the spell ends, but can be altered by other effects (temperature, seismic action, or another application of this spell, for example).Crack. You cause ice in the area to crack and splinter. On level terrain, this effect turns the ice into difficult terrain, possibly producing other hazards, depending on the terrain and the nature of the ice, ice over a deep chasm might open onto a pit, while ice over water can break into individual floes, for example. Using this effect on cliffs, walls, or ceilings made of ice can cause collapse, dealing 4d10 bludgeoning damage to creatures in the area below the collapse, or half the damage with a successful Dexterity saving throw. After such a collapse, the area where the fallen ice collects becomes difficult terrain.Reshape. You cause ice in a portion of the area to rapidly melt, move, and re-form into whatever shape you command. You

1 5th-level transmutation

CONTROL ICE [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 300 feet

  • componentsComponents: V, S, M (a cube of white wax)
  • durationDuration: Concentration, up to 1 minute

can block holes, open tunnels, form bridges, remove difficult terrain, or otherwise alter the form of the ice in the area. You can cause ice to become slippery, making it difficult terrain, or dry to remove difficult terrain. You can fill a hole up to a 20-foot cube, or create 20 feet (up to 20 feet wide) of a bridge across a chasm, or raise a 20-foot-tall pillar of ice (up to 20 feet square). You can continue this action on consecutive rounds to increase the size of the affected area while you maintain concentration on the spell.Thicken/Thin. You cause existing ice to increase or decrease in thickness, up to 1 inch per round over some or all of the total area, either making the surface stronger or creating thin ice that is hazardous to walk on.

1 5th-level transmutation

CREEPING ICE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You create a sheet of ice that covers a 5-foot square within range and lasts for the spell's duration. The iced area is difficult terrain.A creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice.
At Higher Levels. When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 damage is needed to melt each 5-foot square. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and 60 damage is needed to melt each 5-foot square.

1 2nd-level conjuration (winter)

7 7
2 2
2 2
1 1
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5 5
5 5
5 5
2 2

CURSE OF BOREAS

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S
  • durationDuration: Permanent

You designate a creature within range that you can see. If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming an inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease, and signs of life are detectable /1he creature still breathes and its heart continues to beat, though both acts are almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. Dispel magic can't end this spell, but it can allow the target to speak (but not move or cast spells) for a number of rounds equal to the spell slot used. Greater restoration or more potent magic is needed to free a creature from the ice.

1 6th-level transmutation (winter)

DEEP FREEZE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a piece of ice or quartz)
  • durationDuration: Concentration, up to 1 minute

You send a blast of deep cold at a creature, dealing 4d8 cold damage to it and encasing it in ice. An encased creature is grappled and takes an extra 2d8 cold damage at the start of its turn every round it remains encased. If the target of this spell makes a successful Dexterity saving throw, it takes half the damage and none of the extra damage and is not encased in ice, but the ice that clings to its body reduces its speed by 15 feet (to a minimum speed of 5 feet) until it takes an action to remove the ice. A grappled target can take an action to make a Strength check against your spell save DC, breaking free of the ice on a success. Alternatively, another creature within 5 feet of the target can make a Strength check on its turn, freeing the creature on a success. The ice can also be attacked. It has AC 12, 10 hit points, and vulnerability to fire damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

1 4th-level evocation

ENTOMB IN ICE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You trap a creature in a thick coating of ice. The target must succeed on a Dexterity saving throw or be restrained for the duration. At the beginning of the trapped creature's turn, it takes 2d4 cold damage. On its turn, an entombed creature (or an ally) can take an action to make a Strength check against your spell save DC. On a success, the entombed creature is freed. The icy tomb is also susceptible to damage and vulnerable to fire. Damage equal to your spell save DC will destroy the tomb and free the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

1 2nd-level evocation (winter)

EVERCOLD

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (an insect that froze to death)
  • durationDuration: Until dispelled

You target a creature within the spell's range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it's exposed to extreme cold. For the duration of evercold, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell's duration.The spell can be ended by its caster or by dispel magic or remove curse.

1 4th-level necromancy (winter)

FLURRY

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S, M (a fleck of quartz)
  • durationDuration: 1 round

A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls.

1 1st-level transmutation (winter)

FREEZE BLOOD

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

When you cast freeze blood as a successful melee spell attack against a living creature with a circulatory system, the creature's blood freezes. For the spell's duration, the affected creature's speed is halved and it takes 2d6 cold damage at the start of each of its turns. If the creature takes bludgeoning damage from a critical hit, the attack's damage dice are rolled three times instead of twice. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success.

1 3rd-level transmutation (winter)

FREEZE POTION

  • casting timeCasting Time: 1 reaction, which you take when you see a creature within range about to consume a liquid
  • rangeRange: 25 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally thereafter and is not otherwise harmed, but it can't be consumed while it's frozen.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet for each slot level above 1st.

1 1st-level transmutation (winter)

FROSTBITE

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a strip of dried flesh that has been frozen at least once)
  • durationDuration: Concentration, up to 1 minute

Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 cold damage. In addition, for the duration of the spell, the creature's speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another 4d8 cold damage at the start of each of its turns.An affected creature can repeat the saving throw at the start of each of its turns. The effect ends when the creature makes its third successful save.Creatures that are immune to cold damage are unaffected by frostbite.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for each slot level above 5th.

1 5th-level evocation (winter)

FROSTBITTEN FINGERS

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

You fire a ray of intense cold that instantly induces frostbite. With a successful ranged spell attack, this spell causes one of the target's hands to lose sensation. When the spell is cast, the target must make a successful Dexterity saving throw to maintain its grip on any object with the affected hand. The saving throw must be repeated every time the target tries to manipulate, wield, or pick up an item with the affected hand. Additionally, the target has disadvantage on Dexterity checks or Strength checks that require the use of both hands.After every 10 minutes of being affected by frostbitten fingers, the target must make a successful Constitution saving throw, or take 1d6 cold damage and lose one of the fingers on the affected hand, beginning with the pinkie.

1 3rd-level evocation (winter)

6 6
4 4
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1 1
3 3
1 1
5 5
3 3

FUSILLADE OF ICE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot cone)

  • componentsComponents: V, S, M (a dagger shaped like an icicle)
  • durationDuration: Instantaneous

You unleash a spray of razor-sharp ice shards. Each creature in the 30-foot cone takes 4d6 cold damage and 3d6 piercing damage, or half as much damage with a successful Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.

1 4th-level evocation (winter)

GLACIAL CASCADE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot-radius sphere)

  • componentsComponents: V, S, M (a piece of alexandrite)
  • durationDuration: Instantaneous

By harnessing the power of ice and frost, you emanate pure cold, filling a 30-foot-radius sphere. Creatures other than you in the sphere take 10d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature killed by this spell is transformed into ice, leaving behind no trace of its original body.

1 8th-level evocation (winter)

GLACIAL FOG

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S, M (crystalline statue of a polar bear worth at least 25 gp)
  • durationDuration: Concentration, up to 1 minute

As you cast this spell, a 30-foot-radius sphere centered on a point within range becomes covered in a frigid fog. Each creature that is in the area at the start of its turn while the spell remains in effect must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage and gains one level of exhaustion, and it has disadvantage on Perception checks until the start of its next turn. On a successful save, the creature takes half the damage and ignores the other effects.Stored devices and tools are all frozen by the fog: crossbow mechanisms become sluggish, weapons are stuck in scabbards, potions turn to ice, bag cords freeze together, and so forth. Such items require the application of heat for 1 round or longer in order to become useful again.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th

1 7th-level evocation (winter)

ICE BURN

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You instill deep cold into the body of a creature within range, damaging it and impairing joints and muscles. The target takes 3d10 cold damage and has disadvantage on all Dexterity checks and Dexterity saving throws until this damage is healed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature within range for each slot level above 3rd. Each additional target must be within 30 feet of at least one other target

1 3rd-level conjuration (winter)

ICE FORTRESS

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a miniature keep carved from ice or glass that is consumed in the casting)
  • durationDuration: Until dispelled or destroyed. A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can't overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.Each wall has two arrow slits. One wall also includes an ice door with an arcane lock. You designate at the time of the fort's creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the arcane lock is dispelled).The fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it's in an area of bright sunlight.
    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th

1 5th-level conjuration (winter)

ICE HAMMER

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a miniature hammer carved from ice or glass)
  • durationDuration: Concentration, up to 1 hour

When you cast ice hammer, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature.The warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.

1 2nd-level conjuration (winter)

ICICLE DAGGERS

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a miniature dagger shaped like an icicle)
  • durationDuration: Instantaneous or special

When you cast this spell, three icicles appear in your hand. Each icicle has the same properties as a dagger but deals an extra 1d4 cold damage on a hit.The icicle daggers melt a few seconds after leaving your hand, making it impossible for other creatures to wield them. If the surrounding temperature is at or below freezing, the daggers last for 1 hour. They melt instantly if you take 10 or more fire damage.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can create two additional daggers for each slot level above 1st. If you cast this spell using a spell slot of 4th level or higher, daggers that leave your hand don't melt until the start of your next turn.

1 1st-level conjuration (winter)

PROTECTIVE ICE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a seed encased in ice or glass)
  • durationDuration: Concentration, up to 1 hour

When you cast protective ice, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.A creature striking a target encased in protective ice with a melee attack while within 5 feet of it takes 1d6 cold damage.If the armor's wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can't have more than 30 points repaired.
At Higher Levels. When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor's hit points increase by 10 for each spell slot above 5th, but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an extra +2 cold damage for each spell slot above 3rd.

1 3rd-level abjuration (winter)

SCULPT SNOW

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

When you cast sculpt snow in an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptings bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures /1he resemblance isn't strong enough to fool anyone, but the creature can be recognized. The sculptures are as durable as a typical snowman.Sculptures created by this spell can be animated with animate objects or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage /1n animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.

1 2nd-level transmutation (winter)

4 4
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SHEEN OF ICE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (water within a glass globe)
  • durationDuration: 1 minute

A small icy globe shoots from your finger to a point within range and then explodes in a spray of ice. Each creature within 20 feet of that point must make a successful Dexterity saving throw or become coated in ice for 1 minute. Ice-coated creatures move at half speed. An invisible creature becomes outlined by the ice so that it loses the benefits of invisibility while the ice remains. The spell ends for a specific creature if that creature takes 5 or more fire damage.

1 2nd-level evocation (winter)

SHIVER

  • casting timeCasting Time: 1 action
  • rangeRange: 30 ft.

  • componentsComponents: V, S, M (humanoid tooth)
  • durationDuration: 1 round

You fill a humanoid creature with such cold that its teeth begin to chatter and its body shakes uncontrollably. Roll 5d8 /1he total is the maximum hit points of a creature this spell can affect. The affected creature must succeed on a Constitution saving throw, or it cannot cast a spell or load a missile weapon until the end of your next turn. Once a creature has been affected by this spell, it is immune to further castings of this spell for 24 hours.The maximum hit points you can affect increases by 4d8 when you reach 5th level (9d8), 11th level (13d8), and 17th level (17d8).

1 Evocation cantrip (winter)

SNOW BOULDER

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a handful of snow)
  • durationDuration: Concentration, up to 4 rounds

A ball of snow forms 5 feet away from you and rolls in the direction you point at a speed of 30 feet, growing larger as it moves. To roll the boulder into a creature, you must make a successful ranged spell attack. If the boulder hits, the creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Hitting a creature doesn't stop the snow boulder's movement or impede its growth, as long as you continue to maintain concentration on the effect. When the spell ends, the boulder stops moving. OUND

1 4th-level transmutation (winter)

SNOW FORT

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a ring carved from chalk or white stone)
  • durationDuration: Instantaneous

This spell creates a simple fort from packed snow. The snow fort springs from the ground in an unoccupied space within range. It encircles a 10-foot area with sloping walls 4 feet high. The fort provides half cover (+2 AC) against ranged and melee attacks coming from outside the fort. The walls have AC 12, 30 hit points per side, are immune to cold, necrotic, poison, and psychic damage, and are vulnerable to fire damage. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, up to a maximum of 30 points.The spell also creates a dozen snowballs that can be thrown (range 20/60) and that deal 1d4 bludgeoning damage plus 1d4 cold damage on a hit.

1 2nd-level conjuration (winter)

SNOWY COAT

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

This spell makes a slight alteration to a target creature's appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

1 1st-level transmutation (winter)

STEAL WARMTH

  • casting timeCasting Time: 1 reaction, which you take when you take cold damage from magic
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Instantaneous

When you cast steal warmth after taking cold damage, you select a living creature within 5 feet of you. That creature takes the cold damage instead, or half the damage with a successful Constitution saving throw. You regain hit points equal to the amount of cold damage taken by the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the distance to the target you can affect with this spell increases by 5 feet for each slot level above 3rd.

1 3rd-level necromancy (winter)

TRIUMPH OF ICE [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S, M (a stone extracted from glacial ice)
  • durationDuration: Concentration, up to 1 minute

You transform one of the four elements, air, earth, fire, or water, into ice or snow. The affected area is a sphere with a radius of 100 feet, centered on you. The specific effect depends on the element you choose.Air. Vapor condenses into snowfall. If the effect of a fog cloud spell, a stinking cloud, or similar magic is in the area, this spell negates it. A creature of elemental air within range takes 8d6 cold damage, and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked prone (no falling damage).Earth. Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take 8d6 cold damage.Fire. Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy

1 7th-level transmutation (winter)

TRIUMPH OF ICE [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S, M (a stone extracted from glacial ice)
  • durationDuration: Concentration, up to 1 minute

terrain) until the spell ends /1 successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds. Water. Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is paralyzed for 1d6 rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain.

1 7th-level transmutation (winter)

WINTERDARK

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. Each creature in the area when you cast the spell and at the start of its turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold damage are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted for a cold environment.As a bonus action, you can move the center of the effect 20 feet.

1 6th-level transmutation (winter)

2 2
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WINTER'S RADIANCE

  • casting timeCasting Time: 1 action
  • rangeRange: 400 feet (30-foot cube)

  • componentsComponents: V, S, M (a piece of polished glass)
  • durationDuration: Concentration, up to 1 minute

When you cast this spell, the piercing rays of a day's worth of sunlight reflecting off fresh snow blankets the area. A creature caught in the spell's area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, an affected creature's vision is hampered such that foes it targets are treated as having three-quarters cover.

1 6th-level evocation (winter)

WINTRY GLIDE

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point, within 500 feet, that's part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails.If the mass of ice or snow is destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.

1 4th-level conjuration (winter)

AURA OF ENTROPY

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V
  • durationDuration: Concentration, up to 10 minutes

Sickening energy radiates out from you in a sphere with a 30-foot radius. While the spell lasts, the sphere remains centered on you and moves with you. Each hostile creature in the sphere has disadvantage on saving throws against becoming frightened, paralyzed, poisoned, or stunned. Creatures in the sphere can't gain temporary hit points, and any effect that restores hit points to a creature within the sphere has those hit points reduced by an amount equal to your spellcasting ability modifier (minimum of 1) .

1 4th-level abjuration (apocalypse)

BLACK HOLE

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You create a tiny black hole at a point you can see within range. The black hole is a sphere with a 15-foot radius. All fires and flames within 40 feet of the black hole, magical or otherwise, are instantly extinguished. Each creature within 40 feet of the black hole when it appears must make a Strength saving throw. On a failed save, the creature takes 20d6 force damage and is pulled to within 5 feet of the black hole. On a successful save, the creature takes half as much damage and is knocked prone but isn't pulled toward the black hole.A creature that's within 5 feet of the black hole at the start of its turn must make a successful Strength saving throw or take 8d6 force damage and have its speed reduced to 0 until the start of its next turn. A creature that's within 40 feet of the black hole (but not within 5 feet of it) at the end of its turn takes 2d6 cold damage. A creature reduced to 0 hit points while within 5 feet of the black hole dies immediately.

1 9th-level conjuration (apocalypse)

BRIMSTONE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: S
  • durationDuration: Concentration, up to 1 minute

You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground at a point within range. Any creature occupying that space must make a successful Dexterity saving throw or take 2d8 bludgeoning damage.The brimstone remains in the space where it fell while the spell persists. Each creature that starts its turn within 15 feet of the brimstone must make a successful Dexterity saving throw or take 1d8 fire damage. The brimstone can be destroyed /1t has AC 8 and 12 hp. The brimstone explodes if it takes fire damage /1he explosion ends the spell and deals 1d8 bludgeoning damage to all creatures within 15 feet, or half as much damage to a creature that makes a successful Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its fire damage increases by 1d8 for each slot level above 1st.

1 1st-level conjuration (apocalypse)

CAUSTIC WASTE

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a vial of poison, acid, or other caustic substance)
  • durationDuration: Concentration, up to 1 minute

You create either a rectangular pool of acid 50 feet long, 10 feet wide, and 5 feet deep, or a circular pool of acid 20 feet in diameter and 3 feet deep, in an open space you can see within range. Each creature in the spell's area when the spell is cast takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn in the area takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

1 4th-level evocation (apocalypse)

DETONATE CORPSES

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a gilded bone or a fossil worth at least 100 gp)
  • durationDuration: Instantaneous

You cause up to five Small or Medium corpses that you can see within range to explode in a hail of bone shards. Each creature within 20 feet of a detonated corpse takes 4d10 piercing damage, or half as much damage with a successful Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

1 5th-level necromancy (apocalypse)

FORCEFUL REPURPOSING

  • casting timeCasting Time: 1 reaction, which you take when you see a creature within range casting a spell
  • rangeRange: 60 feet

  • componentsComponents: S
  • durationDuration: Instantaneous

You attempt to hijack a spell being cast and redirect it to serve your purpose. If the spell is being cast with a spell slot of 3rd level or lower, you choose the target or targets for the spell instead of its caster. If the spell is being cast with a spell slot of 4th level or higher, make an ability check using your spellcasting ability against a DC of 12 + the spell's level. On a successful check, you choose the target or targets for the spell.Your targets must be valid targets for the spell based on the caster's ability and the range of the spell, but using your distinctions for friendly and hostile creatures.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, it works automatically (no check required) against a spell being cast that uses a spell slot of the same level or a lower one.

1 3rd-level abjuration (apocalypse)

FRAILFORM

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a mummified heart encased in amber, worth at least 1,500 gp)
  • durationDuration: Instantaneous

You blast a creature within range with a beam of pure, entropic energy that ages it rapidly. The target takes 4d6 necrotic damage and must make a successful Constitution saving throw /1n a failure, its Strength and Dexterity are both reduced to 1. While its Strength and Dexterity are reduced in this way, the creature can't hold weapons weighing more than 3 pounds, its speed is halved, and it can't take reactions. The creature's Armor Class and attack rolls are modified to account for its reduced attributes. The creature can cast spells normally.An affected creature can repeat the saving throw after it finishes a long rest, ending the effect on a success. The effect can also be ended by greater restoration, wish, or comparable magic.

1 8th-level enchantment (apocalypse)

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GLIMPSE THE END

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, M (a pinch of grave dust or a piece from a tombstone)
  • durationDuration: Instantaneous

You examine the life force in a creature you touch and sense when it will expire. You and the creature share a vision of the most likely way in which the creature will die. You both sense approximately how far into the future the event occurs. The vision is not a prophecy or a definite fate /1ife can take unexpected twists and turns. It is, however, the most likely outcome at the current time unless the creature alters the course of its life. The vision can seem to last as little as a few moments or as long as 30 minutes to you and the spell's target, but in the objective world, the knowledge is received instantaneously.

1 3rd-level divination (apocalypse)

GRAVE SENSE

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: S
  • durationDuration: Concentration, up to 1 hour

You touch a willing undead creature or one that's under your control. For the duration of the spell, you can use an action to see what the undead creature sees (including through darkvision, blindsight, tremorsense, or truesight), and to hear what it hears, until the start of your next turn. You use your own ability scores and skill proficiencies to spot things and to interpret the sensations you're receiving.

1 2nd-level divination (apocalypse)

GRIM SIPHON

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, M (the skull of a Tiny mammal or bird)
  • durationDuration: Instantaneous

You twist the forces of entropy around two creatures, bringing distress to one while staving off the demise of the other. A creature you can see within range must make a successful Constitution saving throw or take poison damage equal to 1d4 + your spellcasting ability modifier. Another creature you choose that is within 5 feet of the target regains hit points equal to half the amount of poison damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the poison damage increases by 1d4 for each slot level above 1st.

1 1st-level necromancy (apocalypse)

HAND OF DOOM

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Your outstretched hand glows with sinister power that hastens the demise of a creature you touch. Make a melee spell attack against the creature. On a hit, the target takes 1d4 necrotic damage and must make a successful Constitution saving throw or become poisoned until the end of your next turn. If the target was already poisoned when you hit it with hand of doom, it takes 1d12 poison damage instead of 1d4 necrotic damage on a failed save.This spell's damage increases by one die at 5th level (2d4 necrotic or 2d12 poison), 11th level (3d4 or 3d12), and 17th level (4d4 or 4d12).

1 Necromancy cantrip (apocalypse)

HELLFIRE BLITZ

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Upon casting hellfire blitz, you assume a flaming spectral form until the end of your turn. You immediately move up to 40 feet in a straight line. You can move through spaces occupied by other creatures, but you must end your turn in an unoccupied space. This movement doesn't provoke opportunity attacks. Each creature whose space you pass through takes 6d6 fire damage, or half as much damage with a successful Dexterity saving throw.You leave a 5-foot-wide line of hellfire burning behind you in your path. This hellfire continues burning for a number of rounds equal to your spellcasting ability modifier. A creature that ends its turn in hellfire or passes through the line on its turn takes 1d6 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

1 3rd-level evocation (apocalypse)

INVESTITURE OF BLIGHT

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a vial of ectoplasm or ghostly essence)
  • durationDuration: Concentration, up to 10 minutes

Ghostly spirits emerge from your body and whirl around you. Your body emits dim light in a 15-foot radius for the spell's duration. Until the spell ends, you gain the following benefits:
•You have immunity to necrotic damage and resistance to poison damage.
•Creatures that miss on melee attacks against you become frightened of you until the end of their next turn.
•You can use an action to direct the ghostly spirits to assail a creature you can see within 15 feet of you. The target must make a successful Constitution saving throw or take 2d10 necrotic damage and gain one level of exhaustion.

1 6th-level transmutation (apocalypse)

JERILYN'S CADAVEROUS UPRISING

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (the severed hand of a humanoid creature)
  • durationDuration: 1 hour

Specify a 5-foot-square space of natural ground (not solid stone) that you can see within range, then choose any undead creature of challenge rating 1 or lower (such as a specter, ghoul, shadow, zombie, or skeleton). That creature claws its way up out of the ground and immediately tries to grapple or attack a creature within 5 feet.The undead uses its standard stat block, but it has only 10 hit points and is prone until it stands up. It takes its turn immediately after yours. You can use a bonus action to issue a mental command to the undead when you cast the spell, and you can change the command by using a bonus action on your turn while the spell is active. Once given an order, the creature continues to follow it until its task is complete. If you issue no command, the creature defends itself and attacks the last enemy that attacked it. The creature remains under your control for 1 hour, after which it crumbles to dust or disappears.
At Higher Levels. The number of undead you summon increases when you cast this spell with a higher-level spell slot: two when cast with a 5th-level slot, three with a 7th-level slot, and four with a 9th-level slot.

1 2nd-level necromancy (apocalypse)

MAGMA SPRAY

  • casting timeCasting Time: 1 action
  • rangeRange: 40 feet

  • componentsComponents: V, S, M (a pinch of sulfur or a piece of brimstone)
  • durationDuration: Concentration, up to 1 minute

A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.A creature whose hit points are reduced to 0 by this damage is killed immediately, and its body burns to ash.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

1 2nd-level transmutation (apocalypse)

PRAYER OF RESOLVE

  • casting timeCasting Time: 1 minute
  • rangeRange: 30 feet

  • componentsComponents: V
  • durationDuration: 1 hour

You remind your allies of the perseverance that will be required of them. Each of up to six creatures you can see within range gains temporary hit points equal to 1d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs. The temporary hit points last for 1 hour.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained by each creature increase by 1d10 for each slot level above 2nd.

1 2nd-level evocation (apocalypse)

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PROSELYTIZE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (10-foot radius)

  • componentsComponents: V, S, M (a holy symbol or religious tome, text, or pamphlet)
  • durationDuration: Instantaneous

You imbue your words with darkness and fear, bringing creatures around you to their knees. Every creature within 10 feet of you must make a Wisdom saving throw. On a failed save, a creature is knocked prone and can't take reactions until the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the effect increases by 10 feet for each slot level above 1st.

1 1st-level enchantment (apocalypse)

SERVANT OF DOOM

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

A force of destruction gifts you a portion of its power. Each time you cast this spell, you choose whether to assume the form of the emissary or the form of the envoy for the duration. Emissary. The blood in your veins shines through your skin, extra eyes open in your flesh, and you gain the following benefits:
•You gain a flying speed equal to your walking speed and the ability to hover, though you must stay within 5 feet of the ground.
•You gain truesight out to a range of 60 feet.
•Creatures have disadvantage on Wisdom saving throws against your spells and abilities.
•You have advantage on Intelligence- or Wisdom-based attack rolls.Envoy. Your skin becomes stonelike, bony growths erupt across your body, and you gain the following benefits:
•You ignore difficult terrain for movement purposes.
•You can move through walls and other solid barriers if you succeed on a Strength check you make just before moving up to the barrier. The DC equals 10 + twice the barrier's thickness in feet.
•You have advantage on Strength- or Dexterity-based attack rolls.
•Your melee weapon attacks deal an extra 1d6 slashing damage on a hit.

1 4th-level transmutation (apocalypse)

SOULEATER

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

You instill a hunger for the life force of others into a weapon you touch. Until the spell ends, the weapon emits dim light in a 30-foot radius. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit. If the weapon isn't already a magic weapon, it becomes a magic weapon with a +1 bonus to attack and damage rolls.As a bonus action, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. On a failed save, the creature takes 2d8 necrotic damage and you heal half that many hit points. On a successful save, the creature takes half as much damage and you do not heal.

1 5th-level evocation (apocalypse)

TRANSMOGRIFICATION [1/3]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a bit of flesh from a fiend, or a feather from a celestial, each item worth at least 50 gp)
  • durationDuration: Concentration, up to 10 minutes

You elevate your body to a higher form. When you cast the spell, choose three of the forms described below and indicate which one's effects will occur first. While the spell lasts, you can use a bonus action to exchange one of your choices for an unused one, or to make a new choice when the current one ends. The spell ends when its duration expires or when you expend all the available uses of the third form you adopt. Wings. You sprout wings from your shoulders and gain a flying speed of 60 feet. The wings can be batlike or feathered. Breath Weapon. You gain a breath weapon of one of these types of your choice: acid, cold, fire, lightning, or poison. You can use an action to unleash your breath weapon in a 15-foot line that is 5 feet wide. Each creature in the line takes 8d6 damage of the chosen type, or half as much damage with a successful Dexterity saving throw. The breath weapon is considered a magical attack. You can use this ability up to three times, and it expires after the third use.Limbs. Appendages resembling tentacles, spider legs, pincers, or something else of your choosing sprout from your body. Choose slashing, bludgeoning, or piercing damage /1ou can use an action to make two melee weapon attacks

1 7th-level transmutation (apocalypse)

TRANSMOGRIFICATION [2/3]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a bit of flesh from a fiend, or a feather from a celestial, each item worth at least 50 gp)
  • durationDuration: Concentration, up to 10 minutes

with your new limbs, and each attack deals 2d12 damage of the chosen type. You are proficient with these weapons, and they have the reach and finesse properties.Radiating Light. You emit light in a 10-foot radius. The light can come from a halo, from ghostly flames, from your eyes, or any other source you choose. The light deals your choice of necrotic, fire, or radiant damage. A creature that passes through the light on its turn or that ends its turn in the light takes 2d10 damage of the chosen type, or half as much damage with a successful Constitution saving throw. A creature takes this damage only once per turn.Regeneration. You regain 10 hit points at the start of your turn. You can use this ability up to three times, and it expires after the third use.Overwhelming Might. When you hit a target with a weapon attack, the target takes an extra 2d8 force damage and must succeed on a Strength saving throw or be knocked prone.Frightening Presence. As an action, choose any number of creatures within 30 feet of you that can see you. Each of them must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of each of its turns,

1 7th-level transmutation (apocalypse)

TRANSMOGRIFICATION [3/3]

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a bit of flesh from a fiend, or a feather from a celestial, each item worth at least 50 gp)
  • durationDuration: Concentration, up to 10 minutes

ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your frightening presence for the next 24 hours. You can use this ability up to three times, and it expires after the third use.

1 7th-level transmutation (apocalypse)

WITHERING SMITE

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

Your weapon radiates terrible energy that empowers the next strike you make with it. The next time you hit with a melee weapon attack during this spell's duration, your attack deals an extra 1d6 necrotic damage. If the target of that attack was a creature, it must make a successful Constitution saving throw or take 1d6 necrotic damage at the start of each of its turns for 1 minute, its flesh rotting around the wound. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The rotting effect also ends if the affected creature receives magical healing.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the weapon's hit increases by 1d6 for each slot level above 1st. Subsequent necrotic damage doesn't increase.

1 1st-level necromancy (apocalypse)

BLOOD AND STEEL [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

When you cast this spell, you cut your hand and take 1d4 slashing damage that can't be healed until you take a long rest. You then touch a construct /1t must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell.While the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, Attack the ghouls, Block the bridge, or, Fetch that bucket. If the construct completes the order and doesn't receive further direction from you, it defends itself.You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven't ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction

1 4th-level transmutation (blood)

BLOOD AND STEEL [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

as well.Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell's duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.
At Higher Levels. When you cast this spell using a 5th-level spell slot, the duration is concentration, up to
10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

1 4th-level transmutation (blood)

1 1
4 4
5 5
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1 1
4 4
4 4

BLOOD ARMOR

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V, S (you must have just struck a foe with a melee weapon)
  • durationDuration: 1 hour

When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood /1f the target doesn't bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell's duration. This armor has no Strength requirement, doesn't hinder spellcasting, and doesn't incur disadvantage on Dexterity (Stealth) checks.If the creature you struck was a celestial, blood armor also grants you advantage on Charisma saving throws for the duration of the spell.

1 3rd-level necromancy (blood)

BLOOD LURE

  • casting timeCasting Time: 1 action
  • rangeRange: 10 feet

  • componentsComponents: V, S, M (a container or pool of blood)
  • durationDuration: 1 minute

You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded.Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.

1 2nd-level enchantment (blood)

BLOOD PUPPET

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, M (a drop of blood from the target)
  • durationDuration: Concentration, up to 1 minute

With a sample of its blood, you are able to magically control a creature's actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, Attack that creature, Run over there, or, Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.

1 4th-level transmutation (blood)

BLOOD SCARAB

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, M (a drop of the caster's blood, and the exoskeleton of a scarab beetle)
  • durationDuration: Instantaneous

Your blood is absorbed into the beetle's exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.

1 1st-level necromancy (blood)

BLOOD SPOOR

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a drop of the quarry's blood)
  • durationDuration: Concentration, up to 10 minutes

By touching a drop of your quarry's blood (spilled or drawn within the past hour), you can follow the creature's trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground, or through the air, if you have the means to fly.If your quarry moves magically (such as by way of a dimension door or a teleport spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using pass without trace, but it fails to locate a creature protected by nondetection or by other effects that prevent scrying spells or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but blood spoor picks up the trail again if the caster moves to the same plane as the quarry before the spell's duration expires.

1 4th-level divination (blood)

BLOOD TIDE

  • casting timeCasting Time: 1 action
  • rangeRange: 25 feet

  • componentsComponents: V
  • durationDuration: 4 rounds

When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a -2 penalty on the creature's Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs.A bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.A cure wounds spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.The spell's duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.

1 Necromancy cantrip (blood)

BLOODSHOT

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.

1 2nd-level conjuration (blood)

BLOODY HANDS

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell's duration.Casting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost /1he casting can be attempted again in the next round.

1 1st-level necromancy (blood)

BLOODY SMITE

  • casting timeCasting Time: 1 bonus action
  • rangeRange: Self

  • componentsComponents: V
  • durationDuration: Concentration, up to 1 minute

The next time during the spell's duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can't speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.

1 1st-level necromancy (blood)

3 3
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BOILING BLOOD

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a vial of blood)
  • durationDuration: Concentration, up to 1 minute

You cause the blood within a creature's body to boil with supernatural heat. Choose one creature that you can see within range that isn't a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

1 4th-level necromancy (blood)

CAUSTIC BLOOD

  • casting timeCasting Time: 1 reaction, which you take when an enemy's attack deals piercing or slashing damage to you
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S
  • durationDuration: Instantaneous

Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.

1 2nd-level transmutation (blood)

CRUOR OF VISIONS

  • casting timeCasting Time: 1 minute
  • rangeRange: Self

  • componentsComponents: V, S, M (a bone needle and a catch basin)
  • durationDuration: Concentration, up to 5 minutes

You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container, such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying.If you place a drop (or dried flakes) of another creature's blood in the container, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).

1 5th-level divination (blood)

EXSANGUINATE

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a desiccated horse heart)
  • durationDuration: Concentration, up to 1 minute

You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0.At the end of each of its turns, a creature can make a Constitution saving throw, ending the effecton a success, except for the reduction of its hit pointmaximum, which lasts until the creature finishes a long rest.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.

1 5th-level necromancy (blood)

EXSANGUINATING CLOUD

  • casting timeCasting Time: 1 action
  • rangeRange: 100 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 5 minutes

When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.This cloud leaches the blood or similar fluid from creatures in the area. It doesn't affect undead or constructs. Any creature in the cloud when it's created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion /1 successful Constitution saving throw halves the damage and prevents the exhaustion.

1 5th-level necromancy (blood)

SANGUINE HORROR

  • casting timeCasting Time: 1 action
  • rangeRange: 5 feet

  • componentsComponents: V, S, M (a miniature dagger)
  • durationDuration: Concentration, up to 1 hour

When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a blood elemental (Creature Codex, p. 138). The blood elemental is friendly to you and your companions for the duration. It disappears when it's reduced to 0 hit points or when the spell ends.Roll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don't issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn't disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.

1 5th-level conjuration (blood)

STANCH

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 1 hour

The target's blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can't be the source of blood for any spell or effect that requires even a drop of blood.

1 1st-level transmutation (blood)

VITAL MARK

  • casting timeCasting Time: 10 minutes
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 24 hours

You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item's magical abilities don't function for anyone else as long as the bloodstain remains on it. For example, a +1 flaming longsword with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A wand of magic missiles would be no more than a stick in the hands of anyone but the caster.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.

1 3rd-level transmutation (ritual) (blood)

WEAPON OF BLOOD

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (a pinch of iron shavings)
  • durationDuration: Concentration, up to 1 hour

When you cast this spell, you inflict 1d4 slashing damage on yourself that can't be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a +1 dagger.
At Higher Levels. When you cast this spell using a spell slot of 3rd to 5th level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a +2 dagger. When you cast this spell using a spell slot of 6th to 8th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a +2 dagger of wounding. When you cast this spell using a 9th-level spell slot, the self-inflicted wound deals 9d4 slashing damage and the spell produces a +3 dagger of wounding.

1 1st-level transmutation (blood)

4 4
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5 5
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1 1

AURA OF WRATH [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self (20-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You surround yourself with a psychic aura that drives creatures within 20 feet of you into a violent frenzy. A creature inside the aura or that enters the aura must succeed on a Wisdom saving throw or be overcome with rage. A creature overcome with rage must take its next action to attack the nearest possible target , if more than one target is available, choose randomly. The creature uses a melee weapon if it has one /1therwise, it attacks with any other offensive ability it possesses. If an affected creature leaves the aura, the aura's effect persists for 1 round afterward. A creature affected by the aura makes a new saving throw at the start of each of its turns, ending the effect on itself on a success. Once a creature makes a successful save, that creature cannot be affected again by the same aura.If a creature affected by your aura hits you with an attack that targets you, the creature takes 4d8 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, creatures that leave the aura remain under the effect of the spell for 1 additional round for each slot level above 6th. Also, the damage an affected creature takes from striking you increases by 2d8 for each slot

1 6th-level enchantment (fiendish)

AURA OF WRATH [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Self (20-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

level above 6th.

1 6th-level enchantment (fiendish)

CHAINS OF PERDITION

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a few links of iron chain)
  • durationDuration: Concentration, up to 1 minute

Lengths of iron chain appear near a creature you choose within range, possibly ensnaring the target and causing it physical and mental suffering. The targeted creature must succeed on a Dexterity saving throw or be restrained by the chains and take 2d8 bludgeoning damage and 2d8 psychic damage. The creature takes this damage on your turn every round that it remains restrained by the chains. On its turn, a restrained creature can make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.The chains remain until the spell ends. If they are not restraining a creature, you can use a bonus action to direct the chains to target the same creature or another one, moving the chains up to 20 feet (within the range of the spell) if necessary to do so. If the chains move beyond the maximum range, the spell ends. The chains can be destroyed /1reat them as an object with AC 18, 15 hit points, resistance to piercing damage, and immunity to poison damage and psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell deals an extra 1d8 bludgeoning damage and 1d8 psychic damage for every two slot levels above 3rd.

1 3rd-level conjuration (fiendish)

CHANNEL FIENDISH POWER

  • casting timeCasting Time: 1 action
  • rangeRange: Self

  • componentsComponents: V, S, M (an amulet inscribed with a demonic or diabolic symbol)
  • durationDuration: 10 minutes

You infuse yourself with dark power from the Lower Planes, which grants you magical gifts for a short time. While this spell is in effect, your body takes on minor fiendish characteristics: scales, a reddish or greenish hue to your skin, small horns protruding from your forehead, or other such features. While the spell is in effect, you gain two of the following abilities:
•Darkvision with a range of 120 feet, unimpeded by magical darkness.
•Immunity to fire damage.
•Immunity to poison damage and the poisoned condition.
•Advantage on saving throws against spells and other magical effects.
•Resistance to one of the following damage types: cold, fire, or lightning.
•Resistance to bludgeoning, piercing, and slashing damage from weapons that aren't silvered.
•Resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
•Claws that grant you a melee weapon attack that deals 1d8 slashing damage.
•Wings that grant you a flying speed of 60 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose one additional benefit to be granted by the spell for each slot level above 5th.

1 5th-level transmutation (fiendish)

CLOAK OF FIENDISH MENACE

  • casting timeCasting Time: 1 action
  • rangeRange: Personal

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You wrap yourself in an aura of fiendish power, intimidating those that face you. When a creature is within 5 feet of you, it must make a Wisdom saving throw. On a failed save, the creature becomes frightened. A frightened creature can make another saving throw at the start of each of its turns. On a successful saving throw, the creature is no longer frightened and cannot again be affected by this particular casting of the spell. If you deal damage to a creature that is frightened by this spell, it must take the Dash action and move away from you by the safest available route on its next turn, unless there is nowhere to move. The creature is unable to move toward you again while the spell is in effect, unless it makes a successful saving throw against the spell.

1 2nd-level transmutation (fiendish)

CONJURE FIENDS

  • casting timeCasting Time: 1 minute
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

You summon fiends that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears:
•One fiend of challenge rating 2 or lower
•Two fiends of challenge rating 1 or lower
•Four fiends of challenge rating 1/2 or lower
•Eight fiends of challenge rating 1/4 or lower. A fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends.The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.The GM has the creatures' statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level spell slot and three times as many with an 8th-level spell slot.

1 4th-level conjuration (fiendish)

CONJURE NIGHTMARE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (brimstone and a torch)
  • durationDuration: Concentration, up to 1 hour

You call forth a nightmare to serve you. The creature appears in an unoccupied space you choose within range. The nightmare will serve you as a mount, in combat and out. The nightmare is friendly to you and your companions for the duration, and follows any commands you issue to it. If your concentration is broken, the nightmare is no longer bound by the spell. It might leave immediately, especially if it has been wounded or threatened, but it is just as likely to attack you or an ally, or otherwise gain retribution for being summoned and bound to your service. If you provide the nightmare with a sacrifice it can devour when it is first summoned, it will be appeased enough to simply return home once the spell ends, without causing harm to you or your companions.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration increases by 1 hour for each slot level above 5th.

1 5th-level conjuration (fiendish)

DARK LORD'S MANTLE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

You infuse yourself with fiendish power, which inspires your allies and intimidates your foes. While the spell lasts, you exude confidence. You gain advantage on saving throws against all enchantment spells and effects. In addition, each ally within 30 feet of you can roll a d4 once per round and add the result to an attack roll as a bonus action, or to a saving throw as a reaction.An enemy that starts its turn within 30 feet of you, or that moves within 30 feet of you on its turn, must succeed on a Wisdom saving throw or become frightened of you. If a creature moves out of the spell's radius, it remains frightened until the start of its next turn, and then the spell ends for that creature. While frightened in this way, the creature repeats the saving throw at the end of each of its turns. On a success, the creature is no longer frightened, and it cannot be affected again by your casting of this spell for 24 hours.

1 5th-level enchantment (fiendish)

DEMON WITHIN

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a vial of blood from a humanoid killed within the previous 24 hours)
  • durationDuration: Concentration, up to 1 minute

One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon's type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon's attempt to claw its way through the gate. For the spell's duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time.If the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon /1t is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.

1 3rd-level conjuration (fiendish)

6 6
6 6
3 3
5 5
2 2
4 4
5 5
5 5
3 3

FIENDISH BRAND

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a branding iron)
  • durationDuration: 7 days

You infuse a branding iron (typically one bearing the mark of a demon lord or a lord of Hell) with the bone-chilling cold of the Lower Planes and a promise of damnation. To mark a creature with the brand, you make a melee spell attack. On a hit, you deal 2d8 cold damage to the target and cause it to become branded. The damage can be healed normally, but the brand remains until a remove curse spell is cast on the target, the duration expires, or you use an action to remove the brand. You can remove the brand from any distance, as long as the branded creature is on the same plane of existence as you.While the creature wears the brand, it has disadvantage on any saving throws it makes against spells you cast on it. If you try to locate the creature with a scrying spell, it takes the -10 penalty to its saving throw as if you possessed a lock of its hair or other body part.

1 5th-level necromancy (fiendish)

MAMMON'S AVARICE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (30-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 10 minutes

By casting this spell, you tap into the power of greed that is Mammon's sphere of influence, which manifests as a heightened olfactory sense. You can pinpoint, by smell, the location of any precious metals or gemstones within 30 feet of you. If you find anything, you can use an action to determine the exact types and amounts of any such materials. If materials of this sort are completely enclosed by, or separated from you by, more than 6 feet of earth or wood, 2 feet of stone, or 2 inches of common metal, you cannot detect them even if they are in range.

1 1st-level divination (fiendish)

NEST OF INFERNAL VIPERS

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

You summon evil spirits that take the form of a swarm of poisonous snakes and appear in an unoccupied space you can see within range. The swarm of snakes is considered a fiend as well as a beast. It has resistance to fire damage, and lasts until it drops to 0 hit points or the spell ends.The summoned swarm is friendly to you and your companions. Roll initiative for the swarm, which takes its own turns. It obeys any verbal commands you issue to it (no action required by you). If you don't issue any commands to the swarm, it moves to attack the nearest creature that is not your ally.The GM has the creature's statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you can summon additional swarms. You summon two swarms with a 5th-level spell slot, three swarms with a 7th-level spell slot, or four swarms with a 9th-level spell slot.

1 3rd-level conjuration (fiendish)

PLAGUEBEARER

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: 48 hours

The creature you touch when casting this spell becomes immune to disease for the duration. The creature can still contract and carry diseases /1t simply does not suffer any effects of a disease. When exposed to a disease, the creature must make the saving throw required. If the saving throw fails, the creature becomes a carrier of the disease, and might expose others to it per the rules for the particular affliction. The creature under the effect of the spell is aware when it becomes infected. If the creature recovers from or is cured of all diseases it suffers while this spell is in effect, it continues to benefit from the spell until the spell ends.When the duration expires, the target becomes susceptible to the effect of any disease it is still carrying, as if it had just now contracted it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 24 hours for each slot level above 2nd.

1 2nd-level abjuration (fiendish)

TOME CURSE

  • casting timeCasting Time: 10 minutes
  • rangeRange: Touch

  • componentsComponents: V, S, M (an ounce of blood, and powdered onyx worth at least 50 gp, both of which the spell consumes)
  • durationDuration: Until dispelled or triggered

You protect a book by writing a curse in it with ink made from the material components of this spell. The writing is typically a couplet or a quatrain that warns of the consequences of disturbing your property. The curse is triggered by an action or actions that you specify (which typically involves someone reading the book without permission, trying to damage the book, or trying to steal it). When the curse is triggered, the creature that did so must succeed on a Wisdom saving throw or suffer its effect. You can choose one of the effects described in the bestow curse spell, or you can affect the target in one of the following ways:
•While the target is cursed, it is blinded.
•Beasts are unusually hostile to the target while it is cursed /1hey gain advantage on attack rolls against the target.
?

1 4th-level necromancy (fiendish)

WAVE OF CORRUPTION

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a scrap of rotten meat or plant matter)
  • durationDuration: Instantaneous

When you cast this spell, necromantic energy spreads out in a 30-foot radius around you, corrupting what it comes into contact with. Each unattended, nonmagical object within range takes 3d8 necrotic damage. All food and drink in the area, other than what is being carried, is fouled and made unpalatable. Magic consumables, such as potions, have a 50 percent chance of being ruined, but any such item in the possession of a creature gets a Constitution saving throw using the owner's save bonus to avoid this outcome.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d8 for every two slot levels above 3rd.

1 3rd-level necromancy (fiendish)

CONJURE MINOR VOIDBORN [1/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options:
•One creature of challenge rating 2 or lower
•Two creatures of challenge rating 1 or lower
•Four creatures of challenge rating 1/2 or lower
•Eight creatures of challenge rating 1/4 or lower. Summoned creatures disappear when they drop to 0 hit points or when the spell ends.The summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group /1hey take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures' turn, you can use your reaction to verbally command them. They obey your commands on that turn, and you take 1d6 psychic damage at the end of the turn.If your concentration is broken, the spell ends but the creatures don't disappear. Instead, you can no longer command them, and they become hostile to you and your

1 5th-level conjuration (Void)

CONJURE MINOR VOIDBORN [2/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won't fight if they fear it would mean their own death. You can't dismiss the creatures, but they disappear 1 hour after being summoned.
At Higher Levels. When you cast this spell using a 7th- or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear, twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.

1 5th-level conjuration (Void)

CONJURE VOIDBORN

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.Roll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend's turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature's turn.If your concentration is broken, the spell ends but the creature doesn't disappear. Instead, you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won't fight if it fears doing so would mean its own death. You can't dismiss the creature, but it disappears 1 hour after you summoned it.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.

1 7th-level conjuration (Void)

5 5
1 1
3 3
2 2
4 4
3 3
5 5
5 5
7 7

CRUSHING CURSE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1 Enchantment cantrip (Void)

DESTRUCTIVE RESONANCE

  • casting timeCasting Time: 1 action
  • rangeRange: Self (15-foot cone)

  • componentsComponents: V, S
  • durationDuration: Instantaneous

You shout a scathing string of Void Speech that assaults the minds of those before you. Each creature in a 15-foot cone that can hear you takes 4d6 psychic damage, or half that damage with a successful Wisdom saving throw. A creature damaged by this spell can't take reactions until the start of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

1 2nd-level enchantment (Void)

GLIMPSE OF THE VOID

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S, M (a scrap of parchment with Void glyph scrawlings)
  • durationDuration: Concentration, up to 1 minute

Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube centered on a point within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature's movement, which is erratic

1 8th-level enchantment (Void)

ICY GRASP OF THE VOID

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You summon the cold, inky darkness of the Void into being around a creature that you can see. The target takes 10d10 cold damage and is restrained for the duration /1 successful Constitution saving throw halves the damage and negates the restrained condition. A restrained creature gains one level of exhaustion at the start of each of its turns. Creatures immune to cold and that do not breathe do not gain exhaustion. A creature restrained in this way can repeat the saving throw at the end of each of its turns, ending the spell on a success.

1 7th-level evocation (Void)

LIFE DRAIN

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Instantaneous

With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half that damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you dealt.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the vortex's damage increases by 1d6 for each slot level above 6th.

1 6th-level evocation (Void)

LIVING SHADOWS

  • casting timeCasting Time: 1 action
  • rangeRange: 120 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You whisper sibilant words of Void Speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion.A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

1 5th-level enchantment (Void)

MADDENING WHISPERS

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 minute

You whisper a string of Void Speech toward a target within range that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target's speed is 0, and it can't benefit from increases to its speed. To maintain the effect for the duration, you must use your action on subsequent turns to continue whispering /1therwise, the spell ends. The spell also ends if the target takes damage.

1 2nd-level enchantment (Void)

NETHER WEAPON

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (ink, chalk, or some other writing medium)
  • durationDuration: Concentration, up to 1 hour

You whisper in Void Speech and touch a weapon. Until the spell ends, the weapon turns black, becomes magical if it wasn't before, and deals 2d6 necrotic damage (in addition to its normal damage) on a successful hit. A creature that takes necrotic damage from the enchanted weapon can't regain hit points until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

1 4th-level enchantment (Void)

PROTECTION FROM THE VOID

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S, M (a small bar of silver worth 15 sp, which the spell consumes)
  • durationDuration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage, and has advantage on saving throws against Void spells.

1 1st-level abjuration (Void)

0 0
2 2
8 8
7 7
6 6
5 5
2 2
4 4
1 1

VOID RIFT

  • casting timeCasting Time: 1 action
  • rangeRange: 300 feet

  • componentsComponents: V, S, M (a black opal worth 500 gp, carved with a Void glyph)
  • durationDuration: Concentration, up to 1 minute

You speak a hideous string of Void Speech that leaves your mouth bloodied, causing a rift into nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere's outer edge becomes difficult terrain as the Void tries to draw everything into itself. A creature that starts its turn within 40 feet of the sphere or that enters that area for the first time on its turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. A creature that starts its turn in the rift or that comes into contact with it for the first time on its turn takes 8d10 necrotic damage. Creatures inside the rift are blinded and deafened. Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and they take damage as creatures if they come into contact with it.While concentrating on the spell, you take 2d6 necrotic damage at the end of each of your turns.

1 9th-level evocation (Void)

VOID STRIKE

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

With a short phrase of Void Speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns while you maintain concentration, you can unleash a bolt of darkness at a creature within range. Make a ranged spell attack. If the target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.
At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

1 3rd-level evocation (Void)

WORD OF MISFORTUNE

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell's duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.

1 Enchantment cantrip (Void)

BLACK GOAT'S BLESSING

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1 round

You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All-Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.

1 Enchantment cantrip (mythos)

CURSE OF YIG

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a drop of snake venom)
  • durationDuration: Concentration, up to 10 minutes

This spell transforms a Small, Medium, or Large creature that you can see within range into a servant of Yig (Creature Codex, p. 325). An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell.The transformation lasts for the duration or until the target drops to 0 hit points or dies. The target's statistics, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature's alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged. If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature's alignment and personality return to normal, and it regains its former attitude toward you and toward Yig.When it reverts to its normal form, the creature has the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

1 5th-level transmutation (ritual) (mythos)

ECTOPLASM [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a pinch of bone dust)
  • durationDuration: Concentration, up to 1 minute

You call forth an ectoplasmic manifestation of Medium size that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell's duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw.As a bonus action, you can move the manifestation up to 30 feet. It can move through a creature's space but can't remain in the same space as that creature. If it enters a creature's space, that creature takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw. On a failed save, the creature also has disadvantage on Dexterity checks until the end of its next turn.When you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn't illuminate the surroundings but does glow dimly enough to show the manifestation's path. The residue dissipates 1 round after it is deposited.
At Higher Levels. When you

1 2nd-level necromancy (mythos)

ECTOPLASM [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a pinch of bone dust)
  • durationDuration: Concentration, up to 1 minute

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

1 2nd-level necromancy (mythos)

ELDRITCH COMMUNION

  • casting timeCasting Time: 1 minute
  • rangeRange: Self

  • componentsComponents: V, S, M (corvid entrails, a dried opium poppy, and a glass dagger)
  • durationDuration: 1 minute

You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance that the answer contains a falsehood or is misleading in some way. (The GM determines this secretly.)Great Old Ones have vast knowledge, but they aren't omniscient, so if your question pertains to information beyond the Old One's knowledge, the answer might be vacuous, gibberish, or an angry, I don't know.This also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you.If you cast eldritch communion two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with short-term madness.

1 5th-level divination (ritual) (mythos)

EMANATION OF YOTH

  • casting timeCasting Time: 1 minute
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a fistful of grave earth and a vial of child's blood)
  • durationDuration: Concentration, up to 1 hour

You call forth a ghost that takes the form of a spectral, serpentlike assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it's reduced to 0 hit points or when the spell ends.The ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don't issue a command to it, the ghost defends itself from hostile creatures but doesn't move or take other actions.You are immune to the ghost's Horrifying Visage action but can willingly become the target of the ghost's Possession ability. You can end this effect on yourself as a bonus action.
At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you call forth two ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three ghosts.

1 4th-level necromancy (ritual) (mythos)

9 9
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4 4

GREEN DECAY [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn.You lose concentration on this spell if you can't see the target at the end of your turn.Green Decay. The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws

1 4th-level necromancy (ritual) (mythos)

GREEN DECAY [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: Touch

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 hour

before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.

1 4th-level necromancy (ritual) (mythos)

HUNGER OF LENG

  • casting timeCasting Time: 1 action
  • rangeRange: 90 feet

  • componentsComponents: V, S, M (a pinch of salt and a drop of the caster's blood)
  • durationDuration: 1 minute

You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration.The target gains a bite attack and moves to and attacks the closest creature that isn't an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. If the target is larger than Medium, its damage die increases by 1d4 for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn't have all of its hit points.If there isn't a viable creature within range for the target to attack, it deals piercing damage to itself equal to 2d4 + its Strength modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target has two consecutive failures, hunger of Leng lasts its full duration with no further saving throws allowed.

1 4th-level enchantment (mythos)

MIND EXCHANGE

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a prism and silver coin)
  • durationDuration: Concentration, up to 8 hours

One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target's statistics but don't gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target's mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.The exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a dispel magic or dispel evil and good spell (the latter spell defeats mind exchange even though possession by a humanoid isn't usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends.The effects of the exchange can be made permanent with a wish spell or comparable magic.

1 3rd-level transmutation (ritual) (mythos)

SEED OF DESTRUCTION [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (five teeth from a still-living humanoid and a vial of the caster's blood)
  • durationDuration: 1 hour

This spell impregnates a living creature with a rapidly gestating hydra that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five-headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds it takes the embryo to mature.During the rounds when the embryo is gestating, the affected creature takes 5d4 slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw.When the gestation period has elapsed, a tiny hydra erupts from the target's abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard hydra, but with the ability to cast bane as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don't give it a command or it can't follow your command, the hydra attacks the

1 8th-level enchantment (ritual) (mythos)

SEED OF DESTRUCTION [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (five teeth from a still-living humanoid and a vial of the caster's blood)
  • durationDuration: 1 hour

nearest living creature.At the end of each of the hydra's turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability.The hydra disappears at the end of the spell's duration, or its existence can be cut short with a wish spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a dispel magic spell under the normal rules for dispelling high-level magic.

1 8th-level enchantment (ritual) (mythos)

SEMBLANCE OF DREAD

  • casting timeCasting Time: 1 action
  • rangeRange: Self (10-foot radius)

  • componentsComponents: V, S
  • durationDuration: Concentration, up to 1 minute

You adopt the visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can't willingly move closer to you unless it makes a successful Wisdom saving throw at the start of its turn. Constructs and undead are immune to this effect.For the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause the frightened condition.

1 Illusion cantrip (mythos)

SIGN OF KOTH

  • casting timeCasting Time: 1 turn
  • rangeRange: Self (60-foot radius)

  • componentsComponents: V, S, M (a platinum dagger and a powdered black pearl worth 500 gp, which the spell consumes)
  • durationDuration: Until dispelled

You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot-tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area.Choose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:
•The creatures can't willingly enter the cylinder's area by nonmagical means /1he cylinder acts as an invisible, impenetrable wall of force. If an affected creature tries to enter the cylinder's area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails.
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1 7th-level abjuration (mythos)

SLEEP OF THE DEEP

  • casting timeCasting Time: 1 action
  • rangeRange: 60-foot radius

  • componentsComponents: V, S, M (a pinch of black sand, a tallow candle, and a drop of cephalopod ink)
  • durationDuration: 8 hours

Your magic haunts the dreams of others. Choose a sleeping creature that you are aware of within range. Creatures that don't sleep, such as elves, can't be targeted. The creature must succeed on a Wisdom saving throw or it garners no benefit from the rest, and when it awakens, it gains one level of exhaustion and is afflicted with short-term madness.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.

1 3rd-level illusion (ritual) (mythos)

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SUMMON ELDRITCH SERVITOR [1/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a vial of the caster's blood and a silver dagger)
  • durationDuration: Concentration, up to 1 hour

You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears:
•Two ghasts of Leng (Creature Codex, p. 168)
•One shantak (Creature Codex, p. 328)When the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible.Roll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise.Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that

1 5th-level conjuration (ritual) (mythos)

SUMMON ELDRITCH SERVITOR [2/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a vial of the caster's blood and a silver dagger)
  • durationDuration: Concentration, up to 1 hour

long.A summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before 1 hour has elapsed, the creatures become uncontrolled and hostile until they disappear 1d6 rounds later or until they are killed.
At Higher Levels. When you cast this spell using a 7th- or 8th-level spell slot, you can summon four ghasts of Leng or a hound of Tindalos (Creature Codex, p. 221). When you cast it with a 9th-level spell slot, you can summon five ghasts of Leng or a nightgaunt (Creature Codex, p. 277).

1 5th-level conjuration (ritual) (mythos)

SUMMON AVATAR [1/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a vial of the caster's blood, a dried opium poppy, and a silver dagger)
  • durationDuration: Concentration, up to 1 hour

You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as an emanation of elder darkness, augmented by boons from the Void. Choose one of the following options for the type of avatar that appears. (Other options might be available if the GM allows.) An asterisk indicates a spell described in this section.
•Avatar of Cthulhu. The incarnation is a deep one (Tome of Beasts, p. 73) that can innately cast command and sleep of the deep* at will.
•Avatar of Nyarlathotep. The incarnation is a dark voice (Creature Codex, p. 73) that can innately cast bane and semblance of dread* at will.
•Avatar of Shub-Niggurath. The incarnation is a goat-man (Tome of Beasts, p. 231) that can innately cast Black Goat's blessing* and unseen strangler* at will.
•Avatar of Yog-Sothoth. The incarnation is a human with 1d4 + 1 flesh warps that can innately cast gift of resilience* (see page 71) and thunderwave at will.When the avatar appears, you must make a Charisma saving throw. On a success, the avatar is friendly to you and your allies. On a failed save, the avatar is friendly to no one and attacks the nearest creature, pursuing and

1 9th-level conjuration (ritual) (mythos)

SUMMON AVATAR [2/2]

  • casting timeCasting Time: 1 minute
  • rangeRange: 60 feet

  • componentsComponents: V, S, M (a vial of the caster's blood, a dried opium poppy, and a silver dagger)
  • durationDuration: Concentration, up to 1 hour

fighting for as long as possible.Roll initiative for the avatar, which takes its own turns. If it is friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature.Each round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d6 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long.The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating before 1 hour has elapsed, the avatar becomes uncontrolled and hostile until it disappears 1d6 rounds later or until it is killed.

1 9th-level conjuration (ritual) (mythos)

UNSEEN STRANGLER [1/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a pinch of sulfur and a live rodent)
  • durationDuration: 8 hours

You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it.The strangler is invisible to all creatures except you, and it can't be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you're conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.If any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained, and the strangler

1 3rd-level conjuration (ritual) (mythos)

UNSEEN STRANGLER [2/2]

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (a pinch of sulfur and a live rodent)
  • durationDuration: 8 hours

can't attack another target. If the strangler scores a critical hit, the target begins to suffocate and can't speak until the grapple ends.

1 3rd-level conjuration (ritual) (mythos)

VOORISH SIGN

  • casting timeCasting Time: 1 action
  • rangeRange: Self (20-foot radius)

  • componentsComponents: S
  • durationDuration: Concentration, up to 10 minutes

For the duration, invisible creatures and objects within 20 feet of you become visible to you, and you have advantage on saving throws against effects that cause the frightened condition. The effect moves with you, remaining centered on you until the duration expires.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every two slot levels above 1st.

1 1st-level divination (mythos)

WARP MIND AND MATTER

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S, M (root of deadly nightshade and a drop of the caster's blood)
  • durationDuration: Until cured or dispelled

A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.

1 6th-level transmutation (ritual) (mythos)

YELLOW SIGN

  • casting timeCasting Time: 1 action
  • rangeRange: 30 feet

  • componentsComponents: V, S
  • durationDuration: 1d10 hours

You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be charmed by you for the duration of the spell or until you or one of your allies harms it in any way. While charmed in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw.A successful remove curse spell ends both effects.

1 4th-level enchantment (mythos)

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