You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing figure resembling a human head and shoulders hovers within 5 feet of the target for the duration. The figure moves to interpose itself between the target and any incoming attacks, granting the target +2 to AC.
If the target fails a Dexterity saving throw while the spell is active, it can use its reaction to roll a new save. The spell then ends.
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 can roll 1d4 and reduce the damage by the result. The spell then ends.
The reduced amount is increased by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You create a sword of pure white fire in your free hand. If you let go of the blade it disappears, 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, the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.
Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral. 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 who 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 is AC 18, has 50 hit points, is immune to fire, poison, psychic, and radiant damage, and is resistant to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it’s reduced to 0 hit points, and any creature riding it falls. The chariot has a speed of 50 feet and a fly speed of 40 feet. On your turn, you can guide the chariot in place of your own movement. You can direct it to Dash, Disengage, or Dodge by using your bonus action. As an action, you can cause the chariot to
overrun creatures in its path. For the remainder of the turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it touched the chariot and must make a successful Strength saving throw or be knocked prone.
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 lost hit points to one creature within the spell’s bright light that you can see.
Additionally, you have advantage on Charisma checks made against good creatures within the light shed by the halo.
If any of this spell’s area 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 increases by 5 points for each spell slot above 2nd and this spell dispels darkness spells of a level equal to the slot used in casting blessed halo.
You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet (hover) for the duration. When the creature 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 1d6 plus your spellcasting ability modifier in bludgeoning damage and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and 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 choose one additional target for each slot level above 4th.
You inscribe an angelic seal on the ground, floor, or other solid component of a structure. The seal creates a spherical, spiritual boundary with a radius of 100 feet. For the duration, aberrations, elementals, fey, fiends, and undead who approach within 5 feet of the boundary know they are about to cross a deadly barrier and can’t target anything on the opposite side of the boundary with attacks, spells, or abilities. If the creature comes into contact with the boundary, it must make a Charisma saving throw. On a failure, it takes 15d8 radiant damage, and is repelled to 5 feet outside the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed instead. On a successful save, the creature takes half as much radiant damage and can cross the boundary. While within 100 feet of the seal (inside the boundary), aberrations, elementals, fey, fiends, and undead have disadvantage on ability checks, attack rolls, and saving throws, and each takes 4d8 radiant damage at the start of its turn. All of
these effects apply to the specified creatures trying to cross the boundary by any means, including teleportation and extradimensional travel. Creatures other than the listed types can’t be charmed or frightened while within 100 feet of the seal. The seal has 200 hit points, has resistance to bludgeoning, piercing, and slashing damage, and is immune to psychic and poison damage. If the seal is reduced to 0 hit points, the spell ends.
A glowing golden crown appears on your head and sheds dim light in a 30 foot radius, invoking the majesty of the heavenly planes. When you cast the spell and as a bonus action on subsequent turns, 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.
By calling on 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 AC can’t be less 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 repeats the saving throw at the end of its turn, ending the effect on itself on a success. A creature can only be affected by the frightened effect of Quintessence once per cast.
You inscribe an angelic seal on the ground, floor, or other solid component of a structure. The seal creates a spherical, spiritual boundary with a radius of 50 feet. For the duration, aberrations, elementals, fey, fiends, and undead who approach within 5 feet of the boundary know they are about to cross a dangerous barrier and can’t target anything on the opposite side of the boundary with attacks, spells, or abilities. If the creature touches the boundary, it must make a Charisma saving throw. On a failure, it takes 10d8 radiant damage, and is repelled to 5 feet outside the boundary. On a successful save, the creature takes half as much radiant damage and can cross the boundary. While within 50 feet of the seal (inside the boundary), aberrations, elementals, fey, fiends, and undead have disadvantage on ability checks, attack rolls, and saving throws. These effects apply to the specified creatures trying to cross the boundary by any means, including teleportation and extradimensional travel. Creatures other than those types
can’t be charmed or frightened while within the area. The seal has 100 hit points, has resistance to bludgeoning, piercing, and slashing damage, and is immune to psychic and poison damage. If the seal is reduced to 0 hit points, the spell ends.
Just in time, you call out a fortunate warning to a creature. The target rolls a d4 and adds the number rolled to one attack roll, ability check, or saving throw that they have just made and uses the new result for determining success or failure. You can cast this spell after knowing if the roll would have failed.
You point toward a creature that you can see and twist strands of chaotic energy around its fate. The target rolls a charisma saving throw, on a failure, the next three attack roll or ability check the creature attempts within 10 minutes is made with disadvantage. The creature isn’t aware that it is a affected by a spell on a failure.
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 (or wild magic surge) that affected the creature within the last hour. 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 3rd level or higher, the time since the wild surge can be 1hour longer for each slot level above 2nd.
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 unaffected 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 category smaller than itself.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 minutes for each slot level above 2nd.
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. All creatures you designate within the cube must make successful Intelligence saving throws or be blinded, deafened, and fall prone.
They cannot stand up or recover from this blindness or deafness while within the area of effect, but the conditions and the restriction on standing end immediately for a creature who leaves the spell’s area of effect.
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 fail a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures are allowed a fresh saving throw against this spell each time you take damage, and a success ends the spell’s effect on that creature.
You direct a bolt of rainbow colors toward a creature of your choice within range. If it hits, the target takes 3d8 damage of a random type (determined by rolling on the Damage Type table, see Twisted Arcana). If your attack roll was odd (the roll itself, not the adjusted result), the bolt must 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, miss a target, or run out of potential targets. All targets must be within range from you. 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 the spell, not once per bolt.
You call out a distracting curse to a creature, altering its chance to succeed at whatever it’s currently doing. You roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target creature just made, the target uses the lowered result to determine the outcome of its roll. You can decide to cast this spell after knowing if the roll was a success or not.a
Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge (or wild magic surge). The protected creatures gain a saving throw to negate the effect of a chaos (or wild) magic surge that does not normally allow a saving throw, or they get advantage on a normally allowed saving throw. Once a protected creature makes a successful saving throw allowed by mass surge dampener, the spell’s effect ends for that creature.
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 invoke a chaos magic surge, choosing yourself or another creature as the caster for resolving the effect. You must choose the target before rolling for the chaos magic surge. The DC of any required saving throw is determined as if you were the caster. Being immune to the unconscious conditions doesn’t eliminate death saving throws.
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.
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 chaos magic surges (or wild magic surge). The protected creature gains a saving throw to negate the effect of a chaos (or wild) magic surge that does not normally allow a saving throw, or it gets advantage on a normally allowed saving throw. Once the protected creature makes a successful saving throw allowed by surge dampener, the spell’s effect ends for that creature.
7. You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal.
8. Your limbs elongate and flatten into prehensile paddles. You gain a swim speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes do 1d6 bludgeoning damage.
9. Your head fills with a light gas and swells to four times its normal size, causing all of your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground.
10. You grow three sets of feathered wings that give you a fly speed equal to your walking speed and the ability to hover.
2. Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table).
3. A strange, puckered orifice grows on your back. You can use the orifice to forcefully expel air, granting you a fly speed of 30.
You must land at the end of your turn. In addition, as a bonus action you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw. The DC equals 10 + your Constitution modifier.
4. A second face appears on the back of your head. You gain darkvision to 120 feet and advantage on sight-based and scent-based Wisdom (Perception) checks. You become adept at carrying out conversations with yourself.
5. You grow gills that not only allow you to breathe under water but also filter poison out of the air. You gain immunity to inhaled poisons.
6. Your hindquarters elongate and you grow a second set of legs. Your base walking speed increases by 10 feet and your carrying
capacity becomes your Strength score multiplied by 20.
You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll 2d10 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, roll 1d10 twice and choose the result you prefer, but 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 6th level or higher, you gain an additional mutation for each slot level above 5th. You gain one level of exhaustion for each mutation you try to control.
Uncontrollable Transformation, d10 Mutation
1. A spindly third arm sprouts out of your shoulder. By using a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and checks that require the manipulation of tools.
You unravel the bonds of reality that hold a suit of armor together. A target that’s wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the creature’s AC by 2.
This spell can also target creatures that are made of metal such as constructs.
You surround yourself with the forces of chaos. Wild lights and strange sounds surround you, making stealth impossible. While wild shield is active, you can spend a reaction to absorb a spell that targets you or whose area of effect you are within. An absorbed spell has no effect, but absorbing a spell causes a chaos magic surge as if you had cast a spell, with you as the caster for all magic surge effects.
Wild shield ends when the duration expires or when it absorbs 4 levels of spells. If you try to absorb a spell whose level exceeds the spell levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level - the levels wild shield can still absorb. If the check succeeds, the spell is absorbed, if the check fails, the spell takes its full effect and wild shield ends. The chaos magic surge happens regardless of whether the spell is absorbed.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can absorb 1 additional spell level for each slot level above 4th.
(Concentration, up to 1 minute.) You transform your naked hand to iron. Your unarmed attacks do 1d6 points of damage and are considered magical.
You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.
You copy your memories, or those learned from the spell read memory, onto an empty memory gear.
You target a construct, giving it an extra action or move on each of its turns.
You grant machinelike stamina to the target. 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 or read at three times the normal rate. Creatures under the effect of the spell are immune to nonmagical exhaustion and suffer no consequences for not sleeping or for overexertion. This spell does not reduce or prevent magical fatigue or magical exhaustion.
You halt the normal processes of degradation and wear in a nonmagical clockwork device, making normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year, if it previously needed monthly maintenance, it now requires attention only once a decade.
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 on your turn, and events progress naturally from there.
You speak a word, and the target construct can take one action or bonus action on its next turn, but not both. The construct is immune to further tick stops from the same caster for 24 hours.
You launch thousands of needle-like darts in a 5-foot- wide line at a target. Creatures in the line take 6d6 piercing damage, or half damage with a successful Dexterity saving throw. The primary target of the needles makes the saving throw with disadvantage.
At Higher Levels: when you cast this spell using a spell slot of 4th level or higher, add 1d6 to the damage per spell level.
You surround yourself with the perfect order of clockwork. Chaotic creatures that start their turn in the area or enter it on their turn take 5d8 psychic damage. The damage is 8d8 for Chaotic aberrations, celestials, elementals, and fiends. A successful Wisdom saving throw halves the damage, but Chaotic creatures (the only ones affected by the spell) make the saving throw with disadvantage.
You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces deafness to 1d8 rounds.
You unleash a burst of superheated steam in a 15-foot radius centered on you. All other creatures in that area take 5d8 fire damage, or half damage with 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, add 1d8 damage per spell level.
One willing creature you touch becomes immune to mind-altering effects and psychic damage for the spell's duration.
You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe, each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of lying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.
A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.
At Higher Levels: the spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.
You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.
(small pendulum or metronome made of brass and rosewood worth 10 gp) You speak a word of power, and energy washes over a single construct you touch. The construct regains 350 hp, all negative conditions on the construct end, and it can use a reaction to stand up, if it was prone.
You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and then its turn ends, it can't perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork's speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage.
You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that's inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with. There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut of at the edge of the bubble, while living creatures that don't fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast, with a successful save, a creature can choose whether to shift planes with the bubble or leap outside
of it a moment before the shift occurs. Otherwise, creatures and effects can move freely across the boundary of the sphere, for the duration of the spell, it fully becomes a part of its new location.
You call upon the dark blessings of the furnace god Molech. In an hour-long ritual begun at midnight, you dedicate a living being to Molech by branding the deity's symbol onto the victim’s forehead. If the ritual is completed and the victim fails to make a successful Wisdom saving throw (or the victim chooses not to make one), the being is transformed into an avatar of Molech under your control. The avatar is 8 feet tall and appears to be made of black iron wreathed in flames. Its eyes, mouth, and a portion of its torso are cut away to show the churning fire inside that crackles with wailing voices. The avatar has all the statistics and abilities of an earth elemental, with the following differences:
It's Alignment is Neutral Evil, its Speed is 50 feet and it cannot burrow or use earth glide, it gains the fire form ability of a fire elemental, but it cannot squeeze through small spaces, its Slam does an additional 1d10 fire damage.
This transformation lasts for 24 hours or until the avatar reaches 0 hp. At the end of
that time, the subject returns to its normal state and takes 77 (14d10) ire damage, or half damage with a successful DC 15 Constitution saving throw.
You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your caster level. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct, giving such an order ends the spell.
Any damaged construct or metal object of your choosing within range regains 1d8 + 5 hit point as you seal up rents and bending metal back into place.
At Higher Levels: Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.
Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.
You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you're using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.
At Higher Levels: when you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.
You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petrified, and poisoned conditions.
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. If the saving throw fails, the spell makes metal 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, for 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 completely paralyzed. An affected creature or construct repeats the saving throw at the end of each of its turns, ending the effect on itself with a success, though constructs make this saving throw with disadvantage. A grease spell dispels lock armor on everything in its area of effect.
At Higher Levels: hen casting this spell using a 3rd level slot or
higher, you may target 1 additional creature or item per level.
This ritual allows you to imbue a spell of 1st through 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes off, the spell is cast. If the range of the spell was Touch, it affects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can't be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available.
At Higher Levels: You can perform this ritual as a 7th level spell to imbue a spell of 4th or 5th level.
You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Cha save. If it succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy rippling out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled. If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged, it loses all of its previous racial traits and gains gearforged traits except as follows: Vulnerability: Hellforged are vulnerable to radiant damage. Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that affect the mind or behavior. Past Life: the hellforged retains only a vague sense of who
it was in its former existence, but these memories are enough for it to gain proiciency in one skill. Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal. Up to four other spellcasters of at least 5th level can assist you. Each increases the DC of the Cha save by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage.
You slow the beating of a willing target's heart to the rate of one beat per minute. he 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 efects.
You designate a spot within range, and massive gears emerge from the ground at that spot, creating difficult terrain in a 20-foot radius. Creatures that move in the area must make successful Dexterity saving throws after every 10 feet of movement or when they stand up. On a failure, the creature falls prone and takes 1d8 points of bludgeoning damage.
You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.
At Higher Levels: When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot above 4th.
You cause a handful of gears to orbit the target’s body. These shield the spell’s target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject’s movement, vision, or outgoing attacks.
You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 4d8 slashing damage, or half damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.
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 repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. While restrained this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.
You magically hurl an object or creature weighing 500 lb 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 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 must make a strength saving throw against your spell save DC or are knocked prone.
At Higher Levels: when you cast this spell using a higher level spell slot, each additional level increases the damage by 1d10, the distance thrown by 10 feet, and the weight thrown by 100 lb.
You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action, it acts either immediately before or after you.
(stats at page 10 of clockwork magic)
This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.
At Higher Levels: Casting armored shell using a higher-level spell slot creates stronger armor:
scale mail (AC 14) at level 2,
chain mail (AC 16) at level 3, and
plate armor (AC 18) at level 4.
The targeted creature gains resistance to bludgeoning, slashing and piercing damage. his resistance can be overcome with adamantine or magical weapons.
You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster’s Proficiency bonus (modified by the construct’s Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct’s Strength and Dexterity modifiers when using skills based on those particular abilities.
Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster’s mind returns to his or her body.
At Higher Levels: when you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct’s range also increases by 10
feet for each slot level.
You gather the powers of darkness into your fist and fling paralyzing, dark flame at a target within range. With 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 attacks, ability checks, and saving throws made with Strength, Dexterity, and Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect with a success.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage done by the well increases by 1d8 and the well pulls creatures an additional 5 feet for each slot level above 6th.
You summon a seething sphere of dark energy 5 feet in diameter. 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, a successful Constitution saving throw halves the damage and reduces the stun to incapacitation. A creature that starts its turn inside the well also makes a Constitution saving throw, the creature is stunned on a failure or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions that turn. Creatures take damage only upon entering the well, they take no additional damage for remaining in it, but if they leave the well and are pulled back in again, they take damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s upper-dimensional space at one time. When the well’s duration ends, all creatures inside it tumble out in a heap, landing prone.
You draw upon the endless night to cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.
The target of the spell can see the flickering shadows of fate a few seconds into the future. When the spell is cast, all other creatures within range make Wisdom saving throws. Those that fail must declare, in initiative order, what their next action will be. The subject of the spell declares his or her action last, after hearing what all other creatures will do. Creatures that declared an action must follow their declarations as closely as possible when their turn comes. For the duration of the spell, its recipient has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their action have disadvantage on attacks against the target.
By observing the stars or the position of the sun, you are able to determine the cardinal directions, and 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 ahead.
The accuracy to the target is counted in miles. The named destination must be a place of common knowledge, or the caster needs to have a minimum knowledge of the destination, such as a name or appearances.
You summon the cold, inky darkness of Stygian space into being around a creature that you can see. The target takes 10d10 cold damage and is restrained, a successful Constitution saving throw halves the damage and prevents restraint.
A creature restrained this way gains one level of exhaustion at the start of its turn from frigid cold and lack of air. Creatures immune to cold and that do not breathe gain no exhaustion. A restrained creature repeats the saving throw at the end of its turn, breaking free from the darkness and ending the spell with a success.
An orb of pure light the size of your hand shoots from your fingertips toward the target, which takes 3d8 radiant damage and is blinded for 1 round. A successful Dexterity saving throw halves the damage and prevents the blindness.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the attack increases by 1d8 for each slot level above 2nd.
You create a momentary needle of cold, sharp pain in a target creature. The target must make a successful Constitution saving throw or take 1d6 necrotic damage and have its speed halved until the start of your next turn.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You make a melee spell attack, if it hits, the target’s innate darkvision is negated for 1 minute. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses. When this spell ends, the creature’s natural darkvision returns.
A freezing blast of shadow explodes out from you in a 15-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened for one round, a successful Wisdom saving throw halves the damage and negates the fright.
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.
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 mater through 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, they spill on the ground harmlessly. 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 through 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.
You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against radiant and necrotic. You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.
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 type like a rabbit, a dwarf or other. But a number of them equal to your Intelligence modifier can be recognizable as specific individuals.
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 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 all damage except force, psychic, or radiant. You can dismiss this spell early 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 big enough to hold you within 10 feet. If the distance is greater than 10 feet, you take 1d6 extra force damage for every additional 10 feet traveled. If you are targeted by a daylight spell or similar, the slither spell ends early. While in the shadow form, you can’t attack, speak or cast spells.
At Higher Levels., you can
target an additional willing creature that you can touch for each slot level above 3rd.
You cause a mote of starlight to appear at a point you can see within range. The mote explodes a moment later, doing 1d8 radiant damage to any creature in the mote’s 5-foot space. A successful Charisma saving throw negates the damage.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You cause bolts of shimmering starlight to fall from the heavens, striking up to four targets within 60 feet of you and in your line of sight. Each bolt strikes one creature, doing 6d6 radiant damage, knocking the target prone, and blinding it. A successful Dexterity saving reduces damage to half and prevents blindness and being knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional target for each slot level above 5th.
This spell increases gravity tenfold within a 50-foot radius of you. All creatures in the area other than you drop whatever they’re holding in their hands, fall prone, become incapacitated, and can’t move. If some solid object (such as the ground) is encountered when flying or levitating creatures fall, they take triple the normal falling damage (the maximum amount of damage is also increased to 60d6). Any creature besides you that enters or starts its turn in the area 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. Failure means the creature takes 8d6 bludgeoning damage, success means the creature takes 4d6 bludgeoning damage but it’s no longer incapacitated and it can move at half-speed for this turn. All ranged weapon attacks inside the area of effect have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles with mass, such as a
flaming sphere. Creatures under the influence of a freedom of movement spell or comparable magic have advantage on the Strength saving throws required by this spell, and their speed isn’t reduced once they recover from incapacitation.
You view the actions of a single creature you can see through the influences of the stars, and you read what is written there. If the target creature 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 creature.
- For every 5 feet the creature moves, you can move 5 feet (up to your normal movement) on the creature’s turn when it has completed its movement. This is deducted from your next turn’s movement.
- As a reaction, you can warn yourself and allies that can hear you of the target’s offensive intentions, any creature targeted by the target’s next attack gains a +2 bonus to AC or on its saving throw against that attack.
You view the actions of a single creature you can see through the influences of the stars, and you read what is written there. If the target creature 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 creature.
- For every 5 feet the creature moves, you can move 5 feet (up to your normal movement) on the creature’s turn when it has completed its movement. This is deducted from your next turn’s movement.
- As a reaction, you can warn yourself and allies that can hear you of the target’s offensive intentions, any creature targeted by the target’s next attack gains a +2 bonus to AC or on its saving throw against that attack.
A burst of searing heat explodes from you, doing 6d6 fire damage to all enemies within 40 feet of you. Immediately afterward, a wave of frigid cold rolls across the same area, doing 6d6 cold damage to enemies. A successful Dexterity saving throw halves all 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.
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 by the star for the duration of the spell. A creature charmed by the star repeats the Wisdom saving throw at the end of its turn. If successful, that creature is no longer charmed and is immune to the charm effect from this star. The statistics of the star is equivalent to a deva. It understands and obeys verbal commands you give it and is friendly towards you and your allies. 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.
Spinning axes made of luminous force burst out from you in a ring shape, striking all creatures within 10 feet of you. Each creature within 10 feet of you takes 5d8 force damage, or half damage with a successful Dexterity saving throw. Creatures that aren’t undead or constructs and that are damaged by this spell begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of its turn. Bleeding can be stopped by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by any amount of magical healing or regeneration. Bleeding stops automatically after 1 minute.
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.
This spell causes the iron ring to become a faintly shimmering ring of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protective energy ring have advantage on saving throws against spells and gain resistance to one type of damage of your choice chosen when the spell is cast.
You infuse up to 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 the spell’s range 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 above 1st.
You strike the ground with the metal ring, shaking the earth ahead of you with the impact. Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage and fall prone, a successful Dexterity saving throw halves the damage and prevents the creature from falling pone.
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.
A ring of false vision encircles all creatures within 20 feet of you. You and every creature within the area that you choose to affect take on the appearance of a single type of harmless creature or object chosen by you. Each image is identical, and only vision is affected. Sounds, movement, or physical inspection can give the ruse away.
A creature that uses its action to examine the image 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.
A melee weapon you are holding is imbued with deep cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature of the surrounding area is above freezing. The weapon becomes magical and deals an additional 1d4 cold damage on a successful hit. The spell ends if you cast it again or if you let go of the weapon.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You enchant a ring that isn’t being worn or carried. The next creature who willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or your ally. If the creature dons the ring while directly threatened by you or your ally, 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 its feeling toward you changed (potentially vastly) in a short time. How the creature reacts and regards you in the future is up to the GM.
You lay a curse upon a ring that isn’t being worn or carried. When you cast this spell, select one of the possible effects of bestow curse. The next creature who 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, the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that put it on until the curse is removed or dispelled. An identify spell cast on the cursed ring reveals the fact that it is cursed.
You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a ring servant (see “New Monster: Ring Servant”). The ring servant appears adjacent to you. It reverts to 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.
Light wind encircles you, leaving you in the center of a mild vortex. You gain a +2 bonus to your AC against ranged projectiles attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.
You create a 10-foot tall, 20-foot radius ring of destructive energy around a point you can see within range. The area inside the ring 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. Creatures and objects that touch the ring, that are inside it when it’s created, or that end their turn inside the ring take 6d8 damage of the chosen type, or half damage with a successful Constitution saving throw. A creature or object reduced to 0 hit points by the spell is reduced to fine ash.
At the start of each of your subsequent turns, the ring’s radius expands by 20 feet. Any creatures or objects touched by the expanding ring are subject to its effects immediately.
The spiked ring in your hand multiplies itself 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 (this does not include forced movement), it takes 1d4 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.
You create a channel to a region of the Shadow Realm that is inimical to life and order. A storm of dark, raging entropy fills a sphere 20 feet in radius, 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, a successful Constitution saving throw halves the damage and prevents exhaustion. You can use a bonus action on your turn to move the area of the storm 30 feet in any direction.
By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute, you open a portal directly into the Plane of Shadow. The portal fills the chalk circle and appears as a vortex of inky blackness, nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely in the Shadow Realm. The portal remains open for one minute or until you lose concentration on it, and it can be used to travel between the Shadow Realm and the chalk circle, in both directions, as many times as desired during the spell’s duration. This spell can only be cast as a ritual and only takes a minute instead of the full 10 minutes.
You can animate the shadow of a creature within range, causing it to attack its owner. Make a melee spell attack against the creature. If it hits, the target must make a successful Intelligence saving throw or be paralyzed until the start of your next turn and then takes 2d8 psychic damage.
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.
Target up to 2 creatures within range. Each creature must make a Wisdom saving throw. On a failure, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save.
At Higher Levels. If shadow monsters is cast with a 5th- level or higher spell slot, one additional creature can be targeted for each slot level above 4th.
You amplify the fear of darkness that lurks in the heart of all creatures. Every creature within a 20-feet radius sphere becomes frightened of you 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 and when it is damaged, ending the effect on itself with a success. Creatures immune to being frightened are not affected by night terrors.
You create a shadow-tunnel between your location and one other creature of similar size or smaller than you that 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.
You create an sickly red miasma that fills the area within range and clings to object, obfuscating their shape. The miasma follows you. All creatures you designate within range have advantage on Dexterity (Stealth) checks they make within 30 feet of you and are unaffected by the poison. When a creature enters the range or start its turn in it, it must make a successful constitution saving throw or become poisoned until it leaves the range, as the miasma infiltrates its lungs and makes them gasp for air. A creature poisoned this way can attempt a constitution saving throw at the end of each of its turn to end the condition. If a creature succeeds on a constitution saving throw to resist the poisoned effect, it becomes immune to this casting of Malevolent waves.
You call down a legion of shadowy soldiers in a 15-foot cube. They are conjured from the Shadow Realm, and their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell modifier, if it hits, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.
With a hand gesture and an incantation, you are able to douse a single, medium source of light within range. This spell extinguishes a torch, a candle, a lantern, a small bonfire, or a light or dancing lights cantrip.
You say 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 ray. Each ray that hits does 1d10 cold damage. A target that was hit by any number of rays must make a successful Constitution saving throw or be unable to use a reaction until the start of its next turn.
At Higher Levels. When you cast this spell at 3rd level or higher, you create one additional ray for each level above 2nd.
You conjure a shadowy road between points to create a bridge or path where there was none before. This can bridge a chasm or create a smooth path through difficult terrain to speed movement. 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.
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. The target creature must make a Charisma saving throw. If it fails, the target is afflicted with a long-term madness effect. If the saving throw succeeds, the target is afflicted with a short-term madness effect.
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.
You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 necrotic damage and must make a Constitution saving throw. If it fails, its visual organs are enveloped in shadow until the start of your next turn, causing it to treat all lighting as if it’s one step lower in intensity (it treats bright light as dim, dim light as darkness, and darkness as magical darkness).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
You siphon energy from the Shadow Realm to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack is rerolled, using the worst of the results and you gain resistance to radiant damage until the start of your next turn.
You shape shadows into claws that grow from your fingers and drip inky blackness. As a bonus action, you can make a melee spell attack with these claws in a range of 10ft that deal 1d8 cold damage, the spell then ends.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).
You conjure a shadow mastiff from the essence of the Shadow Realm. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. The mastiff is friendly to you and your companions. Roll initiative for the mastiff, it acts on its own turn. It obeys simple, verbal commands from you (giving a command takes no action on your part), within its ability to act. The mastiff disappears when it drops to 0 hit points or when the spell ends.
You pull pieces of the Shadow Realm 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 makes a dexterity saving throw or becomes restrained by the shadow ribbons until the end of its next turn. Once a creature makes this saving throw successfully, it can’t be restrained again by these black ribbons, but it’s still affected by the difficult terrain.
By channeling the essence of the Shadow Realm into yourself, this spell imbues you with wings of shadow.
For the duration of the spell, you gain a fly speed of 60 feet and a new attack action: nightwing breath. It follows the same rule for recharging as a monster does.
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 damage with a successful Dexterity saving throw.
You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. On a failed save, a creature takes 6d6 necrotic damage and have their maximum health point reduce by that amount until they finish a long rest and become frightened of you for 1 minute. On a successful save, a creature takes half the damage and their maximum health isn’t reduced and it isn’t frightened. A frightened creature can repeat the saving throw at the end of a turn if it cannot see you.
Instead, you can no longer command them, and they become hostile to you and your 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. The creatures can't be dismissed by you, 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.
You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options for what appears:
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, they 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 for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creatures don't disappear...
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. A deafened creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success. A creature deafened in this way can still hear void speech.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You shout a scathing string of void speech that assaults the minds of any creatures who hear it. Each creature in a 15-foot cone who can hear you takes 4d6 psychic damage, or half damage with a successful Wisdom saving throw. Creatures damaged by this spell can't take reactions until the start of their 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.
Muttering void speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube 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.
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 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 rolled. A creature can only be targeted once for the life gain.
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.
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.
You whisper a string of void speech toward a target 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, you must use your action on subsequent turns to continue whispering, otherwise, the spell ends. The spell also ends if the target takes damage.
You whisper in void speech and touch a weapon. Until the spell ends, the weapon turns pitch black, becomes magical if it wasn't before, and it does 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.
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.
You speak a hideous string of void speech that leaves your mouth bloodied, causing a rift into absolute 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. All creatures that start their turns within 40 feet of the sphere or that enter that area for the first time on their turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. Creatures that start their turn in contact with the rift or that come into contact with it for the first time on their turn take 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 take damage the same way as creatures would. While concentrating on the spell, you take 2d6 necrotic damage at the end of your turn.
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, you can unleash a bolt of darkness at a target within range. Make a ranged spell attack. If your target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 4d6 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 1d6 for each slot level above 3rd.
You hiss a word of void speech. Choose one creature you can see within range. The next time the creature 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.
You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gets advantage on an initiative check made before your next turn.
(bard, cleric, paladin, wizard)
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. As a bonus action on your turn, you can change the current order of the wall. The wall can be ordered to move up to 50 feet in one direction and/or to attack, it can share the space of other creatures. The wall can be ordered to simply move without attacking, or to remain stationary and attack for example. When the wall attacks, it targets creatures it can reach, the targets are chosen randomly. 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. Each successful attack does 4d6 slashing damage, and the damage is considered magical. A creature can move through the wall, it is considered difficult terrain and the creature suffer an attack from the wall for each 5 feet moved.
The walking wall can be attacked. It has AC 12, 200 hit points, and is immune to necrotic, poison,
psychic, and piercing damage. If reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the 100 miniature axes fall to the ground in a tidy heap.
(sorcerer, wizard)
With scooping gestures, you cause the ground to slowly sink into a trench 5 feet deep, 5 feet across, and 60 feet long. The trench forms slowly enough that enemies have no chance of falling into it.
At Higher Levels. When you cast this spell using
a spell slot of 3rd level or higher, the trench’s width increases 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.
(bard, cleric, druid, paladin, sorcerer, wizard)
You initiate a shockwave centered at a point you designate within range. The shockwave explodes outward through a 30-foot-radius sphere. This does no damage directly, but every creature the shockwave passes through must make a Strength saving throw. Those that fail are pushed 30 feet and knocked prone, if they strike a solid obstruction. Those that succeed on the save are pushed 15 feet and are not knocked prone. A creature that hits a solid obstruction takes 1d6 bludgeoning damage for each 5 feet it should have moved if the obstruction wasn’t there. The spell also emits a thunderous boom that can be heard within 400 feet.
(druid, sorcerer, wizard)
() You urge your mount to greater speed. Until the beginning of your next turn, your mount can Dash or Disengage as a bonus action. This spell has no effect on a creature that you are not riding or that your GM deems is not a mount.
(paladin, ranger)
You join your life force to that of up to five allies. Each target takes 5 necrotic damage that can’t be reduced but can be healed normally, as they channel their energy into a pool of life essence containing the donated hit points. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and channeling hit points from the pool into the injured creature. The injured creature heals hit points equal to your spellcasting ability modifier, and the hit points remaining in the pool decrease by the same amount. This can be repeated until all the hit points in the pool are gone or the spell’s duration expires.
(cleric, paladin)
You call upon morning to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of light centered on a point within range. The area inside the cylinder is brightly lit. The light stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.
(cleric, druid, warlock, wizard)
You target up to three friendly creatures (one of which can be yourself) within 30 feet. 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.
(bard, sorcerer, warlock, wizard)
Drawing back an imaginary bowstring, you summon forth dozens of glowing green arrows that shower onto your enemies. All creatures in a 20-foot- square within range take 2d8 poison damage and become poisoned for 1 minute, creatures that make a successful Constitution saving throw take half damage and are not poisoned. An affected creature can repeat the constitution saving throw at the end of each of its turn, ending the poisoned condition 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.
(druid, ranger, wizard)
This spell targets one enemy, who must make a Wisdom saving throw. If it fails, you gain an illusory ally that appears to make melee attacks against the targeted enemy. Your allies get advantage on melee attacks against the target thanks to 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 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.
(bard, sorcerer, warlock, wizard)
You call upon night to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of night centered on a point within range. The area inside the cylinder is normal darkness, heavily obscuring sight. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally. The darkness stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.
(cleric, druid, warlock, wizard)
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 targets have resistance against bludgeoning, piercing, and slashing damage from weapon attacks. If a target moves farther than 30 feet from you, the effect ends for that creature.
(paladin, wizard)
Through this spell, you instantly transform raw materials into a siege engine (see the Dungeon Master’s Guide for details). You can collect the raw materials before casting this spell, or you can target other creatures that have the raw materials in their possession, as long as everything needed is within the spell’s range. The raw materials for the spell don’t need to be the actual material a siege weapon is normally built from, they just need to be remotely like that and have a value in gold at least equal to the weapon’s hit points. (For example, a mangonel has 100 hit points. Instant siege weapon will fashion any collection of raw material worth at least 100 gp into a mangonel, whether that’s a small house, three wagons, or two heavy crossbows.) The siege weapon is limited to a maximum size of Large (no siege towers or trebuchets). 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, at 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.
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). The walls are made of stone (AC 15), have 120 hit points each, and are immune to 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.
Each wall has two arrow slits. One wall also includes a metal 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 20 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check.
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.
(wizard)
The verbal component of this spell is a 10-minute-long, rousing speech by you. At the end of the speech, all your allies within the area of effect who heard the speech gain a +1 bonus on attack rolls and have advantage on saving throws against charm and fear effects for 1 hour. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or if you die, this spell ends. A character can be affected by only one inspiring speech at a time, subsequent, overlapping castings have no additional effect.
(bard, cleric, paladin)
You invoke the divine powers to bless the ground within 60 feet of you. Creatures slain in the area
of effect 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.
(cleric, paladin)
This spell thrusts the ground sharply upward along a 60-foot line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in an affected space are knocked prone and take 8d6 bludgeoning damaging. Creatures that make a successful Dexterity saving throw take half damage and are not knocked prone. This spell doesn’t damage permanent structures.
(druid, sorcerer)
With mocking gestures, you leave the target incapable of performing at or even near its best. If the target fails an Intelligence saving throw, then for the spell’s duration, it has disadvantage on Intelligence, Wisdom, and Charisma checks made to direct a battle, determine tactics, or give directions or orders to other creatures. Additionally, each time the target gives commands, directions, or orders to other creatures, those creatures must roll a d4 and subtract the result from their Initiative as they struggle to comprehend and implement the confusing new directions. This applies to command abilities such as the orc war chief ’s Battle Cry and the hobgoblin warlord’s Leadership.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum duration increases by 1 minute for each slot level above 3rd. If used with a spell slot of 6th level or higher, the duration becomes 24h.
(bard, cleric, wizard, warlock)
You target ten enemies you can see that are within range. Each targeted enemy must make a Wisdom saving throw. If it fails, that creature is cursed to burst into flames if it reduces one of your allies to 0 hit points while this spell is in effect. The affected creature takes 6d8 fire damage and 6d8 radiant damage immediately when it bursts into flame. If the affected creature is wearing (or is made of) flammable material, it also catches on fire and continues burning, it takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the burning creature or one of its allies within 5 feet of it uses an action to extinguish the fire.
(cleric)
Regardless of the time of day or location of your battle, you command the watchful gaze of the moon to illuminate threats to 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 threats within range, whether they’re enemies seen or unseen, or 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 soft glow.
The glow does not make invisible creatures visible, but it does mark the invisible creature’s general location (somewhere within the 5-foot beam). The light moves with targets while the effect lasts, but targets that move out of the spell’s range are no longer illuminated. New threats are not revealed as they enter the range or as you move, only those that were within 90 feet of you when the spell was cast are illuminated.
(cleric, druid, paladin, ranger, sorcerer, wizard)
You conjure a shallow, 30-foot-diameter pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature entering the pool or beginning its turn in the pool takes 3d8 fire damage and falls prone. Creatures that make a successful Dexterity saving throw take half damage and don’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.
(sorcerer, wizard)
You adjust the location of an ally to a better tactical position. You move one willing creature 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting or gating), so there can be no physical blockage (wall, door) between them.
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.
(bard, cleric, warlock, wizard)