() You imbue a crystal with magic to absorb harmful influ-
ences. While carrying the crystal, when you would take
damage as a result of a spell or magical effect in the space
you occupy when you start your turn, reduce the damage
you take by 2d6. When you would make a saving throw to
avoid an effect based on the space you occupy when you
start your turn, you have advantage on the saving throw.
During the spell’s duration, when you would take ne-
crotic, poison, or psychic damage, you can end the spell as
a reaction to gain resistance to the triggering damage type
until the end of your next turn.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, creatures of your choice within
5 feet of you gain the benefits of the spell. They can’t use
the spell’s reaction.
You clench your hand in a grasping motion toward a crea-
ture within range, wrapping the target with twisting rib-
bons of shadow. The target must succeed on a Strength
saving throw or be grappled for the duration, and you may
choose to levitate the creature up to 3 feet off the ground.
A creature grappled by this spell can use its action to
make a Strength or Dexterity check (its choice) against
your spell save DC. On a success, it frees itself.
If the target of this spell has attacked you or forced you
to make a saving throw within the last minute and has
never been damaged by you, it has disadvantage on its
Strength saving throw. On a failure, you can choose for the
target to take 1d8 necrotic damage as part of the casting
of this spell, and an additional 1d8 necrotic damage at the
beginning of each of its turns while grappled by this spell.
The spell ends if the target is ever outside the
spell’s range.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the initial damage increases by
1d8 for each slot level above 1st.
Choose one creature within range that you can see or hear.
The target must succeed on a Wisdom saving throw or be-
come cursed for the duration of the spell. When you cast
the spell, choose a topic of conversation. While the target
remains cursed, whenever it attempts to speak about the
chosen topic, you, or this spell, a phenomenon of your
choice spills forth from its lips instead of words:
• Tiny toads, snakes, moths, or other vermin
• Short-lived wildflowers in full bloom
• Black filth or bile
• Fairy tales and nursery rhymes
• Unflattering, unrelated truths about the target or those
they are addressing.
Attempts to circumvent the curse by writing about the
subject result in crude drawings of the chosen phenom-
enon. If the target can communicate telepathically or an-
other creature reads its mind, it can communicate about
the curse that way.
If you have caught the target in a lie, or if you have
done it a kindness and receive no thanks within 1 minute,
the target has disadvantage on its saving throw, the spell
doesn’t require concentration, and the effect is permanent
unless removed by a remove curse or greater
restoration
spell, or similar magic. You can also choose to end the
spell by using an action to dismiss it.
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.
() When you cast this spell, you fashion the material compo-
nents into a Tiny doll (or pull the doll from your shadow if
you cast it without material components). While you hold
this doll in one hand, you can use any of the following bonus
actions or reactions.
• As a bonus action, choose one creature you can see with-
in 15 feet of you. That creature regains 1d8 hit points.
• As a bonus action, choose one creature you can see
within 15 feet of you. You can end either one disease or
one condition afflicting it. The condition can be blinded,
deafened, poisoned, or stunned.
• As a reaction when you are the target of a curse spell,
you negate its effect on you.
When you use the doll for the third time, it is destroyed,
leaving a seed behind. Until the spell ends, any creature can
eat the seed as an action. A creature that does so gains 2d8
temporary hit points.
() You consume the belladonna berries used as a material
component, taking 1d10 poison damage, and breathe out
a poisonous cloud. Each creature in a 15-foot cube origi-
nating from you must make a Constitution saving throw.
On a failed save, a creature takes 3d10 poison damage and
is poisoned until the start of your next turn. On a success,
the creature takes half as much damage and isn’t poi-
soned. A creature that doesn’t need to breathe automat-
ically succeeds on its saving throw.
At Higher Levels. If you use a spell slot of 3rd level or
higher to cast this spell, the damage you deal increases by
1d10 for each slot level above 2nd. The damage you take
doesn’t increase.
You cackle wildly at one creature within range that can
hear you, unleashing the power of your scorn and animos-
ity. The target must make a Wisdom saving throw. On a
failure, it takes 1d8 psychic damage and has disadvantage
on the next Strength or Dexterity ability check or saving
throw it makes before the start of your next turn.
At Higher Levels. The spell’s damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
() When you cast this spell, you touch one building of up to
30 feet long by 30 feet wide and up to two stories tall. Ten-
foot-long legs resembling the creature whose bones you
used as a material component (or chicken legs, if you cast
this spell without components) sprout under the building,
and the building gains a walking speed of 40 feet. The
building can stand up or sit down as an action, and it must
sit down to lower its doorways to ground level.
For the duration of the spell, the building becomes a
Construct that follows your verbal commands and acts
immediately after your turn in initiative. The building can
stomp its legs, making a melee weapon attack using your
spell attack bonus, on a hit it deals 3d10 bludgeoning dam-
age. The building has AC 15, 100 hit points, and immunity
to poison and psychic damage. It uses your saving throw
bonuses. If the building is reduced to 0 hit points, the spell
ends and it settles to the ground.
When you cast the spell,
any unwilling creatures in the
building that aren’t incapacitated can make a Charisma
saving throw, if any of them succeed, the spell fails and
has no effect.
At Higher Levels. If you use a spell slot of 8th level or
higher to cast this spell, you can give the building wings
in addition to legs, and it gains a flying speed equal to its
walking speed.