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S

  • casting time up to 10 Minutes;You conjure and launch a projectile of thick
  • range sticky webbing at one creature in range. Make a ranged spell attack against the target. On a hit

  • components the target must make a Strength saving throw. On a failed save
  • duration the creature is restrained for as long as the spell remains or until it breaks free.
    A creature restrained in this way can use its action to make a Strength check against your spell save DC. If it succeeds

it is no longer restrained and the spell ends.;Cleric (MToUS)

Cleric M (a caterpillar cocoon);30 feet;Concentration

M (10 feet of rope or string);Touch;Concentration

  • casting time leaving it hanging upside down 3 feet above the ground or the floor.
    The creature is restrained there until the spell ends.
    A restrained creature can make a Dexterity saving throw at the end of each of its turns
  • range ending the effect on itself on a success.
    Alternatively

  • components the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success
  • duration the restrained effect ends.
    The spell automatically fails if the target is a Large or bigger creature.;Cleric (MToUS)

Cleric up to 1 Minute;A magical snare encloses around the feet of a creature you touch. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

S

  • casting time up to 24 Hours;When the spell is cast
  • range 1d10 magical feathers form along each of your arms. Each feather grants you an extra 5 feet of movement per turn until the spell ends. As a bonus action on each of your turns until the spell ends you may pluck one of the feathers and throw it as a ranged weapon attack dealing 1d4 piercing damage

  • components counting as magical for the sake of overcoming resistances. Once a feather has been used in this way it does not return to you and you lose the 5 feet extra movement speed it granted.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
  • duration the damage increases by 1d4

for each slot above 1st.;Cleric (MToUS)

Cleric M (a feather);Self;Concentration

S;60 feet;Instantaneous;Weaving together strings of natural magic

Cleric you create a large barbed thorn and fling it at one creature within range. Make a ranged spell attack against the target. On a hit the thorn lodges into the target and they take 1d6 piercing damage and must succeed a Constitution saving throw. On a failed save the target's speed is reduced by 10 feet until the start of your next turn. Casting this spell again on the same target only requires a bonus action.;Cleric (MToUS)

S;Self;Concentration

  • casting time you create a coil of water that wraps around your arm. The Water Whip takes a free action at the end of each of your turns until the spell ends. You mentally command the water to attack a creature within range otherwise the water takes no actions. Make a melee spell attack against the target. On a hit
  • range the target takes 2d4 cold damage and if the creature is Large or smaller

  • components the target must succeed on a DC 12 Strength saving throw or suffer one additional effect of your choice:
    The target is knocked prone
    The target is pulled 5 feet towards you
    The target is pushed 5 feet away from you;Cleric (MToUS)
  • duration

Cleric up to 1 Minute;Drawing moisture from the air

S;500 feet;1 Hour;For the duration of the spell

  • casting time you make a friendly wisp where you last stepped. The wisp emits dim light in a 30-foot radius and will only disappear when the spell ends or if you retrace your steps. While you are within the spells range you have a telepathic link to the wisps and can relay small pieces of information such as danger
  • range being followed and safe.;Cleric (MToUS)

Cleric for every 60 feet you move

S

  • casting time they take the damage instead.;Cleric (MToUS)
  • range

Cleric M (an arrow);60 feet;Instantaneous;You shoot an arcane arrow of pure wild energy at one creature in range. Make a ranged spell attack against the target. On a hit the target takes 2d8 radiant damage. If there is another enemy with higher maximum hit points within 30 feet

S

  • casting time up to 1 Minute;You baffle and befuddle the mind of a creature you can see within range that can hear and understand you.
    The target must succeed on a Wisdom saving throw. On a failed save
  • range the affected target can't take reactions and must roll a d4 at the start of each of its turns to determine what is does:
    1-2: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    3: The creature doesn't move or take actions this turn.
    4: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    At the end of each of its turns

an affected target can make a Wisdom Saving throw. If it succeeds

this effect ends.;Cleric (MToUS) M (an eggshell);60 feet;Concentration

S

  • casting time the creature takes 2d4 force damage and is pushed back 10 feet
  • range or half as much damage on a successful one without being pushed. Objects that aren't being carried or worn are also thrown 10 feet away from you.
    At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher

  • components the damage increases by 1d4 and the push back increases by 5 feet for each spell slot above 2nd.;Cleric (MToUS)
  • duration

this effect ends.;Cleric (MToUS) M (water);Self;Instantaneous;A ring of water forms around you and explodes outwards with force. Every creature within 5 feet of you must make a Strength saving throw. On a failed save

1;Cocoon;1st level Conjuration;1 action;V 1;Cocoon;1st level Conjuration;1 action;V
1;Ensorcelled Snare;1st level Abjuration;1 action;S 1;Ensorcelled Snare;1st level Abjuration;1 action;S
1;Feather Blade;1st level Transmutation;1 action;V 1;Feather Blade;1st level Transmutation;1 action;V
1;Thorn Throw;1st level Conjuration;1 action;V 1;Thorn Throw;1st level Conjuration;1 action;V
1;Water Whip;1st level Conjuration;1 bonus action;V 1;Water Whip;1st level Conjuration;1 bonus action;V
1;Wisp Trail;1st level Evocation;1 action;V 1;Wisp Trail;1st level Evocation;1 action;V
2;Apex Arrow;2nd level Conjuration;1 action;V 2;Apex Arrow;2nd level Conjuration;1 action;V
2;Discombobulation;2nd level Enchantment;1 action;V 2;Discombobulation;2nd level Enchantment;1 action;V
2;Hydro Nova;2nd level Evocation;1 action;V 2;Hydro Nova;2nd level Evocation;1 action;V

S;Self (15-foot cone);Instantaneous;Your hands shimmer with an iridescent light. As you hold them out

  • casting time or half as much on a successful one. On a failed save
  • range a target is blinded until the end of your next turn.;Cleric (MToUS)

this effect ends.;Cleric (MToUS) a sheet of Sparkling dust shoots forth from your outstretched fingertips. Each creature in a 15-foot cone in front of you must make a Constitution saving throw. A creature takes 2d6 radiant damage on a failed save

S;Self;Concentration

  • casting time thunder cracks and bellows in the area. Until the spell ends
  • range any creature within 10 feet of you whilst you are moving takes 1d8 thunder damage.;Cleric (MToUS)

this effect ends.;Cleric (MToUS) up to 1 Minute;The air becomes heavy around you and with each footstep you take

S;Self;Concentration

  • casting time on your turn you may substitute one of your attacks to make a melee spell attack on a target within 5 feet. On a hit
  • range the target takes 2d6 acid damage and if they're wearing any armour it takes a cumulative -1 penalty to the AC it offers. If the armour is reduced to an AC of 10 or a shield drops to +0 bonus they are destroyed.;Cleric (MToUS)

this effect ends.;Cleric (MToUS) up to 1 Hour;Your face twists into a bestial maw as you grow two sharp fangs that drip with deadly toxins and acid.
Until the spell ends

S;Self (60-foot cone);Instantaneous;A blast of cold air erupts from your hands and covers the area in an icy mist that coats the floor in dangerous frost. The area counts as difficult terrain. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 2d8 cold damage on a failed save

  • casting time and its area is lightly obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. A creature killed by this spell becomes a frozen statue until it thaws.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher
  • range the damage is increased by ld8 for each slot above 3rd.;Cleric (MToUS)

this effect ends.;Cleric (MToUS) or half as much damage on a successful one.
The mist spreads around corners

S;Self (30-foot cone);Instantaneous;You roar a wave of thunderous energy across the land ahead of you. Each creature in a 30-foot cone originating from you must make a Constitution saving throw. On a failed save a creature takes 2d6 thunder damage and is deafened until the start of your next turn. On a successful save

this effect ends.;Cleric (MToUS) the creature takes half damage and isn't deafened.
If a creature fails their save they must also make a Dexterity saving throw. On a failed save they take 2d6 lightning damage and are knocked prone. On a successful save they take half as much damage and are not prone.;Cleric (MToUS)

S

  • casting time up to 1 Hour;You create an oily mass of tar at a point of your choice within range. The tar fills a 20-foot cube from that point for the duration. The area of tar is difficult terrain and any creature in the tar when it appears or that ends its turn there must succeed a Strength saving throw. On a failed save they are restrained as long as they remain in the Tar Pit or until they break free.
    Creatures can attempt to break free by using their action to retake the Strength saving throw. If they succeed they are no longer restrained. If the Tar Pit is targeted with any sort of flame
  • range it ignites. Creatures take 1d4 fire damage per round whilst within the ignited tar. The flames last for rounds equal to your wisdom modifier

  • components after which the flames are extinguished the spell ends
  • duration destroying the Tar Pit.;Cleric (MToUS)

this effect ends.;Cleric (MToUS) M (a tiny vial of tar);60 feet;Concentration

S;Touch;Instantaneous;You touch a creature within range and send a rush of noxious energy through their being. The target must make a Constitution Saving throw. It takes 6d6 poison damage on a failed save

  • casting time the target is stable but poisoned for 1 hour
  • range even after regaining hit points

  • components and is paralyzed while poisoned in this way.;Cleric (MToUS)
  • duration

this effect ends.;Cleric (MToUS) or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points

S;30 feet;Instantaneous;You gesture in front of you and a line of sharp icicles jut out of the ground in a 30-foot long

  • casting time piercing all creatures within reach. The area is considered difficult terrain.
    Each creature in the line must make a Dexterity saving throw. A creature takes 2d6 cold and 2d6 piercing damage on a failed save
  • range or half as much damage on a successful one.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher

  • components the length increases by 10 feet for each level above third.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher
  • duration the length increases by 10 feet for each level above third.;Cleric (MToUS)

this effect ends.;Cleric (MToUS) 5-foot wide line

S;60 feet;Concentration

  • casting time and summon plants that rise from the earth and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
    One plant of challenge rating 2 or lower
    Two plants of challenge rating 1 or lower
    Four plants of challenge rating 1/2 or lower
    Eight plants of challenge rating 1/4 or lower
    The plant disappears when it drops to 0 hit points or when the spell ends. The summoned plants are friendly to you and your companions. Roll initiative for the summoned plants as a group
  • range which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them

  • components they defend themselves from hostile creatures
  • duration but otherwise take no actions. The DM has the creature's stats.
    At Higher Levels. When you cast this spell using certain higher-level Spell Slots

you choose one of the summoning options above

this effect ends.;Cleric (MToUS) up to 1 Hour;You call on nature to aid you

2;Moon Dust;2nd level Evocation;1 bonus action;V 2;Moon Dust;2nd level Evocation;1 bonus action;V
2;Thunderfoot;2nd level Evocation;1 action;V 2;Thunderfoot;2nd level Evocation;1 action;V
3;Bile Fang;3rd level Transmutation;1 action;V 3;Bile Fang;3rd level Transmutation;1 action;V
3;Snow Flurry;3rd level Evocation;1 action;V 3;Snow Flurry;3rd level Evocation;1 action;V
3;Storm Roar;3rd level Evocation;1 action;V 3;Storm Roar;3rd level Evocation;1 action;V
3;Tar Pit;3rd level Conjuration;1 action;V 3;Tar Pit;3rd level Conjuration;1 action;V
3;Toxic Touch;3rd level Evocation;1 action;V 3;Toxic Touch;3rd level Evocation;1 action;V
3;Winter's Bite;3rd level Evocation;1 action;V 3;Winter's Bite;3rd level Evocation;1 action;V
3;Conjure Plants;3rd level Conjuration;1 action;V 3;Conjure Plants;3rd level Conjuration;1 action;V

S;Touch;1 Hour;You lay your hand on the target and encase them in a set of armour made from sheets of solid ice and jagged frost. For the duration you grant them immunity to cold damage and piercing damage as well as resistance to bludgeoning damage.
If a creature hits them with a melee attack while they are wearing Ice Armour then the attacker

  • casting time must make a Dexterity saving throw. A creature takes 1d6 cold damage on a failed save or half as much on a successful one.;Cleric (MToUS)
  • range

this effect ends.;Cleric (MToUS) and all creatures within 5 feet of them

S;Touch;1 Hour;You touch a body of water and imbue it with the icy cold of the far north. You choose an area of water that you can see within range and that fits up to a 60 foot cube. Creatures take 1d4 cold damage for every 5 feet of movement in the water.;Cleric (MToUS)

this effect ends.;Cleric (MToUS)

S;60 feet;Instantaneous;You create a column of steam

  • casting time that bursts from the ground or water. The geyser is 5 feet wide and 60 feet high.
    When the geyser appears
  • range each creature within its area must make a Strength saving throw. On a failed save

  • components the creature is thrown up to 60 feet into the air and takes 1d8 fire damage and 1d8 cold damage. If they cannot fly
  • duration they immediately fall 60 feet back down to the ground.
    At Higher Levels. When you cast this spell using a spell slot of 4th level or higher

the height of the geyser

and subsequent fall damage from a point you can see within range

S;60 feet;Instantaneous;You sink into the ground and magically teleport to an unoccupied space you can see within range. Upon arrival at your new location

  • casting time each of these roots make a melee weapon attack using your spellcasting modifier against a target of your choice within 15 feet. On a hit they deal 1d6 bludgeoning damage and retract into the ground.;Cleric (MToUS)
  • range

and subsequent fall damage 1d6 flailing roots sprout from the ground around you in the first available unoccupied space.
At the end of your turn

S;60 feet;Concentration

  • casting time clay
  • range and stone to wash away the enemies in front of you. The mudslide is 100 feet long and 15 feet wide and moves from the point of its origin in a direction you choose.
    Each creature in the line must make a Dexterity saving throw. A creature takes 4d10 bludgeoning damage on a failed save

  • components or half as much damage on a successful one. A creature that fails their save is pushed 20 feet in the direction of the mudslide and must make a Strength check on their subsequent turn to escape the torrent.
    The Mudslide also affects any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
    At Higher Levels. When you cast this spell using a spell slot of 5th level or higher
  • duration the Mudslide increases in width by 5 feet for each spell slot above 4th.;Cleric (MToUS)

and subsequent fall damage up to 1 Hour;You summon a torrent of water

S;60 feet;Concentration

  • casting time a 20-foot long
  • range 5 foot wide torrent of continuous water rises from the ground. The current moves in a direction of your choosing.
    When a creature enters the affected area for the first time on a turn or starts its turn there

  • components the creature must succeed on a Strength saving throw
  • duration taking 4d6 bludgeoning damage on a failed save

or half as much damage on a successful one.
As a bonus action on your turn you can extend the river by 10 feet in any direction from either end. If the extended river hits a new creature

and subsequent fall damage up to 1 Minute;Summoning the elemental energy of the water plane

S;Self;Instantaneous;A column of biting sand surrounds you. As part of this spell you move up to 30 feet in any direction to an unoccupied space you can see within range. Your movement does not provoke opportunity attacks and you are immune to difficult terrain.
While travelling in this way you are able to pass through creatures. Whenever you pass through creatures in this way

and subsequent fall damage they must make a Dexterity saving throw. They take 2d6 slashing damage on a failed save or half as much damage on a successful one.;Cleric (MToUS)

S

  • casting time up to 1 Minute;Striking together your piece of stone and metal you create a shower of fiery
  • range magical sparks that burst outwards from your location.
    Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 4d6 fire damage and is blinded on a failed save

  • components or half as much damage and is not blinded on a successful save.;Cleric (MToUS)
  • duration

and subsequent fall damage M (a small piece of stone and metal);Self (15-foot cone);Concentration

S;Self (30-foot cone);Instantaneous;Throwing your hands forward

  • casting time or half as much damage on a successful one. On a failed save
  • range a creature is frightened until the start of your next turn.;Cleric (MToUS)

and subsequent fall damage you summon a wave of poisonous sludge that splashes out and washes over the area in front of you.
Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 3d6 poison damage on a failed save

3;Ice Armour;3rd level Abjuration;1 action;V 3;Ice Armour;3rd level Abjuration;1 action;V
3;Northern Waters;3rd level Transmutation;1 action;V 3;Northern Waters;3rd level Transmutation;1 action;V
3;Steam Geyser;3rd level Evocation;1 action;V 3;Steam Geyser;3rd level Evocation;1 action;V
3;The Root Way;3rd level Evocation;1 action;V 3;The Root Way;3rd level Evocation;1 action;V
4;Mudslide;4th level Evocation;1 action;V 4;Mudslide;4th level Evocation;1 action;V
4;River's Wrath;4th level Enchantment;1 action;V 4;River's Wrath;4th level Enchantment;1 action;V
4;Sand Shift;4th level Conjuration;1 action;V 4;Sand Shift;4th level Conjuration;1 action;V
4;Faerie Sparks;4th level Evocation;1 action;V 4;Faerie Sparks;4th level Evocation;1 action;V
4;Vile Tide;4th level Evocation;1 action;V 4;Vile Tide;4th level Evocation;1 action;V

S;60 feet;Instantaneous;You cause two pillars of solid quartz to burst from places on the ground you can see within range. Both pillars are cylindrical and have a diameter of 5 feet and height of up to 30 feet.
The ground where a pillar appears must be wide enough for its diameter

  • casting time a pillar crumbles into rubble
  • range which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
    If a pillar is created under a creature

  • components that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
    If a pillar is prevented from reaching its full height because of a ceiling or other obstacle
  • duration a creature on the pillar takes 6d6 bludgeoning damage and is restrained

pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success

and subsequent fall damage and you can target the ground under a creature if that creature is Medium or smaller. Both pillars have AC 17 and 50 hit points. When reduced to 0 hit points

S;Touch;Concentration

  • casting time the target gains the following benefits:
    • The target is immune to fire damage
    • When the target is damaged from fire
  • range they are healed by it instead
    • The target emits bright light in a 30-foot radius and dim light for an additional 30 feet;Cleric (MToUS)

and subsequent fall damage up to 10 Minutes;You choose a target within range and imbue them with a heart of flame. Until the spell ends

S

  • casting time up to 1 Hour;A giant carnivorous plant appears in an unoccupied space of your choice within range and lasts for the duration. The creature is Large and uses the stats of a Shambling Mound
  • range but with these differences:
    It has a movement speed of 0
    It has a reach of 15 feet with the Slam attack
    It has advantage against flying targets or targets in the air.
    The plant disappears when it drops to 0 hit points or the spell ends.
    The summoned creature is friendly to you and your companions. It acts independently of you but will always obey your commands. In combat

  • components it rolls its own initiative and acts on its own turn. If you don't issue any commands to it
  • duration it defends itself from hostile creatures

but otherwise takes no action. The DM has the creature's stats.;Cleric (MToUS)

and subsequent fall damage M (venus fly trap head);60 feet;Concentration

S

  • casting time branches
  • range and trees. They are well hidden and indistinguishable from other foliage. Each shelter grants the resident food

  • components water and comfortable sleep. You also gain the benefit of Speak with Plants while inside.;Cleric (MToUS)
  • duration

and subsequent fall damage M;150 feet;24 Hours;You summon a number of plant-based shelters equal to your spell-casting ability modifier. They hang down from beams

S

  • casting time up to 1 Hour;This spell turns the flesh of a willing creature you touch as hard as dragon scales. Until the spell ends
  • range the target's base AC becomes 15 + its Constitution modifier while they aren't wearing armour.
    At Higher Levels. When you cast this spell using a spell slot of 6th level or higher

  • components the AC bonus increases by 1 for each slot level above 5th;Cleric (MToUS)
  • duration

and subsequent fall damage M (a dragon scale);Touch;Concentration

S

  • casting time you corrupt the lifeforce of a target you can see within range. The target must make a Constitution saving throw. It takes 6d8 necrotic damage on a failed save
  • range or half as much damage on a successful one. This spell has no effect on undead or constructs. A humanoid killed by this spell explodes into a twisted mess of brambles

  • components blood and bone
  • duration Each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save or half as much on a successful one. Any creature that fails their save is frightened until the start of your next turn.;Cleric (MToUS)

and subsequent fall damage M (a single burnt seed soaked in blood);60 feet;Instantaneous ;Crumbling the seed in your hands

S;60 feet;Concentration

  • casting time poisonous ooze. For the duration the area is difficult terrain.
    When a creature enters the affected area for the first time on a turn or starts its turn there
  • range the creature must succeed on a Constitution saving throw or takes 4d6 poison damage and it is also poisoned until the spell ends.;Cleric (MToUS)

and subsequent fall damage up to 1 Minute;The area you choose in a 20-foot square becomes hazardous and boggy as the ground splits open; out from the crevasses seeps a muddy

S;60 feet;Concentration

  • casting time the creature must make a Strength saving throw. On a failed save
  • range the creature takes 6d8 force damage and is pulled 20 feet towards the centre of the spell’s area.
    Additionally

  • components when the creature fails their save they must make a Dexterity saving throw. On a failed save
  • duration the creature falls prone.
    When the spell ends it unleashes a burst of astral energy upon creatures within 20 feet of its point of origin

they each take 2d8 fire damage and 2d8 radiant damage.;Cleric (MToUS)

and subsequent fall damage up to 1 Minute;Harnessing your knowledge of the astral plane you tear a tiny hole in the fabric of space and watch as the world begins to implode.
You create a 40-foot-radius centred on a point you can see within range. When a creature enters the spells area for the first time on a turn or starts its turn there

S;Self (30-foot cone);Instantaneous;Your face grows gaunt as a torrent of sand and insects pour forth from your unnaturally elongated mouth. Each creature in a cone in front of you must make a Dexterity saving throw. A creature takes 6d6 slashing damage on a failed save

  • casting time a target with a wisdom of 10 or lower is also frightened of you until the end of your next turn.;Cleric (MToUS)
  • range

and subsequent fall damage or half as much on a successful one. The area of the cone counts as lightly obscured.
On failed save

5;Bones of the Moon;5th level Transmutation;1 action;V 5;Bones of the Moon;5th level Transmutation;1 action;V
5;Inner Flame;5th level Transmutation;1 action;V 5;Inner Flame;5th level Transmutation;1 action;V
5;Lowii Growth;5th level Conjuration;1 action;V 5;Lowii Growth;5th level Conjuration;1 action;V
5;Nailo's Hanging Homes;5th level Transmutation;1 minute;V 5;Nailo's Hanging Homes;5th level Transmutation;1 minute;V
5;Scale Skin;5th level Abjuration;1 action;V 5;Scale Skin;5th level Abjuration;1 action;V
6;Doom Bloom;6th level Conjuration;1 action;V 6;Doom Bloom;6th level Conjuration;1 action;V
6;Quagmire;6th level Conjuration;1 action;V 6;Quagmire;6th level Conjuration;1 action;V
6;Astral Eruption;6th level Evocation;1 action;V 6;Astral Eruption;6th level Evocation;1 action;V
6;Dune;6th level Evocation;1 action;V 6;Dune;6th level Evocation;1 action;V

S

  • casting time up to 1 Minute;You rip at the very fabric of the sky and call down a small celestial star to the battlefield. The star plummets to a point you choose within range and hovers 10 feet off the ground
  • range emitting bright light in a 60-foot radius and dim light for an additional 60 feet. Until the spell ends

  • components you can use your bonus action to use the star for one of the following effects:
    Deals 3d6 radiant damage to a creature within 60 feet of the star.
    A creature of your choice within 60 feet of the star regains 3d6 hit points.
    The target emits bright light in a 30 foot radius and dim light for an additional 30 feet.;Cleric (MToUS)
  • duration

and subsequent fall damage M a meteor fragment);60 feet;Concentration

S

  • casting time up to 1 Minute;You turn your eyes to the creatures in front of you as you utter a series of forgotten arcane words. Your eyes gather a sickly green glow and the air becomes tense and heavy under your gaze. With a flash of green light
  • range the air within a cone in front of you hardens. Each creature with a body made of flesh in that cone must make a Constitution saving throw. On a failed save

  • components it is restrained as they begin to petrify. On a successful save they aren't affected.
    A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times
  • duration the creature is no longer affected. If it fails its saves three times

it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified

and subsequent fall damage M (a petrified snake’s head);Self (15-foot cone);Concentration

S;60 feet;Concentration

  • casting time you can use your action to force the creature to make a Constitution saving throw. On a failed save it gains one level of Exhaustion.
    The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell range or has cover from you. When the spell ends the target retains the exhaustion points inflicted until they are cured.
    Refer to 'Exhaustion' Rules for more details.;Cleric (MToUS)
  • range

and subsequent fall damage up to 1 Minute;You drain the very liteforce of a creature that you can see within range. On each of your turns for the duration

S;60 feet;Instantaneous;You cause up to eight spikes of pointed wood to burst from places on the ground that you can see within range.
Each spike is 5 feet wide and 5 feet high. The ground where a spike appears must be wide enough for its diameter

  • casting time a spike is broken into pieces of wood
  • range which creates an area of difficult terrain with a 5-foot-radius that lasts until the rubble is cleared. The 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
    If a spike is created under a creature

  • components that creature must succeed on a Dexterity saving throw or be impaled
  • duration taking 6d6 piercing damage

and the target is grappled.
A creature grappled by a spike or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success

the target is freed.;Cleric (MToUS) and you can target the ground under a creature if that creature is Medium or smaller. Each spike has AC 10 and 20 hit points.
When reduced to 0 hit points

S;100 feet;Concentration

  • casting time centred on a point you can see within range directly above you. You don't need access to the sky for this spell. Each creature in the rain when it appears or that ends its turn there must succeed on a Constitution saving throw. A creature takes 1d6 cold damage
  • range or half as much damage on a successful one.
    A mass of 5-foot deep water falls every turn

  • components magically held in place if the spell is cast in an area larger than the spell.
    When the rainfall is 10 feet deep
  • duration creatures within the radius must use their swimming speed. When the rainfall is 20 feet deep

the area is classed as underwater for combat and additional effects.;Cleric (MToUS)

the target is freed.;Cleric (MToUS) up to 10 Minutes;You create a downpour of rain in the shape of a cylinder that is 60 feet tall with a 60-foot radius

S;150 feet;Concentration

  • casting time each creature within its area that isn't flying must make a Dexterity saving throw. On a failed save
  • range a creature plummets down into the ravine 60 feet and takes 6d6 bludgeoning damage.
    If any creatures are within the ravine when the spell ends

  • components they take 3d6 bludgeoning damage and are buried in the ground
  • duration becoming restrained until they break free. This area is considered difficult terrain except when flying.;Cleric (MToUS)

the target is freed.;Cleric (MToUS) up to 10 Minutes;A huge crack in the ground begins to pull itself open into a seemingly endless ravine at a point you choose within range.
The ravine is 10 feet wide and 60 feet long. When the crack appears

S;120 feet;Until Dispelled;You choose a point that you can see within range and infuse the area with deadly necrotic power. The area can have a radius up to 60 feet

  • casting time determined each round by a d6
  • range re-rolling sixes. A creature is subject to this effect when it moves inside the area each turn.
    Death Dalia - A creature takes 10d8 necrotic damage and must make a Strength saving throw. On a failed save they are knocked prone.
    Cursed Crocus - A creature's ability score (chosen at random) is reduced by 2d4

  • components the reduction lasts until the target finishes a short or long rest.
    Hex Rose - A creature takes 6d8 necrotic damage and is under the Hex spell
    Blood Orchid -A creature takes 4d8 necrotic damage and you regain hit points equal to half the amount of damage dealt.
    Umbral lvy - A creature takes 6d8 necrotic damage and must make a Strength saving throw. On a failed save it becomes restrained until the start of your next turn.;Cleric (MToUS)
  • duration

the target is freed.;Cleric (MToUS) and the spell fails if the radius includes an area already under the effect of the Death Meadow spell. The affected area is subject to one of the following effects

S

  • casting time up to 5 minutes;In an area around you
  • range magma begins to rise up and boil out of the ground

  • components seeping outwards 5 feet in all directions from you
  • duration burning all in its path.
    When a creature enters the affected area for the first time on a turn or starts its turn there

the creature must succeed on a Dexterity saving throw or takes 4d6 fire damage on a failed save

the target is freed.;Cleric (MToUS) M (a fire opal worth 1000 gp);Self;Concentration

S;60 feet;Concentration

  • casting time 60 feet long
  • range and 20 feet deep centred in front of you. The area of the spell is considered difficult terrain.
    When the wave appears

  • components each creature within its area must make a Dexterity saving throw. On a failed save
  • duration a creature takes 10d8 cold damage

is buried in the snow

the target is freed.;Cleric (MToUS) up to 1 Minute;You summon a wave of ice and snow to bury your enemies. The wave is up to 30 feet wide

6;Starfall;6th level Evocation;1 action;V 6;Starfall;6th level Evocation;1 action;V
7;Stone Glare;7th level Transmutation;1 action;V 7;Stone Glare;7th level Transmutation;1 action;V
7;Wither Wind;7th level Necromancy;1 action;V 7;Wither Wind;7th level Necromancy;1 action;V
7;Bones of the Forest;7th level Transmutation;1 action;V 7;Bones of the Forest;7th level Transmutation;1 action;V
7;Monsoon;7th level Evocation;1 action;V 7;Monsoon;7th level Evocation;1 action;V
7;Ravine;7th level Evocation;1 action;V 7;Ravine;7th level Evocation;1 action;V
8;Death Meadow;8th level Necromancy;1 hour;V 8;Death Meadow;8th level Necromancy;1 hour;V
8;Magma Tide;8th level Evocation;1 action;V 8;Magma Tide;8th level Evocation;1 action;V
8;Avalanche;8th level Evocation;1 action;V 8;Avalanche;8th level Evocation;1 action;V

S;150 feet;Concentration

  • casting time the area around you turns wild with the braying
  • range roaring

  • components and screeching of native beasts; enemies within range with a lower Wisdom score than you must make a Wisdom saving throw or be frightened until the spell ends.
    On the second round of the spell
  • duration beasts emerge from a point you choose within range. Charging in a 10 foot wide

100-foot long line. They crush all in their path as they move in a direction of your choosing. Any creature caught in this Stampede must make a Dexterity saving throw. A creature takes 10d6 bludgeoning damage on a failed save

the target is freed.;Cleric (MToUS) up to 1 Minute;You command the local fauna to march as one against your enemies. When the spell is first cast

9;Stampede;9th level Evocation;2 actions;V 9;Stampede;9th level Evocation;2 actions;V