Level from: to








custom background URL

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

,,

Blade of Disaster

  • range1 bonus action
  • s60 feet

  • apV, S
  • typeConcentration, up to 1 minute

You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a wall of force.

(TCE 109) Sorcerer, Warlock, Wizard,, 9th level Conjuration

Create Magen

  • range1 hour
  • sTouch

  • apV, S, M
  • typeInstantaneous

A vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics.
When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.
Any magen you create with this spell obeys your commands without question.

(PHB 225) Cleric, Sorcerer, 7th level Transmutation

Dark Star [1/2]

  • range1 action
  • s150 feet

  • apV, S, M
  • typeConcentration, up to 1 minute

A shard of onyx and a drop of the caster's blood, both of which the spell consumes

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.
For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced

(EGW 186) Wizard, 8th level Evocation

Dark Star [2/2]

  • range1 action
  • s150 feet

  • apV, S, M
  • typeConcentration, up to 1 minute

A shard of onyx and a drop of the caster's blood, both of which the spell consumes

to a pile of fine gray dust.

(EGW 186) Wizard, 8th level Evocation

Distort Value

  • range1 minute
  • sTouch

  • apV
  • type8 hours

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.

(PHB 224) Cleric. Paladin, Sorcerer,, 1st level Illusion

Dream of the Blue Veil [1/2]

  • range10 minutes
  • s20 feet

  • apV, S, M
  • type6 hours

A magic item or a willing creature from the destination world

You and up to eight willing creatures within range fall unconscious for the spell's duration and experience visions of another world on the Material Plane, such as Oerth, Toril, Krynn, or Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell, you must have a magic item that originated on the world you wish to reach, and you must be aware of the world's existence, even if you don't know the world's name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that creature takes any damage, and the creature isn't transported. If you take

(PHB 234) Cleric, Sorcerer, 7th level Conjuration

Dream of the Blue Veil [2/2]

  • range10 minutes
  • s20 feet

  • apV, S, M
  • type6 hours

A magic item or a willing creature from the destination world

any damage, the spell ends for you and all the other creatures, with none of you being transported.

(PHB 234) Cleric, Sorcerer, 7th level Conjuration

Encode Thoughts

  • range1 action
  • sSelf

  • apS
  • type8 hours

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

(GGR 47) [Dimir Operative Background] Cantrip Enchantment

9 9
7 7
8 8
8 8
1 1
7 7
7 7
0 0

Fast Friends

  • range1 action
  • s30 feet

  • apV
  • typeConcentration, up to 1 hour

When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.
When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

(PHB 230) Cleric, Paladin,, 3rd level Enchantment

Fortunes Favor

  • range1 minute
  • s60 feet

  • apV, S, M
  • type1 hour

A white pearl worth at least 100 gp, which the spell consumes

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
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.

(EGW 186) Wizard 2nd level Divination

Frost Fingers

  • range1 action
  • sSelf (15-foot cone)

  • apV, S
  • typeInstantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes nonmagical liquids in the area that aren't being worn or carried.
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.

(IDRF 318) Fighter, Rogue, Wizard,, 1st level Evocation

Gift of Alacrity

  • range1 minute
  • sTouch

  • apV, S
  • type8 hours

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

(EGW 186) Wizard 1st level Divination

Gift of Gab

  • range1 reaction, which you take when you speak to another creature
  • sSelf

  • apV, S, R
  • typeInstantaneous

R: 2 gp

~When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.~
Morgaen
Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happenedby ensuring that no one knows it happened.
When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

(AI 76) Bard, Fighter, Rogue, Wizard 2nd level Enchantment

Gravity Fissure

  • range1 action
  • sSelf (100-foot line)

  • apV, S, M
  • typeInstantaneous

A fistful of iron filings

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

(EGW 187) Wizard 6th level Evocation

Immovable Object

  • range1 action
  • sTouch

  • apV, S, M
  • type1 hour

Gold dust worth at least 25 gp, which the spell consumes

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

(EGW 187) Wizard 2nd level Transmutation

Incite Greed

  • range1 action
  • s30 feet

  • apV, S, M
  • typeConcentration, up to 1 minute

A gem worth at least 50 gp

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

(PHB 251) Sorcerer, Warlock 3rd level Enchantment

Intellect Fortress

  • range1 action
  • s30 feet

  • apV
  • typeConcentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them..

(PHB 251) Sorcerer, Warlock, 3rd level Abjuration

3 3
2 2
1 1
1 1
2 2
6 6
2 2
3 3
3 3

Jims Glowing Coin

  • range1 action
  • s60 feet

  • apS, M, R
  • type1 minute

A coin, R: 2 gp

Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

(EGW 187) Wizard,, 2nd level Enchantment

Jims Magic Missile [1/2]

  • range1 action
  • s120 feet

  • apV, S, R
  • typeInstantaneous

R: 1 gp

~Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.~
Jim Darkmagic
Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart,

(AI 76) Fighter, Rogue, Wizard 1st level Evocation

Jims Magic Missile [2/2]

  • range1 action
  • s120 feet

  • apV, S, R
  • typeInstantaneous

R: 1 gp

and the royalty component increases by 1 gp, for each slot level above 1st.

(AI 76) Fighter, Rogue, Wizard 1st level Evocation

Magnify Gravity

  • range1 action
  • s60 feet

  • apV, S
  • type1 round

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
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.

(EGW 188) Wizard,, 1st level Transmutation

Mind Sliver

  • range1 action
  • s60 feet

  • apV
  • type1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(TCE 108) Sorcerer, Warlock, Wizard, Cantrip Enchantment

Motivational Speech

  • range1 minute
  • s60 feet

  • apV
  • type1 hour

~I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?~
Walnut Dankgrass
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

(AI 77) Bard, Cleric, Sorcerer, 3rd level Enchantment

Pulse Wave

  • range1 action
  • sSelf (30-foot cone)

  • apV, S
  • typeInstantaneous

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

(EGW 188) Wizard, 3rd level Evocation

Power Word Heal

  • range1 action
  • sTouch

  • apV, S
  • typeInstantaneous

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

(PHB 266) Bard, Cleric, Druid 9th level Evocation

Ravenous Void [1/2]

  • range1 action
  • s1000 feet

  • apV, S, M
  • typeConcentration, up to 1 minute

A small, nine-pointed star made of iron

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.
When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.
A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its

(EGW 188) Wizard,, 9th level Evocation

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

Ravenous Void [2/2]

  • range1 action
  • s1000 feet

  • apV, S, M
  • typeConcentration, up to 1 minute

A small, nine-pointed star made of iron

action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

(EGW 188) Wizard,, 9th level Evocation

Reality Break

  • range1 action
  • s60 feet

  • apV, S, M
  • typeConcentration, up to 1 minute

A crystal prism

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns

(PHB 251) Cleric, Sorcerer,, 8th level Conjuration

Sapping Sting

  • range1 action
  • s30 feet

  • apV, S
  • typeInstantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

(EGW 189) Cleric, Wizard, Cantrip Necromancy

Spirit Shroud

  • range1 bonus action
  • sSelf

  • apV, S
  • typeConcentration, up to 1 minute

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.

(PHB 278) Cleric, Paladin, Sorcerer, 3rd level Necromancy

Summon Aberration

  • range1 action
  • s90 feet

  • apV, S, M
  • typeConcentration, up to 1 hour

A pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

(TCE 109) Sorcerer, Warlock, Wizard, 4th level Conjuration

Summon Beast

  • range1 action
  • s90 feet

  • apV, S, M
  • typeConcentration, up to 1 hour

A feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp

You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever the spell's level appears in the stat block.

(TCE 109) Druid, Ranger 2nd level Conjuration

Summon Celestial

  • rangeCasting Time: 1 action
  • s90 feet

  • apV, S, M
  • typeDuration: Concentration, up to 1 hour

A golden reliquary worth at least 500 gp

You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

(TCE 110) Cleric, Paladin,, 5th level Conjuration

Summon Construct

  • range1 action
  • s90 feet

  • apV, S, M
  • typeConcentration, up to 1 hour

An ornate stone and metal lockbox worth at least 400 gp

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels:
When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

(TCE 111) Artificer, Sorcerer, Wizard, 4th level Conjuration

Summon Elemental

  • range1 action
  • s90 feet

  • apV, S, M
  • typeConcentration, up to 1 hour

Air, a pebble, ash, and water inside a gold-inlaid vial worth at least 400 gp

You call forth an elemental spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.

(TCE 111) Artificer, Sorcerer, Wizard 4th level Conjuration

9 9
8 8
0 0
3 3
4 4
2 2
5 5
4 4
4 4

Summon Fey

  • range1 action
  • s90 feet

  • apV, S, M
  • typeConcentration, up to 1 hour

A gilded flower worth at least 300 gp

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

(PHB 278) Cleric, Paladin, Sorcerer, 3rd level Conjuration

Summon Fiend

  • range1 action
  • s90 feet

  • apV, S, M
  • typeConcentration, up to 1 hour

Humanoid blood inside a ruby vial worth at least 600 gp

You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.

(TCE 112) Warlock, Wizard,, 6th level Conjuration

Summon Shadowspawn

  • range1 action
  • s90 feet

  • apV, S, M
  • typeConcentration, up to 1 hour

Tears inside a gem worth at least 300 gp

You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

(TCE 113) Warlock, Wizard,, 3rd level Conjuration

Summon Undead

  • range1 action
  • s90 feet

  • apV, S, M
  • typeConcentration, up to 1 hour

A gilded skull worth at least 300 gp

You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

(TCE 114) Warlock, Wizard,, 3rd level Necromancy

Tasha's Caustic Brew

  • range1 action
  • sSelf (30-foot line)

  • apV, S, M
  • typeConcentration, up to 1 minute

A bit of rotten food

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

(TCE 115) Artificer, Sorcerer, Wizard,, 1st level Evocation

Tasha's Mind Whip

  • range1 action
  • s90 feet

  • apV
  • type1 round

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action

(TCE 115) Sorcerer, Wizard, 2nd level Enchantment

Tasha's Otherworldly Guise

  • range1 bonus action
  • sSelf

  • apV, S, M
  • typeConcentration, up to 1 minute

An object engraved with a symbol of the Outer Planes, worth at least 500 gp

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:
You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
Spectral wings appear on your back, giving you a flying speed of 40 feet.
You have a +2 bonus to AC.
All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.

(TCE 116) Sorcerer, Warlock, Wizard, 6th level Transmutation

Temporal Shunt

  • range1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell
  • s120 feet

  • apV, S
  • type1 round

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

(EGW 189) Wizard,, 5th level Transmutation

Tether Essence

  • range1 action
  • s60 feet

  • apV, S, M
  • typeConcentration, up to 1 hour

A spool of platinum cord worth at least 250 gp, which the spell consumes

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.

(EGW 189) Wizard,, 7th level Necromancy

3 3
6 6
3 3
3 3
1 1
2 2
6 6
5 5
7 7

Time Ravage

  • range1 action
  • s90 feet

  • apV, S, M
  • typeInstantaneous

An hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

(EGW 189) Wizard,, 9th level Necromancy

Wristpocket (Ritual)

  • range1 action
  • sSelf

  • apS
  • typeConcentration, up to 1 hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

(EGW 190) Wizard 2nd level Conjuration

Vicious Mockery

  • range1 action
  • s60 feet

  • apV
  • typeInstantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).

(PHB 285) Bard Cantrip Enchantment

9 9
2 2
0 0