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Detect Thoughts [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 1 minute

A copper piece

For the duration,you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends,you can focus your mind on any 1 creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language,the creature is unaffected.
You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action,you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper,the target must make a Wisdom saving throw. If it fails,you gain insight into its reasoning (if any),its emotional state,and something that looms large in its mind (such as something it worries over,loves,or hates). If it succeeds,the spell ends. Either way,the target knows that you are probing into its mind,and unless you shift your attention to another creature's thoughts,the creature can use its action on its turn to make an

Bard 2nd level Divination

Detect Thoughts [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV,S,M
  • durationConcentration,up to 1 minute

A copper piece

Intelligence check contested by your Intelligence check if it succeeds,the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts,so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration,you can search for thoughts within 30 feet of you. The spell can penetrate barriers,but 2 feet of rock,2 inches of any metal other than lead,or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way,you can read its thoughts for the rest of the duration as described above,even if you can't see it,but it must still be within range.

Bard 2nd level Divination

Hold Person

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationConcentration,up to 1 minute

A small,straight piece of iron

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns,the target can make another Wisdom saving throw. On a success,the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

Bard, 2nd level Enchantment

Suggestion [1/2]

  • casting time1 action
  • range30 feet

  • componentsV,M
  • durationConcentration,up to 8 hours

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or 2) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself,throw itself onto a spear,immolate itself,or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save,it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time,the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example,you might suggest that a knight 5 her warhorse to the first beggar she meets. If the condition isn't met before the spell expires,the activity isn't performed.

Bard, 2nd level Enchantment

Suggestion [2/2]

  • casting time1 action
  • range30 feet

  • componentsV,M
  • durationConcentration,up to 8 hours

A snake's tongue and either a bit of honeycomb or a drop of sweet oil

If you or any of your companions damage the target,the spell ends.

Bard, 2nd level Enchantment

Compulsion

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationConcentration,up to 1 minute

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save,a target is affected by this spell. Until the spell ends,you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way,it can make another Wisdom saving throw to try to end the effect.
A target isn't compelled to move into an obviously deadly hazard,such as a fire pit,but it will provoke opportunity attacks to move in the designated direction.

Bard, 4th level Enchantment

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so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch,a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is,sees it as a vague image superimposed on the terrain. so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch,a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is,sees it as a vague image superimposed on the terrain.
wield,or otherwise benefit from any of its equipment. wield,or otherwise benefit from any of its equipment.
and Dexterity determined by its size. Its Cons is 10 and its Int and Wis are 3,and its Char is 1. Speed is 30 ft,if the objects lack legs or other appendages it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object,such as a chain on a wall,its speed is 0. It has blindsight with a radius of 30 ft and is blind beyond that. When the animated object drops to 0 hit points,it reverts to its original object form,and any remaining damage carries over to its original object form.
If you command an object to attack,it can make a single melee attack within 5 ft of it. It makes a slam attack with an attack bonus and bludgeoning damage is determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Animated Object Statistics
Size. .,HP,AC,Hit,Damage,Str,Dex
Tiny. .,20,18,+8,1d4 + 4.,4,18
Small,25,16,+6,1d8 + 2.,6,14
Med. .,40,13,+5,2d6 + 1,10,12
Large,50,10,+6,2d10 +2,14,10
Huge.,80,10,+8,2d12 +4,18,6

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher,you can animate 2 additional objects for each slot level above 5th.
and Dexterity determined by its size. Its Cons is 10 and its Int and Wis are 3,and its Char is 1. Speed is 30 ft,if the objects lack legs or other appendages it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object,such as a chain on a wall,its speed is 0. It has blindsight with a radius of 30 ft and is blind beyond that. When the animated object drops to 0 hit points,it reverts to its original object form,and any remaining damage carries over to its original object form.
If you command an object to attack,it can make a single melee attack within 5 ft of it. It makes a slam attack with an attack bonus and bludgeoning damage is determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Animated Object Statistics
Size. .,HP,AC,Hit,Damage,Str,Dex
Tiny. .,20,18,+8,1d4 + 4.,4,18
Small,25,16,+6,1d8 + 2.,6,14
Med. .,40,13,+5,2d6 + 1,10,12
Large,50,10,+6,2d10 +2,14,10
Huge.,80,10,+8,2d12 +4,18,6

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher,you can animate 2 additional objects for each slot level above 5th.

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the duration is concentration,up to 10 minutes. When you use a 7th-level spell slot,the duration is concentration,up to 1 hour. When you use a spell slot of 8th level or higher,the duration is concentration,up to 8 hours. the duration is concentration,up to 10 minutes. When you use a 7th-level spell slot,the duration is concentration,up to 1 hour. When you use a spell slot of 8th level or higher,the duration is concentration,up to 8 hours.
objects,and other images. The messenger can emerge from the trance at any time,ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell,the messenger knows it,and can either end the trance (and the spell) or wait for the target to fall asleep,at which point the messenger appears in the target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do,the messenger can deliver a message of no more than 10 words and then the target must make a Wisdom saving throw. On a failed save,echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition,when the target wakes up,it takes 3d6 psychic damage.
If you have a body part,lock of hair,clipping from a nail,or similar portion of the target's body,the target makes its saving throw with disadvantage.
objects,and other images. The messenger can emerge from the trance at any time,ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell,the messenger knows it,and can either end the trance (and the spell) or wait for the target to fall asleep,at which point the messenger appears in the target's dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do,the messenger can deliver a message of no more than 10 words and then the target must make a Wisdom saving throw. On a failed save,echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition,when the target wakes up,it takes 3d6 psychic damage.
If you have a body part,lock of hair,clipping from a nail,or similar portion of the target's body,the target makes its saving throw with disadvantage.
may awaken the true powers of the axe,and only with the sacred word Rudnogg on the lips. may awaken the true powers of the axe,and only with the sacred word Rudnogg on the lips.
particularly if the memory contradicts the creature's natural inclinations,alignment,or beliefs. An illogical modified memory,such as implanting a memory of how much the creature enjoyed dousing itself in acid,is dismissed,perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher,you can alter the target's memories of an event that took place up to 7 days ago (6th level),30 days ago (7th level),1 year ago (8th level),or any time in the creature's past (9th level).
particularly if the memory contradicts the creature's natural inclinations,alignment,or beliefs. An illogical modified memory,such as implanting a memory of how much the creature enjoyed dousing itself in acid,is dismissed,perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A remove curse or greater restoration spell cast on the target restores the creature's true memory.

At Higher Levels: If you cast this spell using a spell slot of 6th level or higher,you can alter the target's memories of an event that took place up to 7 days ago (6th level),30 days ago (7th level),1 year ago (8th level),or any time in the creature's past (9th level).
but if the creature is hostile to you,it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends,it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence,it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of a higher level,the duration increases to 10 days with a 6th-level slot,to 30 days with a 7th-level slot,to 180 days with an 8th-level slot,and to a year and a day with a 9th-level spell slot.
but if the creature is hostile to you,it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends,it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence,it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of a higher level,the duration increases to 10 days with a 6th-level slot,to 30 days with a 7th-level slot,to 180 days with an 8th-level slot,and to a year and a day with a 9th-level spell slot.
and ability checks. Every time the target finishes a long rest,the penalty is reduced by 1 until it disappears. and ability checks. Every time the target finishes a long rest,the penalty is reduced by 1 until it disappears.
the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target,remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature,you can choose a location you have seen before as the target of this spell. When you do,the sensor appears at that location and doesn't move.
the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target,remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature,you can choose a location you have seen before as the target of this spell. When you do,the sensor appears at that location and doesn't move.
the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds,it becomes aware that the target is disguised.
the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds,it becomes aware that the target is disguised.
you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

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at each intersection or branching passage offering a choice of direction,there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.






Doors: All doors in the warded area are magically locked,as if sealed by an arcane lock spell. In addition,you can cover up to 10 doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs: Webs fill all stairs in the warded area from top to bottom,as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect: You can place your choice of 1 of the following magical effects within the warded area of the stronghold.
• Place dancing lights in 4 corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
• Place magic mouth in 2 locations.
• Place stinking cloud in 2 locations. The vapors appear in the places you designate they return within 10 minutes if dispersed by wind while guards and wards lasts.


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• Place a constant gust of wind in 1 corridor or room.
• Place a suggestion in 1 location. You select an area of up to 5 feet square,and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect,if successful,removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for 1 year.
at each intersection or branching passage offering a choice of direction,there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.






Doors: All doors in the warded area are magically locked,as if sealed by an arcane lock spell. In addition,you can cover up to 10 doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs: Webs fill all stairs in the warded area from top to bottom,as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect: You can place your choice of 1 of the following magical effects within the warded area of the stronghold.
• Place dancing lights in 4 corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
• Place magic mouth in 2 locations.
• Place stinking cloud in 2 locations. The vapors appear in the places you designate they return within 10 minutes if dispersed by wind while guards and wards lasts.


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• Place a constant gust of wind in 1 corridor or room.
• Place a suggestion in 1 location. You select an area of up to 5 feet square,and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect,if successful,removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for 1 year.
with none of you being transported. with none of you being transported.
visual,tactile,and olfactory elements,so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form,however,all other elements of the illusion remain,so while the creature is aware of the illusion's presence,the creature can still physically interact with the illusion.
visual,tactile,and olfactory elements,so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.
Creatures with truesight can see through the illusion to the terrain's true form,however,all other elements of the illusion remain,so while the creature is aware of the illusion's presence,the creature can still physically interact with the illusion.
light fires,serve food,pour wine,and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends,any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. light fires,serve food,pour wine,and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends,any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
and any noise it makes sounds hollow to the creature. and any noise it makes sounds hollow to the creature.
and ability checks. Every time the target finishes a long rest,the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for 1 year or longer taxes you greatly. Until you finish a long rest,you can't cast spells again,and you have disadvantage on all attack rolls,ability checks,and saving throws.
and ability checks. Every time the target finishes a long rest,the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for 1 year or longer taxes you greatly. Until you finish a long rest,you can't cast spells again,and you have disadvantage on all attack rolls,ability checks,and saving throws.
the glyph is broken,and the spell ends without being triggered.
The glyph is nearly invisible,requiring an Intelligence (Investigation) check against your spell save DC to find it. - - - - - You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface,the most typical triggers include touching or stepping on the glyph,removing another object covering it,approaching within a certain distance of it,or manipulating the object that holds it. For glyphs inscribed within an object,the most common triggers are opening the object,
approaching within a certain distance of it,or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight),or physical kind (for example,the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph,such as those who say a certain password.
When you inscribe the glyph,choose 1 of the options below for its effect. Once triggered,the glyph glows,filling a 60-foot-radius sphere with dim light for 10 minutes,after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect,as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death: Each target must make a Constitution saving throw,taking 10d10 necrotic damage on a failed save,
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or half as much damage on a successful save.
Discord: or half as much damage on a successful save.
Discord: Each target must make a Constitution saving throw. On a failed save,a target bickers and argues with other creatures for 1 minute. During this time,it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened,the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns,if able.
Hopelessness: Each target must make a Charisma saving throw. On a failed save,the target is overwhelmed with despair for 1 minute. During this time,it can't attack or target any creature with harmful abilities,spells,or other magical effects.
Insanity: Each target must make an Intelligence saving throw. On a failed save,the target is driven insane for 1 minute. An insane creature can't take actions,can't understand what other creatures say,can't read,and speaks only in gibberish. The DM controls its movement,which is erratic.
Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
the glyph is broken,and the spell ends without being triggered.
The glyph is nearly invisible,requiring an Intelligence (Investigation) check against your spell save DC to find it. - - - - - You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface,the most typical triggers include touching or stepping on the glyph,removing another object covering it,approaching within a certain distance of it,or manipulating the object that holds it. For glyphs inscribed within an object,the most common triggers are opening the object,
approaching within a certain distance of it,or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight),or physical kind (for example,the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph,such as those who say a certain password.
When you inscribe the glyph,choose 1 of the options below for its effect. Once triggered,the glyph glows,filling a 60-foot-radius sphere with dim light for 10 minutes,after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect,as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death: Each target must make a Constitution saving throw,taking 10d10 necrotic damage on a failed save,
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or half as much damage on a successful save.
Discord: or half as much damage on a successful save.
Discord: Each target must make a Constitution saving throw. On a failed save,a target bickers and argues with other creatures for 1 minute. During this time,it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened,the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns,if able.
Hopelessness: Each target must make a Charisma saving throw. On a failed save,the target is overwhelmed with despair for 1 minute. During this time,it can't attack or target any creature with harmful abilities,spells,or other magical effects.
Insanity: Each target must make an Intelligence saving throw. On a failed save,the target is driven insane for 1 minute. An insane creature can't take actions,can't understand what other creatures say,can't read,and speaks only in gibberish. The DM controls its movement,which is erratic.
Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
landed off target,and rolled a 5 and 3 on the 2 d10s,then you would be off target by 15 percent,or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north,2 as north-east,3 as east,and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea,you could be in trouble.
Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory,for example,you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally,you appear in the closest similar place,but since the spell has no range limit,you could conceivably wind up anywhere on the plane.
Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur,dealing damage each time).
landed off target,and rolled a 5 and 3 on the 2 d10s,then you would be off target by 15 percent,or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north,2 as north-east,3 as east,and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea,you could be in trouble.
Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory,for example,you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally,you appear in the closest similar place,but since the spell has no range limit,you could conceivably wind up anywhere on the plane.
Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur,dealing damage each time).
while other creatures are usually cast into the Astral or Ethereal planes.)
8-Special: The target is struck by two rays. Roll twice more,rerolling any 8.
while other creatures are usually cast into the Astral or Ethereal planes.)
8-Special: The target is struck by two rays. Roll twice more,rerolling any 8.

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the spell ends.

At Higher Levels: When you cast this spell with a 9th-level spell slot,the duration is concentration,up to 8 hours.
the spell ends.

At Higher Levels: When you cast this spell with a 9th-level spell slot,the duration is concentration,up to 8 hours.
the creature can repeat its saving throw against this spell. If it succeeds on its saving throw,the spell ends.
The spell can also be ended by greater restoration,heal or wish.
the creature can repeat its saving throw against this spell. If it succeeds on its saving throw,the spell ends.
The spell can also be ended by greater restoration,heal or wish.
the creature makes a Wisdom saving throw. ON a successful save,the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition,a creature affected by the spells is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute,after which time it can be affected again. the creature makes a Wisdom saving throw. ON a successful save,the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition,a creature affected by the spells is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute,after which time it can be affected again.
wield,or otherwise benefit from any of its equipment. wield,or otherwise benefit from any of its equipment.
are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form,and when it reverts to its normal form,the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points,any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points,it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form,and it can't speak,cast spells,or take any other action that requires hands or speech unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate,use,wield,or otherwise benefit from any of its equipment.
Object into Creature: You can turn an object into any kind of creature,as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.
If the spell becomes permanent,you no longer control the creature. It might remain friendly to you,depending on how you have treated it.
Creature into Object: If you turn a creature into an object,it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object,and the creature has no memory of time spent in this form,after the spell ends and it returns to its normal form.
are replaced by the statistics of the new form. It retains its alignment and personality.
The target assumes the hit points of its new form,and when it reverts to its normal form,the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points,any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points,it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form,and it can't speak,cast spells,or take any other action that requires hands or speech unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate,use,wield,or otherwise benefit from any of its equipment.
Object into Creature: You can turn an object into any kind of creature,as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.
If the spell becomes permanent,you no longer control the creature. It might remain friendly to you,depending on how you have treated it.
Creature into Object: If you turn a creature into an object,it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object,and the creature has no memory of time spent in this form,after the spell ends and it returns to its normal form.
it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall,but an antimagic field has no effect on it.
Red: The creature takes 10d6 fire damage on a failed save,or half as much damage on a successful one. While this layer is in place,nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange: The creature takes 10d6 acid damage on a failed save,or half as much damage on a successful one. While this layer is in place,magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
Yellow: The creature takes 10d6 lightning damage on a failed save,or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
Green: The creature takes 10d6 poison damage on a failed save,or half as much damage on a successful one. A passwall spell,or another spell of equal or greater level that can open a portal on a solid surface,destroys this layer.
Blue: The creature takes 10d6 cold damage on a failed save,or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
Indigo: On a failed save,the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times,the spell ends. If it fails its save three times,it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive,keep track of both until the creature collects three of a kind.
While this layer is in place,spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
Violet: On a failed save,the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save,the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically,a creature that is on a plane that isn't its home plane is banished home,while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall,but an antimagic field has no effect on it.
Red: The creature takes 10d6 fire damage on a failed save,or half as much damage on a successful one. While this layer is in place,nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.
Orange: The creature takes 10d6 acid damage on a failed save,or half as much damage on a successful one. While this layer is in place,magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.
Yellow: The creature takes 10d6 lightning damage on a failed save,or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.
Green: The creature takes 10d6 poison damage on a failed save,or half as much damage on a successful one. A passwall spell,or another spell of equal or greater level that can open a portal on a solid surface,destroys this layer.
Blue: The creature takes 10d6 cold damage on a failed save,or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.
Indigo: On a failed save,the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times,the spell ends. If it fails its save three times,it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive,keep track of both until the creature collects three of a kind.
While this layer is in place,spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.
Violet: On a failed save,the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save,the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically,a creature that is on a plane that isn't its home plane is banished home,while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.