You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
You call down the blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it can roll 1d4 and reduce the damage by the result. The spell then ends.
This spell's damage reduction increases when you reach 5th Level (1d6), 11th level (2d6), and 17th level (3d6).
You grant a blessing to one deceased creature, allowing it to cross over to the realm of the dead in peace. A creature that benefits from bless the dead can't become undead. The spell has no effect on either the living or the undead.
You transform your naked hand to iron. Your unarmed attacks do 1d4 points of bludgeoning damage and are considered magical.
This spell's damage increases to 1d6 when you reach 5th Level (1d8), 11th level (1d10), and 17th level (2d10).
You gesture to a target that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke Opportunity Attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, bonfire, or off the edge of a cliff, or if the target has already used its reaction.
You adjust the location of an ally to a better tactical position. You move one willing creature 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting or gating), so there can be no physical blockage (wall, door) between them.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.
You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing figure resembling a human head and shoulders hovers within 5 feet of the target for the duration. The figure moves to interpose itself between the target and any incoming attacks, granting the target +2 to AC. If the target fails a Dexterity saving throw while the spell is active, it can use its reaction to roll a new save. The spell then ends.
You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.
You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature's languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself. This spell doesn't change a dragons disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon's attitude toward you.
The recipient of this spell can breathe and function normally in thin oxygen, suffering no ill effect at altitudes up to 30,000 feet. If more than one creature is touched during casting, the duration is divided evenly among all creatures touched.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration of the spell increases by 2 hours for each slot level beyond 4th.
Touch one willing creature or make a melee spell attack on an unwilling creature. If the target fails a Wisdom saving throw, you learn the identity, appearance, and general location (such as 5 miles north or in the city of Tyre) of one random living blood relative of the target. A creature may choose to automatically fail this save.
A flurry of snow surrounds you in a 5-foot radius. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks. The same penalty applies to attack rolls into, out of, or through the area.
A blue spark flies from your hand into a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The contents melt normally and are not otherwise harmed, but it's not possible to consume them while they're frozen (they won't come out of the container).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for every spell slot beyond 1st level.
When you cast hobble mount as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.
This spell has no effect on a creature that your GM deems to not be a mount.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.
Loki's gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you're currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly attitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tafl, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling.
Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.
You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you're using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.
At Higher Levels: When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.
You awaken a spirit that resides inside an inanimate object such as a rock, sign, or table, and can ask it questions. The spirit is neutral toward you unless you've done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations.
You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.
A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell's duration, you can expend points from this pool to restore an equal number of lost hit points to one creature within the spell's bright light that you can see.
Additionally, you have advantage on Charisma checks made against good creatures within the blessed halo's light.
If any of this spell's area overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's pool of healing increases by 5 points for each spell slot above 2nd and this spell dispels darkness spells of a level equal to the slot used in casting blessed halo.
You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC10 Dexterity saving throw or fall prone.
Creatures that are partially submerged in the water when it freezes must make a Dexterity Saving Throw against your spell save DC or become restrained. While restrained this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.
Upon casting this spell, you are filled with a desire to overrun and trample your foes. You immediately move up to twice your speed in a straight line, trampling every foe of your size or smaller in your path. If you try to move through an enemy that is larger than your size, your movement ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage. You pass through foes whether or not they succeed on their Strength saving throw. You do not provoke opportunity attacks while moving under the effect of crushing trample.
You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.
Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes and another 30 feet can be added to its range for each slot level above 2nd.
A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.
At Higher Levels: The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.
You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as color spray. The spell doesn't alleviate blindness that's already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight (such as those caused by sunlight sensitivity), those penalties don't apply while you're under the effect of this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.
If the target fails a Charisma saving throw, you cause the target's shadow to come to life and reveal one of the creature's most scandalous secrets: some fact that the target would not want widely known (GM's choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target's voice, or if the secret is only whispered to you. The shadow speaks Common, unless the target does not speak Common, in which case it speaks in the target's native language.
If the target creature does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature's saving throw had succeeded.
If the secret was spoken aloud, the target takes a -2 penalty to Charisma checks with anyone who was present when it was revealed, for the remainder of the day, in addition to any information you obtain or any scandal it provokes.
Ritual Focus. If you expend your ritual focus, the target has disadvantage on Charisma checks instead of the -2 penalty, and the target's status score is reduced by 1 for the remainder of the day. At the end of the day, the target makes a Charisma saving throw
against your spell save DC. If this saving throw fails, rumors of the target's indiscretion become widespread and the loss of status is permanent.
You join your life force to that of up to five allies. Each target takes 5 necrotic damage that can't be reduced but can be healed normally, as they channel their energy into a pool of life essence containing the donated hit points. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and channeling hit points from the pool into the injured creature. The injured creature heals hit points equal to your spellcasting ability modifier, and the hit points remaining in the pool decrease by the same amount. This can be repeated until all the hit points in the pool are gone or the spell's duration expires.
With scooping gestures, you cause loose ground (for example: sand or dirt, but not things like worked stone, dungeon tiles or rock) to slowly sink into a trench 5 feet deep, 5 feet across, and 60 feet long. The trench forms slowly enough that enemies have no chance of falling into it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the trench's width increases by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.
You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gets advantage on an initiative check made before your next turn.
You target a construct, giving it an extra action or move on each of its turns.
You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM's discretion, this spell can instead provide a piece of general advice equivalent to an augury.
At Higher Levels. When casting Wotan's rede with a spell slot of 4th level, it provides advice equivalent to divination. When casting with a 5th-level spell slot, the spell provides advice equivalent to a single answer from commune. When casting with a 6th-level spell slot, Wotan's rede provides advice equivalent to three answers from contact other plane.
You can cast this spell as a reaction when you're targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.
Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.
This spell befuddles the minds of up to six targets that you can see within 30 feet of you with images of shifting terrain. Creatures that fail an Intelligence saving throw are reduced to half speed by confusion over their surroundings. In addition, targets that fail their saving throw make ranged attack rolls with disadvantage.
Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost and can't remember where they've been in the last 10 minutes, in relation to where they are now. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which path or direction it came from. When the spell ends, affected creatures are lost unless they're in an area they know well.
With mocking gestures, you leave the target incapable of performing at or even near its best. If the target fails an Intelligence saving throw, then for the spell's duration, it has disadvantage on Intelligence, Wisdom, and Charisma checks made to direct a battle, determine tactics, or give directions or orders to other creatures. Additionally, each time the target gives commands, directions, or orders to other creatures, those creatures must roll a d4 and subtract the result from their Initiative as they struggle to comprehend and implement the confusing new directions. This applies to command abilities such as the orc war chief's Battle Cry and the hobgoblin warlord's Leadership.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the maximum duration increases by 1 minute for each slot level above 3rd.
When you cast this spell, you erect a barrier of energy from the realm of death and shadow. This creates a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall lightly obscures vision through it from one side of your choice but is transparent from the other side. A creature that tries to move through the wall must make a successful Wisdom saving throw or become frightened of the wall until the start of the creature's next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it's immune to being frightened of this gloomwrought barrier.
You infuse the metal of a melee weapon with the fearsome aura of a mighty hero. The weapon's wielder has advantage on Charisma (Intimidate) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 20 or fewer hit points and is struck by the weapon must make a Charisma saving throw or be stunned for 1 round. If the creature has more than 20 hit points but fewer than the weapon's wielder currently has, it becomes frightened instead
When you cast mass hobble mount, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can't move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.
This spell has no effect on a creature that your GM deems to not be a mount.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that's in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts exactly as quicksand (see the GM's rules), but the DC for Strength checks to escape from the quicksand is your spell save DC. A character outside the mire trying to pull another creature free receives a +5 bonus on their Strength check against that DC.
You call upon night to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of night centered on a point within range. The area inside the cylinder is normal darkness, heavily obscuring sight. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally. The darkness stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.
You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and its turn ends
When you cast protective ice, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.
A creature that strikes a target encased in protective ice with a melee attack while within 5 feet of it takes 1d6 cold damage.
If the armor's wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can't have more than 30 points repaired.
One willing creature you touch becomes immune to mind-altering effects and psychic damage for the spell's duration.
You call upon morning to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of light centered on a point within range. The area inside the cylinder is brightly lit. The light stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.
You clap your hands, emitting a peal of thunder. All creatures within 20 feet of you take 8d4 thunder damage and are deafened for 1d8 rounds, or take half damage and aren't deafened with a successful Constitution saving throw. A creature that fails the saving throw by 5 or more is also stunned for 1 round. This spell doesn't function in an area under the effect of a silence spell. Very brittle material such as crystal may be shattered if it's within range, at the GM's discretion
You seal an agreement between two or more willing creatures with an oath in the name of Tyr, using ritual blessings and toasts of the symbel, during which both the oath and the consequences are clearly set out. If any of the sworn break this solemn vow, they are struck by a curse. The caster can choose either an effect appropriate for bestow curse or another penalty, subject to the GM's approval. Binding oath can't be dismissed by dispel magic, but it can be removed with dispel evil and good, remove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath.
When the oath is broken or the effect removed from one of the participants, all targets are immediately aware that this has occurred, but no other details. Depending on the nature of the oath, this may or may not invalidate the oath for the other targets. If so, the spell ends for all other affected creatures, but curse effects already bestowed remain until dispelled.
You touch a melee weapon that was used by an ally who's now dead, and it animates and flies into combat. The weapon leaps into the air and flies to another ally (chosen by you and within 15 feet of you), where it enters that ally's space and never leaves their side as they move. If the weapon is forced to move more than 5 feet from the chosen ally, the spell ends. Its attack modifier equals your spellcasting level + the weapon's inherent magical bonus, if any
Regardless of the time of day or location of your battle, you command the watchful gaze of the moon to illuminate threats to your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all threats within range, whether they're enemies seen or unseen, or traps or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon's soft glow.
The glow does not make invisible creatures visible, but it does mark the invisible creature's general location (somewhere within the 5-foot beam). The light moves with targets while the effect lasts, but targets that move out of the spell's range are no longer illuminated. New threats are not revealed as they enter the range or as you move
You spew a cloud of black dust that draws all moisture from a 30-foot cone. Animals in the cone take 4d10 necrotic damage, or half damage with a successful Constitution saving throw. The damage is 6d10 against plants and plant creatures, halved with a successful Constitution saving throw.
You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet (hover) for the duration. When the creature takes the attack action, it can use a bonus action to make a melee weapon attack with the wings with a reach of 10 feet. If the wing attack hits, the target takes 1d6 plus your spellcasting ability modifier in bludgeoning damage and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear and target falls if it was aloft.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose one additional target for each slot level above 4th.
You summon a spectral herd of ponies to drag off a creature that you can see in range. The target must be no bigger than Large and must make a Dexterity saving throw. On a successful save, the spell has no effect. On a failed save, a spectral rope wraps around the target and pulls it 60 feet in a direction of your choosing as the herd races off. The ponies continue running in the chosen direction for the duration of the spell but will alter course to avoid impassable obstacles. Once you choose the direction, you cannot change it. The ponies ignore difficult terrain and are immune to damage.
The target is prone and immobilized but can use its action to make a Strength or Dexterity check against your spell DC to escape the spectral bindings. The target takes 1d6 bludgeoning damage for every 20 feet it is dragged by the ponies. The herd moves 60 feet each round at the beginning of your turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.
The verbal component of this spell is a 10-minute?long, rousing speech by you. At the end of the speech, all your allies within the area of effect who heard the speech gain a +1 bonus on attack rolls and have advantage on saving throws against charm and fear effects for 1 hour. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one inspiring speech at a time
This spell affects creatures' minds causing them to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn.
d10 Behavior 1-3 The creature spends its turn moping like a lovelorn teenager - it doesn't move or take actions.
4-5 The creature bursts into tears, takes the Dash action, and uses all of its movement to run off in a random direction. To determine the direction, roll 1d8 and assign a direction to each die face.
6 The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1.
7-8 The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action.
9 The creature flies into a jealous rage and uses its action to make a
melee attack against a randomly determined creature.
10 The creature can act and move normally. 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.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot square area on a flat, stationary surface such as a floor or wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light of its own in darkness.
Any creature, except those you designate during the casting of the spell, that touches the glyph must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises.
The glyph lasts until the next sunrise, at which time it flares with bright light and anyone trapped inside returns to the space they last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe space.
When you utter the power word for pain, one creature within 60 feet takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take another 4d10 force damage. The effect ends when the creature's Constitution saving throw succeeds.
You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.
You summon death and decay to plague your enemies. One creature of your choosing within 30 feet of you that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature's Armor Class are made with advantage, and the creature can't regain hit points through any means. An effected creature can end the effect by using an action to make a successful Constitution saving throw. A successful saving throw ends the effect on that creature and makes the creature immune to further castings of scale rot for 24 hours.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by 1 per slot level above 4th.
You fill a silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you.
If you are reduced to 0 hit points, your curse is invoked
You create a quarterstaff of pure necrotic energy that blazes with intense purple light
You copy your memories, or those learned from the spell read memory, onto an empty memory gear.
You grant the semblance of life and intelligence to a pile of bones or even bone dust of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead such as skeletons and zombies (intelligent undead are not affected). It can have died centuries ago, though the older the spirit called, the less it remembers of its mortal life.
Until the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions within ten years, three questions within one hundred years, two questions within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about
Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature who touches the chariot or hits it or a creature riding in it with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot is AC 18, has 50 hit points, is immune to fire, poison, psychic, and radiant damage, and is resistant to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it's reduced to 0 hit points, and any creature riding it falls. The chariot has a speed of 50 feet and a fly speed of 40 feet.
On your turn, you can guide the chariot in place of your own movement. You can direct it to Dash, Disengage, or Dodge by using your bonus action. As an action, you can cause the chariot to overrun creatures in its path. For the remainder of the turn, the chariot can enter a hostile creature's space. The creature takes damage
as if it touched the chariot and must make a successful Strength saving throw or be knocked prone.
Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. While restrained this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.
You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn't fall, and it isn't knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.
When you cast this spell and remain in a place of knowledge or learning like a library, place of research or other similar location, your grasp of all knowledge increases momentarily. This grants you a +10 bonus when making Intelligence checks for the duration.
You cause a creature's body to become engorged with blood or ichor. You target one creature that you can see within range. The target must make a Constitution saving throw. If it succeeds, it takes 2d6 bludgeoning damage and the spell ends. If it fails, the creature takes 4d6 bludgeoning damage and its hit point maximum is reduced by an amount equal to the damage taken. In addition, the creature is incapacitated and cannot breathe as it vomits up torrents of blood or ichor. An affected creature repeats the saving throw at the start of its turn. On a success, the spell ends
When you cast this spell, a rose-colored mist billows up from the spot you indicate within range, obscuring sight and draining blood from living creatures. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell. Its area is heavily obscured.
This cloud leeches the blood or similar fluid from creatures in the area. It doesn't affect undead or constructs. Any creature in the cloud when it's created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion
This spell is infamous for its use among feuding wizards and witches, because it lets the caster steal one or more spell slots from the target. Grasp of the tupilak remains effective for 1 hour or until it's triggered. When you make a successful melee attack, besides doing normal melee damage, the target takes an additional 2d4 necrotic damage and one or more of the defender's spell slots are transferred to you, for you to use as your own. Roll 1d6 the result equals the total levels of the slots transferred. Spell slots of the highest level possible are transferred before lower-level slots.
For example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target's highest available spell slot is 3rd level, then you receive a 3rd-level slot plus a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available. You can steal either arcane or divine spell slots, at your preference. Crucially, however, spell slots can be stolen only from casters who prepare spells in advance. If the target has no available spell slots of an appropriate level - for example, if you roll a 2 and the target has expended all its 1st and
2nd-level spell slots - then grasp of the tupilak has no effect, including causing no necrotic damage. If a stolen spell slot is higher than you're able to use, treat it as your highest-level slot.
A spellcaster who's been affected by grasp of the tupilak can't recover stolen spell slots until the stolen slot is used, you take a long rest, or they receive remove curse, greater restoration, or comparable magic. Unused stolen spell slots disappear from your inventory when you take a long rest or when the creature you stole them from receives restorative magic.
The target gains blindsight to a range of 60 feet.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.
You invoke the divine powers to bless the ground within 60 feet of you. Creatures slain in the area of effect cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.
As repair metal, but you can affect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place.
At Higher Levels: Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.
You mark the target's body with a unique rune that represents their fate. The rune protects against death from either a specific damage type (slashing, poison, fire, radiant, etc.) or a category of creature (giant, beast, elemental, monstrosity, etc.) that must be named when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or creature, including death saving throws if the attack that dropped the target to 0 hit points is covered by this spell. A character can be under the effect of only a single not this day! rune at one time
You call down a rain of swords, spears, and axes, thrown to earth by the sacred dead of Asgard. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you wish so long as it forms one contiguous space at least 5 feet wide). The blades cause 6d6 slashing damage to creatures in the area at the moment the spell is cast, or half damage with a successful Dexterity saving throw. Intelligent undead injured by the blades are frightened for 1d4 rounds if they fail a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive that any type of piercing or slashing melee weapon can be picked up from the affected area and used normally. When the duration ends, all the weapons disappear amid roars of laughter.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, nonbroken blades can be picked up and used as magical +1 weapons until they disappear.
You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target's speech becomes garbled and it has disadvantage on Charisma checks that require speech. The creature can cast a spell with a verbal component only by making a successful Constitution check against your spell save DC. If the Constitution check fails, the creature's action is used but the spell slot isn't expended.
Ritual Focus. If you expend your ritual focus, the affected target also takes 2d6 psychic damage every time it tries to talk.
If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming a physically inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease and signs of life are detectable
You cause menacing shadows to invade an area 200 feet on a side and 50 feet high. Illumination in the area drops one step (from bright light to dim, from dim light to darkness). Any spell that creates light in the area that's cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and spells that create light don't function in the area if they are of a lower spell slot level. Nonmagical effects can't increase the level of illumination in the affected area. Spells with 'shadow' in their names and spells that create darkness or shadow take effect in the area as if a one-level-higher spell slot was used casting them.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th.
Ritual Focus. If you expend your ritual focus, the spell's duration increases by 12 hours and it cannot be dispelled by spells that create light, even if they are cast with a higher-level spell slot.
By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell
A glowing golden crown appears on your head and sheds dim light in a 30-foot radius, invoking the majesty of the heavenly planes. When you cast the spell and as a bonus action on subsequent turns, you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.
Casting this spell consumes the corpse of a creature and creates a shadowy duplicate of it. The creature returns as a shadow beast. The shadow beast has dim memories of its former life and retains free will
When you cast this spell, the piercing rays of a day's worth of sunlight reflecting off of fresh snow blankets the area. Creatures caught in the spell's area of effect must succeed on a Constitution saving throw or suffer disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, affected creatures suffer such hampered vision that foes they target are treated as having three-quarters cover.
You cast a curse on a creature that you're familiar with, causing them to be unsatiated by food no matter how much they eat. This isn't merely an issue of perception
Upon your final utterance, the target area is covered in a glacial fog which generates a limb numbing cold that causes 12d6 points of cold damage and inflicts one level of exhaustion. Creatures within the area have disadvantage on Perception checks. A successful Constitution saving throw halves the cold damage and negates the other effects. This damage is instantaneous and occurs only on the first round of the spell. While you maintain concentration on this spell, any creature within the area of effect that attempts any action requiring manual dexterity such as loading a crossbow, drawing a weapon, picking a lock, retrieving a stored item, or manipulating a material spell component must succeed on a DC 10 Dexterity saving throw to do so. A failed check means the creature drops the item it is attempting to manipulate. The area inside the spell's area of effect is considered difficult terrain. Any creature beginning or ending a move within the spell's area of effect must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.
At Higher Levels. When you cast this spell using a spell slot of 8th or higher, the damage increases by 1d6 for each slot level above 7th.
You inscribe an angelic seal on the ground, floor, or other solid component of a structure. The seal creates a spherical, spiritual boundary with a radius of 50 feet. For the duration, aberrations, elementals, fey, fiends, and undead who approach within 5 feet of the boundary know they are about to cross a dangerous barrier. If the creature comes into contact with the boundary, it must make a Charisma saving throw. On a failure, it takes 10d8 radiant damage, it's repelled to 5 feet outside the boundary, and it can't target anything on the opposite side of the boundary with attacks, spells, or abilities. On a successful save, the creature takes half as much radiant damage and can cross the boundary. While within 50 feet of the seal (inside the boundary), aberrations, elementals, fey, fiends, and undead have disadvantage on ability checks, attack rolls, and saving throws. All of these effects apply to the specified creatures trying to cross the boundary by any means, including teleportation and extradimensional travel.
Creatures other than aberrations, elementals, fey, fiends, and undead can't be charmed or frightened while within the area.
The seal has 50 hit points, has resistance to bludgeoning,
piercing, and slashing damage, and is immune to psychic and poison damage. If the seal is reduced to 0 hit points, the spell ends.
You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area of effect grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.
Choose one of the following effects, which appears and grows immediately:
A field planted with vegetables of your choice, ready for harvest.
A thick forest of stout trees and ample undergrowth.
A grassland with wildflowers and extensive fodder for grazing.
An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.
Living creatures that take a short rest within the area of a bloom receive the maximum hit points for hit dice expended. Bloom counters the effects of a desolation spell.
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1-10, you take the form of a humanoid made of pure, searing light. On a roll of 11-20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in each form:
Light Form. You shed bright light in a 60 foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn, as a bonus action, you can teleport to a space you can see within the light you shed.
Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn, as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.
You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes unfertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as entangle, require an ability check using the caster's spellcasting ability against your spell save DC. If the check succeeds, the spell functions normally
You speak a word of power, and energy washes over a single construct you touch. The construct regains all of its lost hit points, all negative conditions on the construct end, and it can use a reaction to stand up, if it was prone.
By calling on an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your AC can't be less than 20, you can't be frightened, and you are immune to necrotic damage.
In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again
You inscribe an angelic seal on the ground, floor, or other solid component of a structure. The seal creates a spherical, spiritual boundary with a radius of 100 feet. For the duration, aberrations, elementals, fey, fiends, and undead who approach within 5 feet of the boundary know they are about to cross a deadly barrier. If the creature comes into contact with the boundary, it must make a Charisma saving throw. On a failure, it takes 15d8 radiant damage, it's repelled to 5 feet outside the boundary, and it can't target anything on the opposite side of the boundary with attacks, spells, or abilities. If the creature is a fiend that isn't on its home plane, it is immediately destroyed instead of taking damage. On a successful save, the creature takes half as much radiant damage and can cross the boundary.
While within 100 feet of the seal (inside the boundary), aberrations, elementals, fey, fiends, and undead have disadvantage on ability checks, attack rolls, and saving throws, and each takes 4d8 radiant damage at the start of its turn. All of these effects apply to the specified creatures trying to cross the boundary by any means, including teleportation and extradimensional travel.
other than aberrations, elementals, fey, fiends, and undead can't be charmed or frightened while within 100 feet of the seal.
The seal has 75 hit points, has resistance to bludgeoning, piercing, and slashing damage, and is immune to psychic and poison damage. If the seal is reduced to 0 hit points, the spell ends.
Creatures that are fully submerged in the water when it freezes must succeed on a Strength Saving Throw against your spell save DC or become incapacitated and cannot breathe. While incapacitated this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a Strength Saving Throw against your spell save DC after taking this damage at the end of its turn, breaking free from the ice on a success.
The ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, and psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the size of the cube by 10 feet for each slot level above 2nd.
At Higher Levels. When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor's hit points increase by 10 for each spell slot above 5th but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an additional +2 cold damage for each spell slot above 3rd.