You point at any open liquid (a jar, a bowl, even a puddle) that contains at least a quart of blood. It flashes momentarily with sparkling light before regaining its former hue. Predators and creatures that feed on blood, including undead such as vampires, within 60 feet must make Charisma saving throws. Creatures with Keen Smell or any similar scent‐boosting ability have disadvantage on the saving throw, while undead that feed on blood have advantage on the saving throw. Those that fail are drawn toward the blood, they must move toward it unless impeded.
Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the complete consumption of the blood, which requires just 1 action by an affected creature.
By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow its trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground or through the air if you have means to fly.
If your quarry moves magically (such as through a dimension door or via a teleport spell), you sense its trail as a straight path from where the magical movement started to where it ended. Such a vector may lead through lethal or impassable barriers. This spell even reveals the path of those using pass without trace, but it fails to locate creatures protected by nondetection or by other effects that prevent scrying or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but blood spoor picks up the trail again if the caster shifts to the same plane as the quarry before the spell expires.
You make a 10-foot-cube camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter can hold as many as twelve Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter’s camouflage provides a modicum of concealment to its inhabitants. A creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.
When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a forest defender, which uses the statistics of a vine golem (Tales of the Old Margreve, p. 189). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within the forest defender’s line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a true resurrection or a wish spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust.
At Higher Levels. When you cast this spell using a 9th
level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.
packed toadstools that spew sickly white spores and ooze a tarry substance. At the start of each of your turns, each creature within the circle must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
If a creature attempts to pass through the ring of toadstools, the toadstools release a cloud of spores, and the creature must make a Constitution saving throw. On a failure, the creature takes 8d8 poison damage and is poisoned for 1 minute. On a success, the creature takes half as much damage and isn’t poisoned. While a creature is poisoned, it is paralyzed. It can attempt a new Constitution saving throw at the end of each of its turns to remove the paralyzed condition (but not the poisoned condition).
You bestow lupine traits on a group of living creatures. Choose one of the following to be gained by all targets for the duration. All targets receive the same effect.
Thick Fur. Targets sprout fur over their entire bodies, raising their armor class by 2 points.
Keen Hearing and Smell. Targets have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Affected creatures have advantage on attack rolls against a target if at least one of the attacker’s allies (also under the same effect of this spell) is within 5 feet of the creature and the ally isn’t incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for every level above 3rd.
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.
crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (the ground, a wall), but it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates into nothing.
The vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, (5 x your spellcasting level) hit points, and a damage threshold of 5.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds and its damage threshold increases by 1 for each slot level above 2nd.
Ritual Focus. If you expend your ritual focus, the vine is permanent until destroyed or dispelled.
You create an illusory pack of wild dogs that bark and nip at a target. Choose one creature that you can see within range to make a Wisdom saving throw. If it fails, the target has disadvantage on ability checks and attack rolls for the duration, as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the spell ends. A target that is at least 10 feet off the ground (in a tree, flying, etc.) has advantage on the saving throw, staying just out of range of the jumping and barking dogs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Drawing back an imaginary bowstring, you summon forth dozens of glowing green arrows that shower onto your enemies. All creatures in a 20-foot-square within range take 3d8 poison damage and become poisoned, creatures that make a successful Constitution saving throw take half damage and are not poisoned.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
When you take damage, you can use your reaction to select up to three targets within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by 1 for each slot level above 2nd.
You let out a howl that can be heard up to 5 miles away outdoors. The howl can convey a message of up to nine words, and it will be understood by all canine creatures within hearing and up to one specific creature that you name during the casting. The range of hearing is 3 miles for creatures that are indoors or 1 mile underground. No creature is compelled to do anything by the message, beasts with low intelligence are unlikely to take any action unless they’re innately curious or feel threatened.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for every slot
You cause the eyes of a creature you can see within range to age rapidly. The target must make a Constitution saving throw. If it fails, the creature has disadvantage on Perception rolls and attack rolls. An affected creature repeats the saving throw at the end of its turn, ending the effect with a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks.
At Higher Levels. When you cast this spell using a 3rd-level spell slot, you also grant the target blindsight out to a range of 30 feet for the duration. The target can’t use its blindsight while unable to smell, and it has disadvantage on saving throws related to strong smells such as a ghast’s Stench trait.