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Negative Image

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

A piece of reflective obsidian

You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. If the save succeeds, the spell has no effect.











At Higher Levels. When you cast this spell at 3rd level or higher, you create one additional ray for each level above 2nd.

Sorcerer, Warlock, Wizard 2nd Level Conjuration

Afflict Line (Ritual)

  • casting time 1 Hour
  • range 1 Mile

  • components V, S, M
  • duration Permanent

A statuette carved in the likeness of the victim worth 1,250 gp

You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. Your target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. The victim has disadvantage on ability checks and saving throws made with the ability score that you choose when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. The firstborn is allowed a saving throw of their own if they currently live, or they make one upon their birth if they’re not yet born when the spell is cast. If the target’s firstborn has already died, the curse passes to their next oldest offspring.

Cler, Sham, War, Wiz 9th Level Necromancy

Harsh Light of Summer's Glare

  • casting time 1 Action
  • range 90 feet

  • components V, S
  • duration 1 round

Your visage radiates the wrath of the shadow fey, which bears down oppressively upon your targets in a burst of brilliant light. Only creatures that can see you are affected. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.

Druid, Sorcerer, Wizard 8th Level Enchantment

Desolation (Ritual)

  • casting time 1 Hour
  • range 1 Mile

  • components V, S, M
  • duration 1 year

An obsidian acorn worth 500 gp, which the spell consumes

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, if the check fails, the spell is countered by desolation.

After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.

Living creatures that take a short rest within the area of a desolation halve the result of any hit dice they expend. Desolation counters the effects of a bloom spell.

Druid, Warlock, Wizard 8th Level Necromancy

Bloom (Ritual)

  • casting time 1 Hour
  • range 1 Mile

  • components V, S, M
  • duration 1 year

A silver acorn worth 500 gp, which is consumed by the spell

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.

Druid 8th Level Conjuration

Celebration (Ritual) [1/2]

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration 1 hour

A small party favor

You create a 30-foot-radius area around a point that you choose within range. Intelligent creatures that enter the area or begin their turn there and fail a Wisdom saving throw engage in revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell expires, preferring to enjoy the festivities. Affected creatures forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking extends regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than serve, guards abandon their posts. The effect ends on creatures that are attacked, that take damage, or that are forced to leave the area. Those whose saving throw succeeds can enter or leave the area without danger of being enchanted. A creature that failed the saving throw and is removed from the area must repeat the saving throw if they return to the area.


At Higher

Bard, Wizard 7th Level Enchantment

Celebration (Ritual) [2/2]

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration 1 hour

A small party favor

Levels. When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th.

Bard, Wizard 7th Level Enchantment

War Cry

  • casting time 1 Bonus action
  • range Self

  • components V, S
  • duration 1 round

When casting this spell, you let out a battle cry and charge toward your enemies. As part of the action used to cast the spell, you can move up to your full speed and make one melee weapon attack with advantage. On a hit, the attack deals an extra d10 damage of the weapon's type.

In addition, if you hit with the attack, your foe must succeed on a Strength saving throw or be knocked prone.









At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you deal an extra 1d10 damage on a successful attack for every two slot levels above 2nd.

Bard 2nd Level Enchantment

Saga of Foretold Doom

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A ranged weapon

As you strike, you call out an ancient prophecy that seems to have predicted your opponent's defeat long ago. As part of the action of casting this spell, make a ranged weapon attack against a creature within range. You can use your spellcasting ability instead of Dexterity for the attack and damage roll for this attack. If the attack hits, it inflicts an additional 2d12 psychic damage, and all attack rolls against the target are made with advantage for the spell's duration.

At the end of each of the target's turns before the spell ends, the target must make a Wisdom saving throw. On a failure, it takes 6d12 psychic damage and is frightened until the end of its next turn. On a successful save, the spell ends.

This spell immediately ends if you cast it again before the end of its duration.

Bard, Shaman 9th Level Enchantment

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Monstrous Thrall

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 hour

Select a non-humanoid target that you can see within range. The target must make a Wisdom saving throw. If it fails the save, the target is charmed and under your mental control (as if under the effects of the dominate monster spell).

Unlike the dominate monster spell, this effect doesn't grant the monster a saving throw whenever it takes damage. However, if you give the creature an order that is suicidal, self-destructive, or against its very nature (such as ordering a celestial to murder innocents), it can make another saving throw with disadvantage to resist the order. If the creature makes its saving throw, whilst it doesn't obey that particular order, it is still your thrall. However, all future saving throws made to resist that order are made with advantage.

If you maintain your concentration for the full duration, the effect is permanent.

Bard, Cleric, Shaman, Warlock 9th Level Enchantment

Instant Refuge (Ritual)

  • casting time 10 Minutes
  • range Self

  • components V, S, M
  • duration Until triggered

An elixir made with rare herbs worth 1,000 gp, which the spell consumes.

Select a location you have previously visited, which can be on any plane of existence, you also choose up to six conditions that trigger the spell's effect. Once a condition occurs, you are instantly transported to the location you chose along with everything you are carrying.

Bard, Sorcerer, Wizard 9th Level Evocation

Shifting Paths (Ritual)

  • casting time 10 Minutes
  • range 150 feet

  • components V, S, M
  • duration 8 Hours

This spell hides a path or road that you choose, while also creating an illusory path that starts at a point you choose within range. The illusory path continues in a direction you choose for up to a number of miles equal to 2x your spellcasting ability modifier. This illusory path avoids obstacles, and does not provide bridges, stairs, ladders, ramps, or other methods to travel through impassable terrain. The path will not cross cliffs or rivers more than four feet deep.

A creature following the original path must make a Wisdom saving throw when it comes to the start of the illusory path. On a failed save, the creature follows the illusory path as if it were the real one. If the path moves through difficult terrain, the creature believes the path slopes and twists to justify its reduction in speed.

On a successful save, the creature sees both paths, but the illusory path appears shadowy.

Bard, Dru, Sham, Sorc, Wiz 8th Level Illusion

Pummeling Drumbeat

  • casting time 1 Action
  • range Self (60 ft cone)

  • components V, S, M
  • duration Instantaneous

A drum, which you play during the casting of the spell.

Your allies' attacks fall like the beats of your drum, pummelling your foes. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 10d8 thunder damage on a failed save, or half as much damage on a successful one.

If a creature that failed its saving throw is hit by an attack roll from one of your allies before the end of your next turn, it is stunned until the end of its next turn.

Bard 8th Level Evocation

Lasting Breath

  • casting time 1 Action
  • range Self (60 ft cone)

  • components V, S, M
  • duration Concentration, up to 1 minute

A vial of dragon saliva

You unleash a breath weapon like that of a dragon, which then hangs in place and draws your enemy's attention. You choose acid, cold, fire, lightning, or poison for this spell, and force each creature in a 60-foot cone to make a Dexterity saving throw. A creature takes 6d6 damage of the type you chose on a failed save, or half as much damage on a successful one.

The cone lingers until the spell ends, and its area is lightly obscured. Any creature that enters the spell's area or starts its turn there must make a Dexterity saving throw, taking 6d6 damage of the type you chose on a failed save, or half as much damage on a successful one.

A creature that fails its saving throw also feels compelled to end the source of the breath weapon, giving it disadvantage on attack rolls against creatures other than you for the rest of that turn.

Bard, Shaman, Sorcerer, Wizard 8th Level Evocation

Brain Spider (Ritual)

  • casting time 1 Action
  • range 300 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

A spider

You can eavesdrop on the thoughts of up to eight other creatures at once. The targets must each make an Intelligence saving throw. For the creatures that fail their saving throws, you can choose to perceive your choice of one of the following for 1 minute, making a new choice at the end of each minute:

-The surface thoughts of all creatures who failed their saving throw, in any order.
-Information from all eight creature's minds on one subject of your choice.
-Insight from one of the target creatures into its reasoning (if any), its emotional state, and information on either one subject of your choice or on something that looms large in its mind (such as something it worries over, loves, or hates).

For the duration, as an action on your turn, you can implant a suggestion in the mind of one of the creatures with whom you are connected, as per the suggestion spell. If a creature resists your suggestion, it is immune to any further attempts, but it is not freed from the brain spider.

Bard, Cleric, Shaman 8th Level Divination

Simbul's Spell Sequencer

  • casting time 1 Action
  • range Self

  • components V, M
  • duration 1 Year

Pieces of amber worth a total of 5,000 gp, which are consumed by the spell.

You use several pieces of ancient amber to create a matrix that contains spells you cast, frozen in time until you need them. While casting this spell you cast up to three spells of 1st through 3rd level, and you choose a command word. When the command word is spoken, all three spells take effect immediately, in the order they were cast, as if you had just cast all three of them in the same turn, and the spell ends. You make all decisions for this spell (targets, area, etc.) you would normally make as the caster. You may only have one Simbul's spell sequencer active at a time.

Only spells with a casting time of 1 action or 1 bonus action can be cast into your spell sequencer. When you create the sequencer, you reduce your maximum Hit Dice by a number equal to the total 98 combined levels of the spell slots used to cast the spells you place in it. Your maximum number of Hit Dice does not return to normal until the spell ends. If the duration expires and you did not speak the command word, the spells are lost.

Bard, Wizard 7th Level Enchantment

Hiss of Sleep

  • casting time 1 Action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 minute

As you softly speak the words that finish this spell, a soft droning sound sweeps out from you. Creatures of your choice that you can see within range that can hear you must make a Wisdom saving throw or fall unconscious. A creature rendered unconscious by this spell doesn't awaken unless it takes damage, someone uses an action to shake or slap it awake, or the spell ends.

Undead and creatures immune to the charmed condition aren't affected by this spell.

Bard, Sham, Sorc, War, Wiz 7th Level Enchantment

Read Object (Ritual) [1/2]

  • casting time 10 Minutes
  • range Touch (1 object)

  • components V, S
  • duration Concentration, up to 1 hour

You can concentrate on an object you are touching, reading psychic impressions left on it by recent events. At the end of the time you spend casting this spell, you learn of any events within the past 24 hours that occurred within 30 feet of the object. You see, hear, and smell those events from the object's point of view, as if you had been there at the time.
You also see a mental image of the last creature that handled the object, also from the object's perspective, no matter how long ago the object was last held. The only information you receive about the creature is its appearance at that time (including a sense of its size), whether it was alone (although you can't see any other creatures that might have been there), and a one or two-word description from the DM describing that creature's emotional state the last time it touched the object (such as Enraged, Extremely Agitated, Relaxed, Satisfied, Utterly Emotionless, etc.). If the creature was not capable of emotion, or if its mental state was too alien for you to understand, the DM will tell you that instead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, if the object has been handled by multiple creatures

Bard, Shaman, Sorcerer, Wizard 6th Level Divination

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Read Object (Ritual) [2/2]

  • casting time 10 Minutes
  • range Touch (1 object)

  • components V, S
  • duration Concentration, up to 1 hour

within the last week, you get the same information about each creature who handled it during that time the same way you would normally receive about the last creature who handled it.

Bard, Shaman, Sorcerer, Wizard 6th Level Divination

Opportune Lacuna

  • casting time 1 Action
  • range 120 feet

  • components V
  • duration Concentration, up to 1 minute

You chant a maddening incantation that sears your enemy's thoughts, blinding it to a looming threat. Choose a target within range to make a Wisdom saving throw. On a failed save, choose a second creature within range, which becomes invisible to the target for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 5d12 psychic damage. On a successful save, the spell ends.







At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d12 for each slot level above 6th.

Bard, Shaman, Sorcerer, Wizard 6th Level Illusion

Unexpected Clarity

  • casting time 1 Reaction, which you take when you score a critical hit with an attack roll
  • range Self

  • components V, M
  • duration Instantaneous

A melee weapon

When an astonishing strike opens a new opportunity for you in battle, you focus your mental energies to take full advantage of it. As part of the reaction used to cast this spell, you make a further melee weapon attack against a creature within your reach. On a hit, the target suffers the attack's normal effects. In addition, the target takes an additional 1d12 psychic damage, and is frightened until the end of its next turn.









At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d12 for each slot level above 5th.

Ba, Pa, Ra, Sh, So, Wa, Wiz 5th Level Enchantment

Conduit

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 8 hours

A missile

You can channel an area of effect spell with a maximum casting time of 1 action into a piece of ammunition or thrown weapon for later use. Upon casting conduit, you can cast a spell of 1st through 4th level into the missile by touching the missile as the spell is cast. You expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that missile for later use.

Any creature thereafter can make a ranged attack using the missile, and the spell is cast when the missile strikes its target or another object, such as a wall. The spell is cast using your spellcasting ability, and it is centered on the object that the missile strikes.

You can have a limited number of conduits at the same time. The number equals your spellcasting ability modifier. Each imbued item loses its magic after 8 hours.

Bard, Sorcerer 5th Level Enchantment

Tactical Precision

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A toy soldier

When this spell is cast, you and up to six creatures you choose within range have greater insight into each other's actions.

When a creature affected by this spell makes a melee weapon attack against a creature that is within 5 feet of another ally affected by this spell, it gains advantage on the attack roll and deals an extra 1d6 damage of that weapon's type if the attack hits.





At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, an affected creature gains an extra +1 bonus on its attack roll when an affected ally is within 5 feet and the weapon damage increases by 1d6 for every two slot levels above 2nd.

Bard 2nd Level Divination

Mass Curse of Ill Fortune

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

When you cast this spell, you bestow a minor curse on any number of targets that you choose within a 20 foot cube within range. Those creatures must make a successful Wisdom saving throw, or suffer your choice of one of the following effects for the duration:

-The target has disadvantage on ability checks and saving throws with an ability of your choice.

-The target has disadvantage on attack rolls against you for the spell's duration.

-Your attacks and spells deal an extra 1d8 necrotic damage to the target.

Bard, Cleric, Shaman 5th Level Transmutation

Curse of Ill Fortune

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

When you cast this spell, you bestow a minor curse on a creature you can see within range. That creature must make a successful Wisdom saving throw, or suffer your choice of one of the following effects for the duration:

-The target has disadvantage on ability checks and saving throws with an ability of your choice.

-The target has disadvantage on attack rolls against you for the spell's duration.

-Your attacks and spells deal an extra 1d8 necrotic damage to the target.

Bard, Cleric, Shaman 2nd Level Transmutation

Calm Winds

  • casting time 1 Action
  • range Self (20 ft radius)

  • components V, S
  • duration Concentration, up to 10 minutes

When you cast this spell, it creates an area of calm within a 20-foot radius sphere centered on you. A creature inside the spell's area is immune to the effects of high winds from either natural effects or spells. In addition, air-based elemental creatures treat the area as difficult terrain for the duration, and feel an instinctive urge to avoid entering it. An air-based elemental that tries to enter the area or starts its turn there must make a Wisdom saving throw or it must immediately use its movement to leave the area.

The spell's protective area moves with the caster, who can only move at half speed while concentrating on the spell.

Druid, Ranger 4th Level Evocation

Bite of the Werebeast [1/2]

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

The fang of a wild predator

You change yourself into a bestial shape which resembles the hybrid form of a lycanthrope of your choice. You retain this form until the spell ends, gaining the following traits:

-You have advantage on all Wisdom (Perception) checks.
-You have resistance to all nonmagical bludgeoning, piercing, or slashing damage from weapons that aren't silvered.
-You have advantage on all Strength checks and Strength saving throws.
-Your carrying capacity is doubled.
-You grow fangs, which act as a natural weapon with which you are proficient. You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using your fangs, which inflict 2d8 piercing damage. Your fangs are considered magical, granting you a +1 bonus to the attack and damage rolls you make using them.
-Your Armor Class cannot be lower than 15, no matter what kind of armor you are wearing.
-Whenever you take the attack action on your turn, you can attack with your fangs as a bonus action.

While in this

Druid, Sorc, War, Wiz 5th Level Transmutation

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Bite of the Werebeast [2/2]

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

The fang of a wild predator

form, at the start of each of your turns, you must make a Wisdom saving throw against your own spellcasting DC. If you fail, you cannot cast spells until the beginning of your next turn.

Druid, Sorc, War, Wiz 5th Level Transmutation

Venom Bolt

  • casting time 1 Action
  • range Self (100 ft line)

  • components V, S, M
  • duration Concentration, up to 1 minute

A drop of venom from any sort of poisonous snake

A beam forming a 5-foot wide by 100-foot line of caustic green energy blasts from your eye, mouth, fingertip, or tail tip in a direction you choose. Every creature in the affected area must roll a Dexterity saving throw, taking 3d6 acid damage on a failure, or half as much on a success.

In addition, the blast poisons the area it struck with toxic energy and nauseating fumes for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, it must make a Constitution saving throw or take 2d8 poison damage and become poisoned for the duration. If it succeeds, it takes half the damage and isn't poisoned.

A creature that is poisoned by this spell but is no longer within the affected area can make a Constitution saving throw at the end of each of its turns. On a success, it is no longer poisoned.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the acid damage increases by 1d6 for each slot level above 4th.

Druid, Sorc, War, Wiz 4th Level Evocation

Sudden Stalagmite

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration 1 minute

A ten-foot tall, very sharp stalagmite erupts under your target, who must make a Dexterity saving throw. On a failed save, the creature takes 6d8 piercing damage, and is restrained as the stalagmite pierces its flesh. On a successful save, the target still takes damage, but isn't restrained, and the spell ends.

A creature restrained by this spell can't escape until it uses an action to free itself by making a successful Strength saving throw, or until another creature within 5 feet of it succeeds on a Strength check against your spellcasting DC. When the target is freed, it takes an additional 2d6 piercing damage, and the spell ends.

Druid 4th Level Conjuration

Moonfire

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous, and 1 minute

A 60-foot cone of moonfire emanates from your outstretched hand. A creature caught in the cone must make a Constitution saving throw or take 10d8 radiant damage and it is blinded until the start of your next turn. On a successful save, a creature takes half the damage and isn't blinded. A shapechanger or an undead caught in the cone has disadvantage on the saving throw.

In addition, all creatures and objects caught in the cone that are either affected by spells or imbued with magic glow with a faint blue light for 1 minute. A shape-changed or polymorphed creature that fails its saving throw returns to its original form.

Druid, Sorc, War, Wiz 9th Level Conjuration

Listening Lorecall

  • casting time 1 Bonus Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

A hollowed ram's horn

Until the spell ends, you gain advantage on Wisdom (Perception) checks related to hearing, and gain proficiency in the Perception skill. In addition, being invisible doesn't give a creature advantage on attack rolls against you unless that creature is over 30 feet away.

Bard, Druid, Ranger 2nd Level Transmutation

Animal Spy

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

You can borrow some of the senses of a beast you touch. During each of your turns, you can use a bonus action to see what the beast sees and hear what it hears until the start of your next turn, gaining the benefits of any special senses that beast may possess. During this time, you are deaf and blind with regard to your own senses.

This spell can only affect beasts with an Intelligence score of 3 or less. You don't gain any control over the beast or communication with it other than seeing and hearing through its senses. If you cast this spell on a beast that is tied to another intelligent creature by a class feature or spell (such as a wizard's familiar or a ranger's animal companion), then that intelligent creature can make a Wisdom saving throw when you cast this spell. On a successful save, the spell fails. Whether you succeed or fail, the intelligent creature tied to the beast gains no special awareness of this spell of its effects.

Druid, Ranger 2nd Level Divination

Foundation of Stone

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

You infuse your comrades with the strength of the earth. Choose six creatures within range. You and all the selected creatures gain a +2 bonus to AC, and advantage on Strength checks for the duration. However, if an affected creature moves from the space it was standing in when the spell was cast, or if it jumps, flies, or otherwise leaves solid ground, the spell's effects end for that creature.









At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus to Armor Class increases by 1 for every two slot levels above 1st

Cleric, Druid 1st Level Transmutation

Weaken Ability

  • casting time 1 Action
  • range 5 feet

  • components V, S
  • duration Concentration, up to 1 minute

Your curse greatly weakens a creature in your
presence. Choose one ability score. One creature of your choice within range makes a saving throw with that ability score. On a failure, the target has disadvantage on checks and saving throws with the chosen ability score. In addition, the target has disadvantage on attack rolls using the chosen ability score, and deals only half damage with such attacks if they are weapon attacks.

At the end of each of the target's turns, it can make a saving throw against the spell. It makes the saving throw with the ability score you chose, but the disadvantage inflicted by this spell does not affect saving throws against it. On a successful save, the spell ends.

This spell can also be ended with greater restoration, or heal.

Bard, Sorc, War, Wiz 5th Level Necromancy

Hover

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 minute

You create an invisible 20-foot by 20-foot web of energy in mid-air that immediately stops any creature flying or falling into its strands. A creature that flies into the web must make a Dexterity saving throw. On a failed save, the creature's speed drops to 0, and it is grappled by the web. However, it can use an action to make a Dexterity (Acrobatics) check against your spellcasting DC to break free.

Although the web of energy reduces a creature't fall to the ground. It is simply held in place in mid-air, and it can act normally

Sorcerer, Wizard 3rd Level Conjuration

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Moonbow

  • casting time 1 Action
  • range 150 feet

  • components V, S, M
  • duration Instantaneous, up to 3 round

A small piece of moonstone

When you cast this spell, three motes of lightning appear next to you, and you can direct each mote to strike a target within the spell's range. You can direct the motes to strike a single target or separate targets. Make a separate ranged spell attack for each mote. On a hit, the mote deals 4d6 lightning damage, and then fades away.
You do not have to fire all the motes on the round you cast the spell. On each successive turn, you can use an action to fire any remaining motes. If a turn passes without firing any motes, the spell ends, and all remaining motes vanish.



At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of lightning damage increases by 1d6 for each slot level above 5th.

Sorcerer, Wizard 5th Level Evocation

Lifetap

  • casting time 1 Action
  • range 30 feet

  • components S, M
  • duration Instantaneous

Two identical needles

You launch two magical darts at creatures within range, one at an ally and one at an adversary, and the foe's dart transfers life force to your friend in a golden flash. Make a ranged spell attack against a hostile creature. On a hit, the target takes necrotic damage equal to 2d10 plus your spellcasting ability modifier, and a conscious friendly creature of your choice within range gains temporary hit points equal to the damage inflicted. If the attack misses, a conscious friendly creature of your choice within range gains temporary hit points equal to your spellcasting ability modifier.




At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the necrotic damage increases by 1d10 for each slot level above 2nd.

Ba, Cle, Dru, War, Wiz 2nd Level Necromancy

Thundering Armor

  • casting time 1 Bonus action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

A tuning fork

You infuse a creature's armor with pulsing energy, increasing its protection and knocking a single foe away with an intense reverberation. Choose a friendly creature within range that is wearing armor. The subject gains a +2 bonus to AC until the end of its next turn. You can also choose a hostile creature within 5 feet of the ally. That hostile creature must make a Strength saving throw. On a failed save, it takes 2d8 thunder damage and is pushed 10 feet away from your ally. On a successful save, the target takes half damage and is not pushed. You cannot cast this spell on yourself.



At Higher Levels. When you cast this spell using a spell slot of 2nd-level or higher, the thunder damage increases by 1d8 for each slot level above 1st.

Ba,Cl,Pa,Sh,Wa,Wiz 1st Level Abjuration

Reality Maelstrom [1/2]

  • casting time 1 Action
  • range 150 feet

  • components V, S, M
  • duration 1 round

A golden loop no less than 1 inch across

With a crack of lightning and thunder, a 20-foot radius spherical rip in space and time appears at a point you choose within range. The spell has two different areas of effect.

First, all loose materials weighing under 100 pounds within 20 feet of the maelstrom's center are sucked into it and transported to a random plane of existence. Similarly, any creatures caught within 20 feet must make a Wisdom saving throw or be sucked into the maelstrom and transported. All objects and creatures sucked into the maelstrom are transported to the same plane of existence.

The maelstrom has a secondary windstorm effect that extends 40 feet from its center. All unattended objects weighing 50 pounds or less in the extended area are pulled 20 feet closer toward the maelstrom's center, and then sucked into the rift and transported. A creature within the secondary effect must make a Dexterity saving throw, or be sucked 20 feet closer into the maelstrom's primary area of effect. Afterwards, the creature must make a Wisdom saving throw

Sorcerer, War, Wiz 9th Level Evocation

Reality Maelstrom [2/2]

  • casting time 1 Action
  • range 150 feet

  • components V, S, M
  • duration 1 round

A golden loop no less than 1 inch across

or be sucked into the rift and transported to another plane.

Consult the table on page 91 of Elminster's Guide to Magic to determine the destination for any objects or creatures sucked into the maelstrom:

Sorcerer, War, Wiz 9th Level Evocation

Project Image

  • casting time 1 Bonus action
  • range 30 feet

  • components V, S
  • duration Instantaneous

Your force of will teleports an object a short distance away. You teleport one object you are holding to an unoccupied space within range. Alternatively, you can teleport the object to a willing creature within range. You can either cause the object to land at the creature's feet, or you can give the creature the option to grasp it with a free hand, which requires the creature to make a Dexterity (Acrobatics) check with a DC of 11. If the creature succeeds, it is instantly holding the object. If the check fails, the object falls to its feet. This cantrip can only teleport objects that weigh 25 pounds or less. In addition, it cannot affect objects that you are not already holding when you cast the spell.

Bard, Sorc, War, Wizard Conjuration Cantrip

Dictation (Ritual)

  • casting time 1 Action
  • range 20 feet

  • components V, M
  • duration Concentration, up to 1 hour

A quill

Choose a book, scroll, or paper that is on your person when you cast this spell. For the duration, anything said within 20 feet of the chosen object automatically appears written on its pages. Foreign languages are not translated but do appear spelled correctly using that language's alphabet. Magical spells are not recorded.

Bard, Cleric, Wizard 1st Level Evocation

Prophesied Strike

  • casting time 1 Action
  • range 5 feet

  • components V, S, M
  • duration Instantaneous

A melee weapon

You cast your mind's eye forward a split second, predicting the best moment for a telling blow. As part of the action used to cast this spell, make a melee weapon attack against a creature within range. You can use your spellcasting ability instead of Strength for the attack and damage bonus for this attack. If the attack hits, it inflicts an additional 2d6 damage of the weapon's type, and the next attack roll made against the target before the end of your next turn is made with advantage.

Bard, Cleric 1st Level Divination

Ironbreaker Claws

  • casting time 1 Action
  • range 30 feet

  • components V, M
  • duration Instantaneous

The claw of a predator

You summon the spirit of a clawed predator, which latches onto your foe and twists it off balance, leaving it open to an ally's attack. Choose one creature in range, which must make a Dexterity saving throw. The creature takes 2d10 slashing damage on a failure, or half as much on a success. If it fails, it also provokes an opportunity attack from one or two creatures of your choice within 5 feet of it.









At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the slashing damage increases by 1d10 for each slot level above 3rd.

Druid, Ranger, Warlock 1st Level Conjuration

0 0
0 0
0 0
9 9
9 9
0 0
1 1
1 1
1 1

Serpent Missile

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

A snake scale

Writhing bolts of energy leap from your hand, and strike a target you can see within range. The target must make a Constitution saving throw. On a failure, the target takes 3d4 poison damage, and is poisoned until the end of its next turn. On a successful save, it only takes half damage and isn't poisoned.










At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you deal an extra 1d4 poison damage, and the poisoned condition lasts one round longer for each slot level above 1st.

Shaman, Sorcerer, Warlock, Wizard 1st Level Evocation

Tearing Claws

  • casting time 1 Action
  • range Self (15 ft cone)

  • components V
  • duration Instantaneous

Spectral draconic claws strike out from your body, slashing at your foes and shoving them backward. Each creature in a 15-foot cone emanating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d10 slashing damage and is pushed 5 feet away from you. On a successful save, the creature takes half damage and isn't pushed.












At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by a 1d10 for each slot level above 1st.

Druid, Sorcerer, Warlock, Wizard 1st Level Conjuration

Blood Wind

  • casting time 1 Bonus action
  • range 30 feet

  • components V, S
  • duration 1 round

You choose one friendly creature within range as the spell's target. Until the end of the creature's next turn, any melee attack it makes with an unarmed strike or a natural weapon (such as a claw, bite, or tail) carries the force of the wind, giving that attack a reach of 20 feet, which deals force damage on a hit.

Shaman, Warlock 2nd Level Evocation

Death Armor

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

Paste made from ground bones

After casting this spell, a shroud of dark flames wreathes your body. For the spell's duration, any creature within 5 feet of you that touches or strikes you with an unarmed or melee weapon attack takes an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier.











At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of necrotic damage increases by 1d4 for each slot level above 1st.

Sham, Sorc, War, Wiz 2nd Level Necromancy

Enervating Bolt

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

A bolt of black lightning leaps from your target to you. The target must make a Constitution saving throw. The target takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, its hit point maximum is reduced by the amount of damage it takes. After a long rest, the target's hit point maximum returns to normal.












At Higher Levels. When you cast this spell using a 5th level or higher spell slot, the damage increases by 1d8 for each slot level above 4th.

Sorc, Sham, War, Wiz 4th Level Necromancy

Mask of Death (Ritual)

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 12 hours

A drop of doppelganger blood

You change the features of any dead humanoid to mimic someone else. You must either know the person you are mimicking or have an accurate picture or image of them. This spell can be cast on a zombie (or on a body that is then animated), but the zombie's statistics and behavior do not change.

Shaman, Warlock, Wizard 4th Level Necromancy

Murderous Mist

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

You create a 30-foot radius by 20-foot high cloud of scalding hot steam within range that moves away from you in a straight line at a speed of 10 feet per round.
A creature that starts its turn in the cloud takes 2d6 fire damage, and suffers from the blinded condition for the duration of the spell. A successful Dexterity saving throw halves the damage and negates the blinded condition. A blinded creature can attempt a Constitution saving throw at the end of each of its turns, and on a success, the blinded condition ends.

In addition, the area within the mists is heavily obscured. Wind does not affect the cloud's direction or speed. However, a moderate wind disperses the cloud in 4 rounds.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of fire damage increases by 1d6 for each slot level above 4th.

Shaman, Warlock 4th Level Conjuration

Abolish Shadows

  • casting time 1 Action
  • range Self (30 ft radius)

  • components V, S, M
  • duration Instantaneous

A round black stone

A burst of energy radiates from you in a 30-foot radius, dispelling shadowy foes and magical darkness alike. Creatures of your choice within 30 feet must make a Constitution saving throw or take 4d8 radiant damage. Creatures with vulnerability to radiant damage have disadvantage on this saving throw. On a successful save, a creature takes half the damage.

If the spell's area overlaps with an area of darkness created by another spell, make an ability check using your spellcasting ability. The DC equals 10 + the other spell's level. On a successful check, the other spell ends. Multiple magical darkness spells may be abolished in this way by comparing the check to each spell's DC.




At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for each slot level above 3rd, and if the spell's area overlaps with one or more areas of darkness created by spells of 2nd level or lower, those spells end immediately.

Cler, Sham, Sorc, War, Wiz 3rd Level Abjuration

Pictograph (Ritual)

  • casting time 1 Action
  • range Self

  • components S, M
  • duration Until Dispelled

A sheet of parchment and 10 gold pieces worth of cut crystals

You transmute a sheet of parchment you hold to flawlessly portray a flat depiction of what you see when you cast the spell. Even if the sheet is larger, the depiction you produce can be no more than 1 foot by 1 foot, and captures only what you saw. The altered parchment or pictograph-- reproduces facets such as colors and brightness as you saw them, but does not discern between illusions and will draw any as you saw them.

The sheet is not dyed and it is not an illusion. Rather, the sheet is physically changed until an effect would dispel this spell. The transmuted sheet appears indistinguishable from a very true-to-life painting.

Bard, Wizard 2nd Level Transmutation

1 1
1 1
2 2
2 2
4 4
4 4
4 4
3 3
2 2

Leading Strike

  • casting time 1 Action
  • range 5 feet

  • components V, S, M
  • duration Instantaneous

A melee weapon

As part of the action used to cast this spell, make a melee weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and your enchanted strike shows an ally of your choice within 5 feet of either you or the target how to hit your foe where it hurts. That ally has advantage on the next attack roll it makes against the target before the start of your next turn. If that attack hits, it inflicts an extra 1d6 radiant damage and the spell ends.






This spell's damage increases when you reach higher levels. At 5th level, your melee attack deals an extra 1d6 radiant damage to the target, and the extra radiant damage from an ally's strike increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Bard, Cleric, Enchantment cantrip

Voice of Battle

  • casting time 1 Action
  • range 5 feet

  • components V
  • duration Instantaneous

You emit a powerful battle cry that hammers your enemy, distracting it from a nearby ally. Choose a creature within range that is adjacent to one of your allies. That target must make a Wisdom saving throw. If the target fails the saving throw, it takes 1d6 thunder damage and you can choose one ally that is within 5 feet of the target. That ally can use its reaction to move up to 10 feet without provoking an opportunity attack from the target.










This spell's damage increases when you reach higher levels, dealing 2d6 thunder damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Bard, Cleric Enchantment Cantrip

Jinx Shot

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

A ranged weapon

As part of the action used to cast this spell, make a ranged weapon attack against a creature within range. On a hit, the target suffers the attack's normal effects, and your enchanted shot renders your foe unaccountably clumsy. It has disadvantage on the next attack roll it makes before the start of your next turn. If that attack misses, it falls prone and the spell ends.









This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d4 psychic damage to the target. This extra damage increases to 2d4 at 11th level and 3d4 at 17th level.

Bard, Warlock Enchantment Cantrip

Hornet Shot [1/2]

  • casting time 1 Action
  • range Self

  • components S, M
  • duration Concentration, up to 1 minute

A ranged weapon

Your weapon buzzes with toxic energy as you infuse it with magic, and when it strikes your target it emits a cloud of hornet-like motes that sting your foe and nearby enemies. As part of the action used to cast this spell, you must make a ranged weapon attack, otherwise the spell fails. If that attack hits, the target takes an additional 3d10 piercing damage, and attack rolls against it from more than 10 feet away are made with advantage. At the end of each of the target's turns before the spell ends, it must succeed on a Constitution saving throw or take 2d10 poison damage. On a successful save, the spell ends.

For the duration of the spell, a creature that moves within 5 feet of the target for the first time during its turn or starts its turn there is attacked by the motes and must make a Constitution saving throw. The creature takes 2d6 poison damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the piercing

Dru, Ran, Sha, War, Wiz 5th Level Transmutation

Hornet Shot [2/2]

  • casting time 1 Action
  • range Self

  • components S, M
  • duration Concentration, up to 1 minute

A ranged weapon

damage increases by 1d10 for each slot level above 5th.

Dru, Ran, Sha, War, Wiz 5th Level Transmutation

Vigor

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

The subject regains 1 hit point, and at the start of each of its turns until the spell ends, it regains 1 more hit point if its current hit point total is less than half its hit point maximum.














At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing the subject gains at the start of each turn increases by 1 hit point for every slot level above 1st.

Cleric, Druid, Shaman 1st Level Evocation

Prismatic Ray

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

When casting this spell, you point and make a ranged spell attack as you shoot a colored ray at a target you can see within range. On a successful hit, the target is blinded until the end of its next turn.

In addition, roll a d8 and consult the following table to determine what color the ray is, and what the secondary effect is:

1d8-----Color-----Damage Type--------------

1 -------- Red ----- 4d8+6 fire damage
2 ------ Orange -- 4d8+8 acid damage
3 ------- Yellow -- 4d10+8 lightning damage
4 ------- Green --- 8d6+6 poison damage
5 -------- Blue ---- 5d10+10 cold damage
6 ------- Indigo --- 5d10+10 thunder damage
7 ------- Violet --- 5d12+12 force damage
8 ---- Multihued -Roll twice, ignoring this result

The target makes a Dexterity saving throw for each ray, taking half damage on a success.

Sorcerer, Wizard 5th Level Evocation

Quickling Step

  • casting time 1 Bonus action
  • range Self

  • components S
  • duration 1 round

You gain the speed of a magical creature. For the rest of the turn, your walking speed is increased by 10 feet, and you have advantage on Dexterity (Acrobatics) checks.










Druid, Sorc, War, Wiz Transmutation Cantrip

Hand of Radiance

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

A holy symbol

Sparks of holy light streak from your fingertips to strike your enemies. Choose up to three creatures within range, none of whom can be more than 10 feet apart. Each target must succeed on a Dexterity saving throw or take 1d4 radiant damage.













This spellРІР‚в„ўs damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Cleric 3rd Level Evocation

0 0
0 0
0 0
5 5
5 5
1 1
5 5
0 0
0 0

Astral Seal

  • casting time 1 Action
  • range 10 feet

  • components V, S, M
  • duration Instantaneous

A silver mirror

A flash of silver light streaks toward a creature of your choice you can see within range. Make a ranged spell attack against the target. On a hit, the target suffers 1d6 radiant damage, and you outline your enemy with the silver glow of the Astral Plane, exuding an energizing light that may aid an ally. The next time an ally hits the target with an attack roll before the end of your next turn, that ally gains temporary hit points equal to half the radiant damage this spell inflicted. Objects and creatures with 0 hit points do not grant temporary hit points from this spell when they are struck.





At Higher Levels. This spellРІР‚в„ўs radiant damage increases when you reach higher levels, becoming 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Cleric Evocation Cantrip

Amanuensis

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 10 minutes

Any kind of blank paper

You choose any nonmagical writing you can see within range and it is magically copied onto blank paper you are holding. This spell copies 250 words per minute and creates a perfect duplicate of the original. It does not translate the text or make it clearer.

Illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a glyph of warding) are not copied at all by this spell. If the original text contains both normal writing and magical writing or illustrations (such as a letter with a glyph of warding or a drawing in one corner), only the normal text is copied.

You must provide blank paper in some form for the spell to copy the text onto. If a blank sheet is filled with copied text, you must cast the spell again with a new blank sheet of paper to continue copying more text.

Bard, Cle, Sha, Sor, War, Wiz Transmutation Cantrip

Banshee's Wail

  • casting time 1 Action
  • range Self (30 foot radius)

  • components V, S
  • duration Instantaneous

You emit a heart-rending wail that beckons the living to the grave.

Each creature other than you in a 30-foot-radius sphere centered on you that can hear you must make a Constitution saving throw. On a failure, a creature drops to 0 hit points. This spell has no effect on undead or constructs.

Bard, Sham, War, Wiz 9th Level Necromancy

Wrathful Castigation

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A whip

Choose a target you can see within range. The creature must make a Wisdom saving throw or fall to the ground incapacitated, while writhing in pain. On a successful save, the spell ends.

A creature that starts its turn incapacitated by this spell must make a Wisdom saving throw as its mind is flooded with the thoughts of all its failures. On a failed save, the creature remains incapacitated. However, if the creature fails its saving throw a total of three times before making a successful save, it dies in agony overwhelmed by the compounding pressure of all its failures.

Bard, Sham, Sorc, War, Wiz 8th Level Enchantment

Inevitability of the Grave

  • casting time 1 Bonus action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

The petrified eye of a newt

You recite a deadly cursing dirge, predicting impending doom for a creature you can see within range. You place this curse upon the chosen creature, and until the spell ends, your attacks deal an extra 1d8 psychic damage against it. Also, whenever the target misses you with an attack roll during its turn, it takes 1d8 psychic damage, and must make a Wisdom saving throw. On a failure, it is frightened of you until the start of its next turn.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on your next turn to place the curse upon a new creature. When you move the curse in this way, the newly cursed creature takes 4d10 psychic damage and is frightened until the start of its next turn if it saw the previous target drop to 0 hit points.

Creatures with immunity to the frightened condition have resistance to psychic damage from this spell.

Bard, Druid, Sham, War, Wiz 7th Level Necromancy

Inevitable Winter

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

The mummified finger of a humanoid who froze to death

You call spirits of death and winter, commanding them to surround a foe to sap its vitality. Choose one creature you can see within range. The creature takes 2d12+20 cold damage, and it must make a Wisdom saving throw. If the save fails, the creature takes necrotic damage equal to the amount of cold damage it took from this spell, and the next time it makes a saving throw before the end of its next turn, the target must roll a d6 and subtract the number rolled from the attack roll or saving throw.







At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cold damage increases by 1d12 for each slot level above 6th.

Bar, Dru, Sha, Sor, War, Wiz 6th Level Necromancy

Guiding Snarl

  • casting time 1 Reaction, which you take when an ally within range who can hear you misses with an attack roll
  • range 60 feet

  • components V
  • duration Instantaneous

You conjure a trickster spirit who distracts an enemy, allowing your ally to strike true. The ally can reroll the triggering attack roll with advantage. If the attack hits, it deals an extra 2d10 psychic damage.










At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d10 for each slot level above 5th.

Bard, Druid, Shaman 5th Level Conjuration

Dragonsight

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 hour

When you cast this spell, your eyes enlarge, and you gain the visual perception of a dragon. For the duration, you have darkvision to a range of 120 feet, and blindsight to a range of 60 feet.

Bard, Sorcerer, Wizard 5th Level Transmutation

Code of Secrecy

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 1 day

An animal tongue

While casting this spell, you pick one specific piece of information known to both you and the target. If the target fails a Wisdom saving throw, it may not communicate this secret to anyone else for one day. Any form of communication, whether written, verbal, or mental is blocked.

Bard, Cleric, Shaman 5th Level Enchantment

0 0
0 0
9 9
8 8
7 7
6 6
5 5
5 5
5 5

Watchware (Ritual) [1/2]

  • casting time 1 Minute
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

A sprinkling of rare sands and powdered reagents worth at least 500 gp, which the spell consumes.

You create a mystical connection with a single inanimate object you touch. When that object is damaged, moved, or touched at any later time, you are instantly aware of this fact. If another creature physically touches the warded object, you receive a mental image of the creature.

For purposes of divination spells (such as scrying), you are considered to have first-hand knowledge of the creature who triggered the effect as if you had met.
This effect activates when the object is disturbed for any reason, whether someone touches it or pokes it with a pole, a cat walks upon it, or an earthquake knocks it over.

This spell ends as soon as the effect is activated. Because of its costly material components, most spellcasters reserve this spell to protect valuable, out-of-the-way items.

This spell is considered a magical trap. It can be detected with an Intelligence (Arcana or Investigation) check made against your spellcasting DC, but it can only be dispelled magically. You can designate a password that

Bard, Shaman, Wizard 4th Level Abjuration

Watchware (Ritual) [2/2]

  • casting time 1 Minute
  • range Touch

  • components V, S, M
  • duration Until dispelled or triggered

A sprinkling of rare sands and powdered reagents worth at least 500 gp, which the spell consumes.

allows another creature to handle the object without sounding the mental alarm if you choose.





















































































Bard, Shaman, Wizard 4th Level Abjuration

Thunderous Reprisal

  • casting time 1 Reaction, which you take in response to being damaged by a creature within 30 feet of you that you can see
  • range Self (30 ft radius)

  • components V, S
  • duration Instantaneous

You blast your enemies away in a wave of thunder and destruction. Each creature within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 4d8 thunder damage, or half as much damage on a successful save. In addition, creatures that fail their saving throw are pushed 10 feet away from you and become deafened until the end of your next turn.






At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 1d8 for each slot level above 4th.

Bard, Cle, Pal, Sha, War, Wiz 4th Level Abjuration

Greater Resistance

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

A miniature cloak

This spell functions like resistance, except the target gains a bonus of 1d6 on a number of saving throws it makes during the duration. After it has added this bonus a number of times equal to your spellcasting ability modifier, the spell ends.

Bard, Cleric, Druid, Shaman 4th Level Abjuration

Recitation

  • casting time 1 Bonus action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A sacred text of your faith

By reciting a sacred passage or declaration from holy teachings, you invoke ancient divine blessings upon your allies. Choose up to four creatures within range, one of which may be yourself. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

If the target worships the same patron deity as you, it may choose to roll a d6 for the benefit of this spell instead of a d4.

Whether or not you choose yourself as a target of this spell, you gain a +2 bonus to your Armor Class for the duration.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Bard, Cleric, Paladin, Shaman 4th Level Enchantment

Eye for an Eye

  • casting time 1 Reaction, which you take when a creature within 30 feet of you hits one of your allies with an attack
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

A weapon

You raise your weapon defiantly and shout a magical imprecation at a foe that dares to assault your comrade.

Make a weapon attack against the attacker. If you attack with a melee weapon, your reach for this attack is increased to 30 feet. If the attack hits, it deals an extra 3d8 radiant damage to the target. Whether you hit or miss, the target must make a Constitution saving throw. On a failed save, it is blinded until the end of its next turn.

Bard, Paladin 4th Level Abjuration

Crown of Light

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration 1 round

Blazing light coalesces over you or an ally that you can see within range to form a crown of radiance that sears surrounding foes. Every hostile creature within 5 feet of the target must make a Dexterity saving throw. A creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one.

In addition, the target gains temporary hit points equal to 5 + your spellcasting ability modifier, and it is considered proficient with all saving throws until the end of its next turn.







At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radiant damage increases by 1d6 for each slot level above 4th.

Bard, Cleric, Paladin, Shaman 4th Level Abjuration

Battle Hymn

  • casting time 1 Action
  • range Self (30 ft radus)

  • components V, S
  • duration Concentration, up to 1 minute

This spell creates an inspiring tune that bolsters the will of all allies within range. For the duration, it grants each ally advantage on all Wisdom throws and immunity to the frightened condition while they are within 30 feet of you.

Bard, Shaman 4th Level Enchantment

Sleep of Horror (Ritual)

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

A pinch of black sand

A target you choose within range must make an Intelligence saving throw. If it fails the save, its next sleep is wracked with terrifying nightmares, and does not gain any of the benefits of a long rest. After that, every time it finishes a long rest, it must make the Intelligence saving throw again. If it fails, it gains no benefit from the long rest. If it succeeds, the spell ends. The spell continues until the target makes its Intelligence saving throw, or until it dies.

Bard, Sham, Sorc, War, Wiz 3rd Level Necromancy

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
3 3

Love's Lament

  • casting time 1 Action
  • range Self (60 ft cone)

  • components V, M
  • duration Instantaneous

A musical instrument

The music created by this spell draws upon the sadness, guilt, and despair of those around you. Each creature in a 60-foot cone has disadvantage on Wisdom (Perception) checks related to hearing until the end of your next turn, and it must make an Intelligence saving throw. A creature that fails the saving throw takes 3d10 psychic damage and is poisoned until the end of its next turn, as it calls to mind memories of all its lost loves and disappointments in life.








At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the psychic damage increases by 1d10 for each slot level above 3rd.

Bard 3rd Level Enchantment

Grace

  • casting time 1 Bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

After casting this spell, a silvery nimbus of bright light emanates from you in a 60-foot radius. While the spell is active, you have disadvantage on Dexterity (Stealth) checks.

In addition, for the duration of the spell, your speed increases by 10 feet, you gain advantage on Dexterity saving throws and on all Dexterity checks that are not Dexterity (Stealth) checks, and any melee weapon you wield deals one extra die of its damage when you hit with it.







At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, melee weapons you wield deal one additional extra die of their damage for every two slot levels above 3rd.

Bard, Cleric, Paladin 3rd Level Transmutation

Cloak of Bravery

  • casting time 1 Action
  • range Self (30 ft radus)

  • components V, S
  • duration Concentration, up to 1 hour

When you cast this spell, a glittering mantle of courage settles upon you and your allies. All creatures you select within range have advantage on saving throws against being frightened for the duration.

Bard, Cleric, Paladin, Shaman 3rd Level Abjuration

Sudden Transposition

  • casting time 1 Action
  • range 120 feet

  • components V
  • duration Instantaneous

With a single word of magical power, you cause two creatures to swap places. Choose two Small or Medium creatures that you can see within range. You can only choose two creatures which are either standing on the same surface or standing on surfaces which are physically connected by solid ground or structures.

A creature which is unwilling to be transposed gains a Charisma saving throw against this effect. If neither creature makes a successful saving throw, both creatures are teleported, with each reappearing in the space previously occupied by the other.

Bard, Wizard 2nd Level Conjuration

Moon Rune (Ritual)

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

100 gp worth of rare inks that are consumed by the spell

You inscribe up to seven marks on any surface, which can be any nonmagical glyphs or symbols. When the spell is finished, each mark becomes invisible. You specify the conditions that make the runes visible. The runes only become visible to those who match the conditions you described, or by anyone using true seeing. The runes last until the object they are placed upon is destroyed.

Bard, Wizard 2nd Level Transmutation

Invigorating Strike

  • casting time 1 Bonus action
  • range Self

  • components V, M
  • duration Instantaneous

A melee weapon

If you have not already hit a creature with a melee attack this turn, this spell fails. Otherwise, you regain a number of hit points equal to 1d8 + your spellcasting ability modifier. If a weapon you hit a creature with this turn had the two-handed or versatile qualities, the number of hit points you regain increases to 1d12 + your spellcasting ability modifier.

Bard, Cleric, Paladin 2nd Level Evocation

Elonia's Glamour

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

A pinch of ruby dust

The target of this spell becomes very physically beautiful. A subtle glow surrounds the target in darkness or shadows, and tiny motes of light cling to the target in daylight. The target gains advantage on any Charisma checks.

Bard, Sorcerer, Wizard 2nd Level Illusion

Pyroclastic Tide [1/2]

  • casting time 1 Action
  • range Self (10 ft radius sphere)

  • components V, M
  • duration Instantaneous

A melee weapon

You strike a blow fueled by the fury of the earth, channeling volcanic energy into the very ground beneath your feet.
As part of the action used to cast this spell, make a melee weapon attack against a creature within range. If the attack hits, the target is knocked prone, and the ground within a 10-foot radius sphere centered on you becomes difficult terrain until it is cleared. All creatures besides you within the affected area must roll a Strength saving throw. A creature takes 2d6 bludgeoning damage and 2d6 fire damage and is knocked prone on a failed save. If the saving throw is successful, the creature takes half the damage, and isn't knocked prone. Molten lava ignites flammable objects in the area that aren't worn or carried.
The spell's area remains difficult terrain until it is cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Firenewts and earth-based or fire-based elemental creatures (such as gargoyles or salamanders) do not take damage from this spell.
At Higher

Druid 3rd Level Evocation

Pyroclastic Tide [2/2]

  • casting time 1 Action
  • range Self (10 ft radius sphere)

  • components V, M
  • duration Instantaneous

A melee weapon

Levels: When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage and fire damage both increase by 1d6 for each slot level above 3rd.

Druid 3rd Level Evocation

3 3
3 3
3 3
2 2
2 2
2 2
2 2
3 3
3 3

Lesser Chainfire [1/2]

  • casting time 1 Action
  • range 60 feet

  • components S
  • duration 1 minute

A column of magical fire and light descends on your enemy, then spreads out to not only burn other foes physically, but burn away their ties to the ally you targeted. Make a ranged spell attack against one creature within range. On a hit, the target takes 3d8 radiant damage.

Whether the attack hits or misses, a column of psychic fire consumes it and the creatures around it. Each creature of your choice in a 10-foot radius, 40-foot-high cylinder centered on the target (including the target) must make a Wisdom saving throw. A creature takes 2d6 fire damage and 2d6 psychic damage on a failed save, or half as much damage on a successful one.

In addition, each creature (besides the target) who fails the Wisdom saving throw becomes indifferent towards the target and forgets the target ever existed, as if its memories were altered by a modify memory spell. This effect lasts for 1 minute. During that time, the creatures take no action to cooperate with the target and make no special effort to keep it from harm. If it is in a position of authority, affected creatures do not obey its orders. When the effect ends, all affected creatures regain their normal memories.


At Higher Levels. When you cast

Bard, Cleric, Sorcerer 5th Level Enchantment

Lesser Chainfire [2/2]

  • casting time 1 Action
  • range 60 feet

  • components S
  • duration 1 minute

this spell using a spell slot of 6th level or higher, the psychic damage increases by 1d6 for each slot level above 5th.

Bard, Cleric, Sorcerer 5th Level Enchantment

Reality Break [1/2]

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A crystal prism

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns, the number rolled determines what happens to the target, as shown on the Reality Break Effects below. At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.
D10------Effect
1-2 Vision of the Far Realm: Target takes 6d12 psychic damage, and is stunned until the end of the turn.
3-5 Rending Rift: The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.
6-8 Wormhole: Target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10 Chill of the Dark

Sorcerer, Wizard 8th Level Conjuration

Reality Break [2/2]

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A crystal prism

Void: The target takes 10d12 cold damage, and it is blinded until the end of the turn.

Sorcerer, Wizard 8th Level Conjuration

Dark Star [1/2]

  • casting time 1 Action
  • range 150 feet (40 ft sphere)

  • components V, S, M
  • duration Concentration, up to 1 minute

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

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes verbal components is impossible there.

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a success. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items,

Sorc, Warlock, Wizard 8th Level Evocation

Dark Star [2/2]

  • casting time 1 Action
  • range 150 feet (40 ft sphere)

  • components V, S, M
  • duration Concentration, up to 1 minute

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

are reduced to a pile of gray dust.

Sorc, Warlock, Wizard 8th Level Evocation

Speed of Thought [1/2]

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

You marshal psychic energies to move with speed and acrobatic grace. When you cast this spell, you gain two speed points. For the duration, as a bonus action on your turn, you can expend a speed point, granting yourself the following benefits until the end of that turn:
-Your speed increases by 10 feet.
-You have resistance to falling damage.
-Difficult terrain does not reduce your speed.
-You have a climb speed equal to your walking speed.
-Opportunity attacks against you are made with disadvantage.
-You add 10 feet to your long jump distance and 3 feet to your high jump distance.
-You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks.
-You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
-You do not sink when moving over soft or brittle
terrain, such as dust, silt, mud, snow, or thin ice (this effect does not allow you to move over liquid surfaces).
-If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that attack inflicts an additional 1d4 damage.

At the end of your turn, the benefits fade entirely until you spend

Bard, Ran, Sorc, War, Wiz 1st level Transmutation

Speed of Thought [2/2]

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 minute

another speed point. If these benefits end while you are still on a vertical surface, or anywhere else where you would normally fall or sink, you immediately fall or begin to sink unless you have some other means to remain there.

This spell ends when its duration expires, when you cast this spell again, or when you have spent all your speed points. When the spell ends, any unspent speed points are lost.

At Higher Levels. If you cast this spell with a spell slot of 2nd level or higher, the extra damage you inflict with melee weapon attacks against opponents when you move 20 feet increases by 1d4 for each slot level above 1st. In addition, if you cast this spell with a spell slot of 3rd level or higher, you gain one additional speed point for every two slot levels above 1st.

Bard, Ran, Sorc, War, Wiz 1st level Transmutation

Wind at Back

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration 12 hours

When this spell is cast, choose six creatures. For the duration, you and the selected creatures double your overland travelling speeds.

This spell has no effect on the speed of creatures
during combat.

Druid, Ranger 4th Level Evocation

5 5
5 5
8 8
8 8
8 8
8 8
1 1
1 1
4 4

Stormrage

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You gain a flying speed of 40 feet and immunity to bludgeoning, piercing, and slashing damage inflicted by ranged weapon attacks. You are also immune to the effects of all wind or weather-based spells and attacks (such as control weather).

In addition, as an action on each of your turns for the duration, you can emit a single bolt of lightning from your eyes as a ranged spell attack against a target within 100 feet. You have advantage on the attack if the target you select is wearing metal armor. On a hit, the target takes 6d6 lightning damage.

Druid, Sorcerer 8th Level Transmutation

Poison

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

A fang or stinger from a venomous creature

You channel venom into your victim. The creature you touch takes 3d10 poison damage and is poisoned until the end of its next turn. Until the spell ends, the creature must make a Constitution saving throw at the end of each of its turns. If the target fails the save, it takes 3d10 damage and remains poisoned until the end of its next turn. If it succeeds, the spell ends.









At Higher Levels: When you cast this spell using a spell slot of 4th or higher level, the duration increases by 1 minute for each slot level above 3rd.

Cleric, Druid 3rd Level Necromancy

Icelance

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

A clear crystal worth at least 50 gp

A large spear-like shard of ice appears in the air next to you. Choose a target within range, and make a ranged spell attack. If the attack hits, the target takes 3d6 piercing damage, and 3d6 cold damage. In addition, the target must make a Constitution saving throw, or be stunned until the end of its next turn.











At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of cold and piercing damage both increase by 1d6 for each slot level above 3rd.

Druid, Sorc, Wizard 3rd Level Conjuration

Cloudburst (Ritual)

  • casting time 1 Action
  • range Self (50 ft radius)

  • components V, S
  • duration Concentration, up to 1 hour

At your command, clouds gather and there is a downpour of heavy rain. Everything within a stationary 100-foot tall by 100-foot wide cylinder centered on you is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks to perceive things within the area, which becomes difficult terrain. All open flames within the area are extinguished. The cylinder does not move with you.



Druid 3rd Level Evocation

Decomposition

  • casting time 1 Action
  • range Self (30 foot radius)

  • components V, S
  • duration Concentration, up to 1 minute

When you cast this spell, an aura of decay surrounds you. For the duration, whenever a hostile creature within range takes damage, it must make a Constitution saving throw. On a failed saving throw, it suffers a festering wound. This wound inflicts 5 necrotic damage on the creature at the start of each of its turns.

A creature suffering from a festering wound can make a new Constitution saving throw at the end of each of its turns. A successful saving throw stops the ongoing necrotic damage from that wound and causes the creature to be immune to the effects of this spell for 1 minute. A creature can suffer from only one festering wound at a time.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of necrotic damage increases by 5 for each slot level above 2nd.

Druid 2nd Level Necromancy

Lava Missile

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration Instantaneous

Any object made of glass

You conjure handfuls of liquid-hot stone from the elemental planes and hurl them at foes with unerring accuracy. You create four lava missiles, each of which hits a target of your choice that you can see within range. A lava missile deals 1d4 fire damage and 1d4 bludgeoning damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. The darts can also target objects that are not being worn or carried, and ignites them if they are flammable.

If a lava missile strikes a firenewt or an earthbased or fire-based elemental creature (such as a gargoyle or salamander), it does not inflict damage on the creature. Instead, that creature is healed, regaining 1d4 hit points for each lava missile that hits. Only firenewts or creatures of the elemental type can benefit from this effect.




At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the spell creates one more dart for each slot level above 2nd.

Ba, Cle, Dru, War, Wiz 2nd Level Necromancy

Balancing Lorecall

  • casting time 1 Bonus Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

A thin wooden dowel at least 3 inches in length

Until the spell ends, you gain the ability to move up, down, and across any horizontal, sloping, or vertical surface capable of bearing at least half your weight. You leave your hands free while doing so, even when moving across surfaces where balancing is practically impossible. For the duration, you also gain a climbing speed equal to your walking speed, proficiency in the Acrobatics skill, and advantage on all Dexterity checks relating to balance.

Ba, Dr, Ra, Sh, So, W, W 2nd Level Transmutation

Hearth Spirit

  • casting time 1 Action
  • range 30 feet

  • components V, M
  • duration Concentration, up to 1 minute

The claw of a predator

You summon a comforting spirit of the sacred hearth, which manifests as a pillar of flame that burns enemies but soothes you and your allies. Choose a 5-foot-radius by 10-foot-high cylinder that you can see within range. Until the spell ends, sacred flames fill that space, and anyone within it when you cast this spell must make a Wisdom saving throw. On a failed save, a creature takes 3d6 fire damage, or half as much damage on a success. A creature must also make the saving throw when it enters that space for the first time on its turn or ends its turn there.

Whenever a creature that fails its saving throw takes fire damage from this spell, friendly creatures of your choice within 5 feet of the damaged creature regain hit points equal to half the amount of fire damage dealt.




At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage increases by 1d6 for each slot level above 3rd.

Bard, Cleric, Druid 3rd Level Conjuration

Air Jaunt

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration 1 round

A fan

You gain the ability to walk on air. You gain a flying speed equal to your walking speed until the end of your next turn, at which point the spell ends, and if you are still aloft, you fall unless you can stop the fall.

Cleric, Druid 1st Level Transmutation

8 8
3 3
3 3
3 3
2 2
2 2
2 2
3 3
0 0

Orb of Cold

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You create an orb of cold roughly 3 inches wide that shoots from the palm of your hand toward a target within range. Make a ranged spell attack. On a hit, the orb explodes, and the target takes 8d6 cold damage. In addition, a creature struck by the orb must make a Constitution saving throw, or its speed is reduced by half until the end of its next turn.











At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of cold damage increases by 1d6 for each slot level above 4th.

Sorcerer, Wizard 4th Level Conjuration

Life Steal (Ritual)

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You pull pure life force out of your victim. The target must immediately make a Wisdom saving throw. On a failed save, the target takes 6d6 necrotic damage, or half as much on a success. Whether the target succeeds or fails its saving throw, you are healed by the amount of damage dealt. Alternatively, you can transfer these hit points to an ally that you touch when you cast the spell.









At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the necrotic damage dealt increases by 1d6 for every slot level above 5th.

Sham,Sorc, War, Wiz 5th Level Necromancy

Time Ravage

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration Instantaneous

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

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

Warlock, Wizard 9th Level Necromancy

Tether Essence

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

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

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

Cle, Sha. War, Sor, Wiz 7th Level Necromancy

Gravity Fissure

  • casting time 1 Action
  • range Self (100 ft line)

  • components V, S, M
  • duration Instantaneous

A fistful of iron filings

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.








At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Wizard 6th Level Evocation

Whirling Blade

  • casting time 1 Action
  • range 60 foot line

  • components V, S, M
  • duration Instantaneous

A bladed weapon

You throw a weapon which is then animated to strike on its own, attacking everything in a 60-foot line emanating from you. Make one ranged spell attack and compare it to the Armor Class of each creature in the line. If a creature would be hit by the attack, you are considered to have hit that creature with a melee attack using that weapon. You resolve all the effects of that attack normally, as if you had struck each creature with a separate attack roll, except that you substitute your spellcasting ability modifier for your Strength modifier when determining damage. After this spell is cast, until the end of your next turn you can use a bonus action to cause the weapon to return to your hand.

Bard, Sorc, Wizard 2nd Level Transmutation

Pulse Wave

  • casting time 1 Action
  • range Self (30 ft. cone)

  • components V, S
  • duration Instantaneous

You create intense pressure, unleash it in a 30 foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. Every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.





At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each spell slot level above 3rd.

Sorcerer, Wizard 3rd level Evocation

Shadow Form

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration up to 1 hour

Piece of a funeral shroud

You wrap one person you touch in the essence of the Shadowfell. The creature becomes harder to see and its body becomes much more malleable. The creature gains advantage on all Stealth checks and may add its proficiency bonus to the roll. If the creature already has proficiency with Stealth, it may double its proficiency bonus. The subject of this spell can also squeeze through any gap larger than 1-inch wide.

Bard, Sorc, War, Wiz 5th level Illusion

Bonding Vine

  • casting time 1 Action
  • range 20 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A small twig

Choose one creature you can see within range. That creature must succeed on a Dexterity Saving throw or become connected to you with a magical vine. A creature that you are connected with must make a Strength saving throw whenever they attempt to move to a point more than 20 feet away from you. On a failed save, their movement is limited by the length of the vine until the start of their next turn. On a successful save, the vine snaps, and the spell ends.

If you attempt to move more than 20 feet away from the creature that you're connected to, the vine snaps and the spell ends.

Druid, Ranger, Shaman, Wizard Conjuration Cantrip

4 4
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Spell Steal

  • casting time 1 Reaction
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

A diamond worth 1,000 gold pieces or more

You attempt to capture a spell that a creature that you can see within range is casting. If the creature is casting a spell of 6th level or lower, make an ability check using your spellcasting ability. The DC equals 10 + the spell slot level of the spell being cast. On a success, it is captured by your own magic. If it is casting a spell of 7th level or higher, this spell fails.

After capturing the spell, you understand the intricacies of the spell and how to use it. Before the end of your next turn, you can use your action to cast the spell using your spellcasting ability modifier, spell attack bonus, or spell save DC and the diamond crumbles to dust. If you don't use the spell before this time, the diamond that the magic is temporarily stored within, crumbles to dust and the stolen spell is lost.

Bard, Sorcerer, Wizard 7th Level Transmutation

Distort Reality

  • casting time 1 Reaction
  • range 30 feet

  • components V, S
  • duration Instantaneous

You tamper with an event that has just occurred, potentially changing the outcome. Choose one attack roll, saving throw, or ability check that a creature just made. Events are reset to the moment the roll transpired. That creature makes that roll again, with the same modifiers as before, and gains your choice of either advantage or disadvantage on the reroll.

Sorcerer 5th Level Transmutation

Blood Boil

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

You boil the blood in the veins of a creature you can see within range. The target must succeed on a Constitution saving throw or take 2d6 necrotic damage and 2d6 fire damage.

While you maintain concentration on this spell, at the beginning of each of its turns the target must make a Constitution saving throw. On a failed save, the target takes 2d6 necrotic damage and 2d6 fire damage and is paralyzed until the start of its next turn. On a successful save, the effect ends on the target.

This spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for every two slot levels above 3rd.

Shaman, Warlock, Wizard 3rd Level Necromancy

Healing Mist

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You surround a creature in range with a vibrant, healing mist. The creature regains hit points equal to 1d6 + your spellcasting ability modifier.
















At Higher Levels. When you expend a spell slot of a level above 1st, the healing increases by 1d6 per spell slot level above 1st.

Bard, Cleric, Druid, Shaman 1st Level Evocation

Angel's Breath

  • casting time 1 Bonus Action
  • range Self (30 foot cone)

  • components V, M
  • duration Instantaneous

A white feather

You speak a hushed word, as your breath is imbued with healing magic . Each creature of your choice in a 30 foot cone originating from you regains 1d4 hit points. This spell has no effect on constructs or undead.













At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot level above 2nd.

Bard, Cleric, Paladin 2nd Level Evocation

Wildfire

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

A ruby inlaid bracelet or other jewelry worth at least 5,000 gold pieces.

You point at an enemy as it bursts into green and purple flame that explodes with fiery motes that spread the fire to others close by.

The target takes 9d8 fire damage and is set ablaze with magical fire. While it is burning, at the start of each of its turns, it makes a Constitution saving throw. On a failure, it takes 15d8 fire damage. On a success, it takes half as much damage and the burning ends.

If a creature ends its turn while it is still burning, the wildfire spreads to one other creature you can see within 30 feet of the burning creature. The new target begins burning, and must make a Constitution saving throw at the start of its next turn, taking 15d8 fire damage on a failure. On a success, it takes half as much damage and the burning ends. The wildfire continues to spread until it is completely out

These magical flames can't be extinguished through nonmagical means.

Sorcerer, Wizard 9th Level Evocation

Lightning Field

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Instantaneous

You create a charged shield of lightning around you. All creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 lightning damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6).

Shaman, Sorcerer, Wizard Evocation Catrip

Judgement

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You cause a pillar of radiant light to strike one creature within range, leaving it vulnerable for a short time. Make a ranged spell attack against the target. On a hit, the creature takes 4d10 radiant damage and has disadvantage on saving throws until the start of your next turn.

Cleric, Paladin 5th Level Evocation

Chaos Bolt

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 damage. Choose one of the d8s. The number it rolled determines the type of damage. 1-Acid, 2-Cold, 3-Fire, 4-Force, 5-Lightning, 6-Poison, 7-Psychic, 8-Thunder.

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by this mass of chaotic energy.


At Higher Level: When you cast this spell using a spell slot of 2nd level or higher, each target takes extra damage of the type rolled. The extra damage equals 1d6 for each slot level above 1st.

Sorcerer 1st Level Evocation

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Hand of Radiance

  • casting time 1 Action
  • range Self (5 foot radius)

  • components V, S
  • duration Instantaneous

You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6).

Cleric Evocation Cantrip

Primal Savagery

  • casting time 1 Action
  • range Self

  • components S
  • duration Instantaneous

Your teeth or fingernails lengthen and sharpen. You choose which. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 piercing or slashing damage (your choice). After you make the attack, your teeth or fingernails return to normal.

The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), 17th level (4d10).

Druid, Shaman Transmutation Cantrip

Healing Elixir

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration 24 hours

Alchemist's supplies

You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until it's consumed, at which point the vial vanishes.

As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.

Shaman, Warlock, Wizard 1st Level Conjuration

Guiding Hand (Ritual)

  • casting time 1 minute
  • range 5 feet

  • components V, S
  • duration Concentration, up to 8 hours

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.

When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet from you.

If you don't move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

Bard, Cleric, Druid, Shaman, Wizard 1st Level Divination

Cause Fear

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become frightened for the duration. A target with 25 hit points or fewer makes the saving throw with disadvantage. The spell has no effect on constructs or undead.

Shaman, Warlock, Wizard 1st Level Necromancy

Sudden Awakening

  • casting time 1 Action
  • range 10 feet

  • components V
  • duration Instantaneous

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement on their turn.

Bard, Shaman, Sorcerer, Wizard 1st Level Enchantment

Unearthly Chorus

  • casting time 1 Action
  • range Self (30 foot radus)

  • components V
  • duration Concentration, up to 10 minutes

Music of a style you choose fills the air around you in a 30 foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.

Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.

Bard 1st Level Illusion

Virtue

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration 1 round

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

Cleric, Shaman Abjuration Cantrip

Soul Drain

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

You reach out, draining the life force from another creature. Make a melee spell attack against a creature you can touch. On a hit, the target takes 1d4 necrotic damage, and you gain temporary hit points equal to the damage dealt.

The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Shaman, Warlock, Wizard Necromancy Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Waves of Exhaustion

  • casting time 1 Action
  • range Self (60 foot cone)

  • components V, S
  • duration Instantaneous

You raise your hands and thrust them forward as crippling energy flies from your finger tips. Creatures within range must succeed on a Constitution saving throw or suffer 1 level of exhaustion. If a creature fails the save by 5 or more, the creature suffers an additional level of exhaustion.

Shaman, Warlock, Wizard 8th Level Necromancy

Wall of Souls

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A bone from a dead creature, and a silver mirror inlaid with onyx gems worth at least 500 gold pieces

You create a wall made of undead spirits that wail and scream, terrifying all those who get too close.

You create a wall, up to 60 feet long, 20 feet tall, and 1 inch thick composed of spectral faces and limbs. These souls produce a loud noise that can be heard only from one side of the wall. Any creature that starts its turn or moves within 30 feet of that side of the wall for the first time on its turn must succeed on a Wisdom saving throw or be frightened until the spell ends. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Any creature that enters the wall must make a Wisdom saving throw, taking 6d8 necrotic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the damage by 1d8 for each slot level above 6th.

Shaman, Warlock, Wizard 6th Level Necromancy

Arcane Projectile

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Instantaneous

A crossbow bolt or an arrow

An arrow or a crossbow bolt that you touch rockets toward a target. Make a ranged spell attack at a creature or object within 120 feet. On a hit, the target takes 1d8 piercing damage. This is considered a magical weapon attack.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).

Bard, Sorcerer, Wizard Transmutation Cantrip

Ebony Hand

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

Five black lotus seeds

You surround your hand with jumping, twisting
shadows, and your whole arm becomes semitransparent. For the duration, when you cast a spell that has a range of touch, you can choose to make the range of the spell 30 feet instead. In addition, once during each of your turns until the spell ends, you can grant yourself advantage on one melee spell attack roll.

Sorc, War, Wiz 2nd level Necromancy

Gift of Alacrity

  • casting time 1 minute
  • range Touch

  • components V, S
  • duration 8 hours

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

Bard, Cler, Ran, Sorc, Wiz 1st Level Divination

Magnify Gravity

  • casting time 1 action
  • range 60 ft.

  • components V, S
  • duration 1 round

The gravity in a 10 foot radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction in speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to be picked up or moved.






At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Sorcerer, Wizard 1st level Transmutation

Gravity Sinkhole

  • casting time 1 action
  • range 120 ft.

  • components V, S, M
  • duration Instantaneous

A black marble

A 20 foot radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half damage and isn't pulled.








At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Sorc, Wiz 4th level Evocation

Aegis of Assault

  • casting time 1 Reaction, when a creature within range hits one of your allies with a melee attack.
  • range 30 feet

  • components V, M
  • duration 1 round

A weapon you are wielding

With a flash of light, you bring instant vengeance to the attacking enemy. As part of the reaction used to cast this spell, you choose to do either one or both of the following:
-Teleport up to 30 feet to an unoccupied space within 5 feet of the creature that made the triggering attack.
-Make one melee weapon attack against the
attacker if it is within reach. You can use your
spellcasting ability instead of Strength or Dexterity for the attack and damage rolls of this attack if you choose. If that attack hits, it deals an extra 1d4 radiant damage.
After the triggering attack is resolved, the creature who made that attack has disadvantage on attack rolls against creatures besides you until the end of its next turn.
At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the range increases to 60 feet, and the extra radiant damage inflicted with the melee weapon attack increases by 1d4 for each slot level above 3rd.

Pala, War, Wiz 3rd level Abjuration

Aegis of Ensnarement

  • casting time 1 Reaction, when a creature within range hits one of your allies with a melee attack.
  • range 30 feet

  • components V, M
  • duration 1 round

A weapon you are wielding

Your magic ensnares the enemy, compelling it to
attack you instead of your ally. The creature that
made the triggering attack must roll a Charisma
saving throw before that attack is resolved. If it fails, you teleport it to an unoccupied space within 5 feet of you. It then makes the triggering attack against you instead, comparing the same attack roll to your Armor Class to determine whether it hits or misses you.
Whether the saving throw succeeds or fails,
after the triggering attack is resolved, the attacking creature takes 1d4 psychic damage and has disadvantage on attack rolls against creatures besides you until the end of its next turn. If another effect would cause the creature to have disadvantage on attack rolls against you, this effect ends.


At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the range increases to 60 feet, and the psychic damage increases by 1d4 for each slot level above 3rd.

Sorc, Wiz 3rd level Enchantment

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Aegis of Shielding

  • casting time 1 Reaction, when a creature within range hits one of your allies with a melee attack.
  • range 30 feet

  • components V, M
  • duration Instantaneous

A weapon you are wielding

You protect your ally with a gleaming barrier of
invisible force. Until the end of the turn, the target of the triggering attack gains resistance to bludgeoning, piercing, and slashing damage, as well as a +5 bonus to AC, including against the triggering attack.
After the triggering attack is resolved (whether
it hits or misses), the creature that made the attack takes 1d4 force damage and has disadvantage on attack rolls against creatures besides you until the end of its next turn. If another effect would cause the creature to have disadvantage on attack rolls against you, this effect ends.

At Higher Levels. When you cast this spell using
a spell slot of 4th level or higher, the range increases to 60 feet, and the force damage increases by 1d4 for each slot level above 3rd.

Pala, Wiz 3rd level Abjuration

Alicorn Lance

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A lock of Unicorn mane

A transparent alicorn (unicorn horn) forms about
2 inches from your brow. Starting the turn you cast this spell, for the duration you can use a bonus action to launch the horn at a creature you can see within range. The target must make a Dexterity saving throw, taking 3d6 radiant damage on a failed save, and it is outlined in silver faerie fire, causing any attacks against it to be made with advantage until the start of your next turn. On a successful save the target takes half as much damage, but suffers no other effects. The spell ends after the alicorn is launched and deals damage to the target or the faerie fire effect ends.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of radiant damage increases by 1d6 for each slot level above 2nd.

Cleric, Druid 2nd Level Evocation

Shadow Burst

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration 1 minute

A cloud of gray shadowy goo leaps from your hand toward a target you choose within range. The goo rips at its victim's eyes, flows into its mouth, and tries its best to be a pest. The bolt never misses and deals 2d6 necrotic damage to the target.
In addition, the target must make a Constitution saving throw. If the save is successful, the target takes the damage, but suffers no other ill effects. If the target fails the saving throw, it has disadvantage on ability checks, attack rolls, and saving throws for the duration.
The target can attempt a new Constitution saving throw at the end of each of its turns. On a success, the spell ends.

Sorc, War, Wiz 2nd level Necromancy

Ravenous Void [1/2]

  • casting time 1 Action
  • range 1,000 ft (20 ft sphere)

  • components V, S, M
  • duration Concentration, up to 1 minute

A small, nine-pointed star made of iron

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.
When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its

Warlock, Wizard 9th Level Evocation

Ravenous Void [2/2]

  • casting time 1 Action
  • range 1,000 ft (20 ft sphere)

  • components V, S, M
  • duration Concentration, up to 1 minute

A small, nine-pointed star made of iron

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

Warlock, Wizard 9th Level Evocation

Serpent Arrows [1/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

A serpent scale

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammo drawn from the quiver, the target takes an extra 2d6 poison damage. Even on a miss, the target takes 1d6 poison damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when ten pieces of ammo have been drawn from the quiver. After each attack, whether it hits or misses, the used piece of ammo falls into an unoccupied space closest to the target, where it transforms into a giant poisonous snake under the control of the creature who attacked with the ammunition. Giant poisonous snakes created by this spell are friendly to you and your allies. They act on the initiative of the creature who attacked with the ammo, but act on their own. The snakes obey any verbal commands issued by the creature controlling them (no action required by you). If that creature doesn't issue any commands, the snakes continue to attack the target of the ranged attack (even if the target has dropped

Dru, Ran, War, Wiz 4th level Transmutation

Serpent Arrows [2/2]

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

A serpent scale

to 0 hit points), but otherwise take no actions beyond defending themselves. Each snake changes back into a piece of ammo when it drops to 0 hit points or when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of pieces of ammo you can affect increases by two for each slot level above 4th.

Dru, Ran, War, Wiz 4th level Transmutation

Frostwind Blade

  • casting time 1 action
  • range 5 feet

  • components V, S
  • duration 1 round

As part of the action used to cast this spell, you must make a melee weapon attack against one creature within the spell's range, otherwise the spell fails. Your weapon leaves a frosty trail as it cuts through the air, striking blows that inflict winter's wrath. On a hit, the target suffers the attack's normal effects. In addition, the next time the target makes an attack before the end of your next turn, it must choose to either make the attack with disadvantage or take 1d6 cold damage, and make the attack roll normally. A creature within 5 feet of you that takes cold damage from this cantrip reduces its speed by half until the end of your next turn.







This spell's damage increases when you reach
higher levels. At 5th level, the melee attack deals an extra 1d6 cold damage to the target, and the damage the target suffers for not taking disadvantage on its next attack increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Dru, Sorc, War, Wiz Evocation cantrip

Elemental Rupture

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You temporarily rupture the boundaries of the elemental planes, discharging elemental energy and focusing it around your enemies.
Choose acid, cold, fire, lightning, or thunder. The target and each creature within 10 feet of the target must make a Dexterity saving throw, taking 3d8 damage of the chosen type on a failure, or half as much on a success.











At Higher Levels. When you cast this spell this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Shaman, Sorcerer, Wizard 2nd Level Evocation

0 0
0 0
0 0
0 0
0 0
4 4
4 4
0 0
2 2

Echoing Blow

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 round

As part of the action used to cast this spell, you must make an unarmed strike or weapon attack against one creature within range. On a hit, the target suffers the attack's normal effects, and if the target is concentrating on a spell when this attack hits, the attack deals an extra 1d6 thunder damage, which creates a loud noise that can be heard up to 100 feet away.








This spell's damage increases when you reach
higher levels. At 5th level, the melee attack deals
an extra 1d6 thunder damage to the target, and the damage the target suffers if it is concentrating on a spell increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.

Bard, Sorc, War, Wiz Abjuration cantrip

Looming Shadow

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration 1 round

As part of the action used to cast this spell, you must make a thrown or ranged weapon attack against one creature within the spell's range, otherwise the spell fails. If the weapon or ammunition hits the target, a shadowy duplicate of it appears, hanging in the air just short of where the original struck, and you choose one of your allies within 30 feet of the target. The first time the target attacks the chosen ally, forces the chosen ally to make a saving throw, or includes that ally in a harmful area of effect before the end of your next turn, the second weapon or piece of ammunition automatically strikes, inflicting 1d10 psychic damage.








This damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d10 psychic damage to the target, and the damage the target suffers for acting against the chosen ally increases to 2d10. Both damage rolls increase by 1d10 at 11th level and 17th level

Sorc, War, Wiz Illusion cantrip

Divine Lightning

  • casting time 1 Action
  • range Self (30 foot radius)

  • components V, S, M
  • duration Instantaneous

A platinum rod worth at least 200 gold pieces.

You raise your hand up towards the sky, beseeching your god to call upon the power of lightning to rain down on your enemies. Lightning strikes up to two creatures of your choice within a 30-foot radius sphere centered on you. The targets must make a Dexterity saving throw, taking 2d8 lightning damage and 2d8 radiant damage on a failure, or half as much on a success.

If you cast this spell while outside in the presence of a storm, the spell deals an additional 1d8 lightning damage.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the radiant damage increases by 1d8 for each slot level above 3rd. In addition, When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for every two slot levels above 3rd.

Cleric 3rd Level Evocation

Energy Drain

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

With a howl like the damned, several bolts of black lightning leap from your target to you. You drain away its life force and use it to power your own magic. The target must make a Constitution saving throw. The target takes 20d8 necrotic damage on a failed save, or half as much damage on a successful one. In addition, its hit point maximum is reduced by the amount of damage it takes. After a long rest, the target's hit point maximum returns to normal.

For every 20 points of necrotic damage you inflict, you regenerate a 1st-level spell slot. You can combine spell slots to regenerate higher level spells. For example, if you do 85 points of damage, you could regenerate one 4th-level spell slot, four 1st level spell slots, or any combination that does not exceed 4 spell levels.

Cler, Sorc, War, Wiz 9th Level Necromancy

Blast of Force

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You launch an invisible blast of force towards a target, causing damage and causing it to tumble backwards.
Make a ranged spell attack against one creature within range. On a hit, the target takes 6d6 force damage and must succeed on a Strength saving throw or be pushed 15 feet away from you and knocked prone.











At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 and the target is pushed an additional 5 feet for each slot level above 3rd.

Sorcerer, Warlock, Wizard 3rd level Evocation

Creeping Cold

  • casting time 1 Action
  • range Self (30 foot radius)

  • components V, S
  • duration Concentration, 1 round

You sap the area of all heat, causing ice to form on the surfaces of objects and creatures. All creatures of your choice within a 30 foot radius centered on you must make a Constitution saving throw. On a failure, the creature takes 1d6 cold damage and has its movement speed reduced by 5 feet. On a successful save, the creature takes half damage and doesn't have its movement speed reduced.

On subsequent turns, you can use your bonus action to cause all creatures of your choice within the radius to make another Constitution saving throw. The damage increases by an additional 1d6 cold damage and the movement penalty increases by an additional 5 feet for each round that you maintain your concentration.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 round for each slot level above 1st.

Shaman, Sorcerer, Wizard 1st Level Transmutation

Ice Blade

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

You materialize a blade of solid ice out of the weave. As part of the action of casting this spell, and again as an action on each of your turns for the spell's duration, you can make a melee spell attack against a creature or object within 5 feet of you. On a hit, the target takes 1d6 slashing and 1d4 cold damage.











At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the slashing damage increases by 1d6 and the cold damage increases by 1d4 for each slot level above 1st.

Sorcerer, Warlock, Wizard 1st Level Conjuration

Tyreal's Major Shield

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration 1 minute

Gems worth 100 gold. These are consumed by the spell.

Your armor class increases by 5. This bonus is reduced by 1 for every instance that a creature makes an attack roll against you.

While this shield lasts, you have advantage on dexterity saving throws against magic spells and magical effects, and you have immunity against the Magic Missile spell.

Casting the Shield spell has no effect while this spell is active.

Bard, Sorcerer, Warlock, Wizard 4th Level Abjuration

Nightshield

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

There is a bare whisper of rushing air as a protective field of shadowy energy cloaks your body. For the duration, you have resistance to force damage from spells, and you take no damage from magic missile. In addition, for the spell's duration, whenever you make a saving throw, roll a d4 and add the number rolled as a bonus to your saving throw. The spell ends at the end of the turn if you are exposed to direct sunlight.

Sorc, War, Wiz 1st level Abjuration

0 0
0 0
3 3
9 9
3 3
1 1
1 1
4 4
1 1

Shard Storm

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

A crystal or piece of glass

You fill a 20-foot radius sphere with ghostly shards of force and the sound of breaking glass. Anyone in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 6d8 force damage, or half as much on a successful one. At the start of the creature's next turn, the shards continue to dig deeper, dealing half the damage they dealt the previous round. The shards disappear after the second round.

Sorcerer, Wizard 5th Level Evocation

Critical Strike

  • casting time 1 Reaction, when you roll a 19 or 20 on an attack roll
  • range Self

  • components V
  • duration 1 round

When you take the Attack action to make a melee or ranged weapon attack, you can use your reaction to make the attack a critical hit if you rolled a 19 or 20 and it resulted in a hit.













At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you also deal an extra weapon die of damage for every two slot levels above 1st

Bard, Sorc, Wizard 1st Level Divination

Easy Trail

  • casting time 1 Action
  • range Self (40 ft radius)

  • components V, S
  • duration 8 hours

When you cast this spell, heavy undergrowth parts as you approach, then moves back after you pass. For the duration, your speed and that of creatures within 40 feet of you isn't reduced by difficult terrain caused by any kind of plant or vegetable matter, and any creature attempting to track you has disadvantage on its survival checks to find or follow your trail.

Bard, Druid, Ranger 1st Level Abjuration

Four-Winds Bag

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

A cloth bag

You create a windstorm within a small cloth bag, and then you unleash it to move yourself and your allies. Choose any number of creatures within range. You and each chosen creature may immediately use a reaction to take the Dash action.

Bard, Dru, Ran, Sorc, War 3rd Level Conjuration

Knight's Move

  • casting time 1 Bonus Action
  • range 30 feet

  • components V, M
  • duration Instantaneous

A piece from a chess set

Time slows briefly for you or an ally, allowing a quick burst of movement no one else can perceive. Choose a creature within range of this spell. That creature can use its reaction to teleport up to 30 feet to an unoccupied space. When it arrives, choose a creature within 5 feet of it, which must make a Wisdom saving throw. On a failure, the teleported target gains advantage on its next attack roll against that creature before the end of its next turn.

Bard, Cleric, Paladin 2nd Level Conjuration

Scattered Form

  • casting time 1 Action
  • range 5 feet

  • components V
  • duration Instantaneous

Your body briefly transforms, shattering into a horde of insects to attack nearby creatures before instantly reforming. Each creature within range, other than you, must succeed on a Dexterity saving throw, taking 2d10 piercing damage on a failure, or half as much on a success. If at least one creature fails its saving throw, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the end of your next turn.









At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the piercing damage increases by a 1d10 for each slot level above first.

Druid, Shaman, Warlock 1st Level Transmutation

Backbiter

  • casting time 1 Action
  • range 30 feet

  • components V, S M
  • duration Instantaneous

A round black stone

You place a dark curse on an enemy that causes its own weapons to work against it. Choose a creature you can see within range. The creature must roll a Wisdom saving throw. It takes 3d8 psychic damage on a failed save, or half as much on a successful one.

In addition, if the creature failed the saving throw, it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The first time the creature makes a weapon attack and misses before the end of its next turn, it inflicts the same damage on itself that it would have inflicted on its target.




At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the psychic damage increases by 1d8 for each slot level above 2nd.

Bard, Sha, Sorc, War, Wiz 2nd Level Enchantment

Blood Frenzy

  • casting time 1 Bonus action
  • range Touch

  • components V, S
  • duration 1 Minute

You touch a creature and cause it to go into a frenzied rage. The creature gains an extra 10 feet to its base walking speed and it can use a bonus action on each of its turns to make a single melee weapon attack. After the blood frenzy ends, the creature suffers one level of exhaustion.

Druid, Shaman, Warlock 2nd Level Transmutation

Fire Trap

  • casting time 1 Minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

Holly berries

You touch one closable, inanimate item and designate a password. If someone opens the item without saying the password, the item explodes in a ball of flame. Each creature within 10 feet must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one. The item itself takes no damage from this spell.










At Higher Levels. When you cast this spell using a 3rd level or higher spell slot, the damage increases by 1d6, or you may extend the area of effect by 5 feet, for each slot level above 2nd.

Sorcerer, Warlock, Wizard 2nd Level Evocation

5 5
1 1
1 1
3 3
2 2
1 1
2 2
2 2
2 2

Reaver's Touch

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

The touch of your hand drains a target's life energy, allowing you to sacrifice animals or sometimes other creatures to make their vitality your own. Make a melee spell attack against the target. You have advantage on the attack if your target is a beast. On a hit, the target takes 1d6 necrotic damage, and you gain temporary hit points equal to half the damage dealt (rounded up).











The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Cler, Druid, Sham, War, Wiz Necromancy Cantrip

Shieldbearer

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

A shield

You touch a shield, and it hovers and moves to protect an ally within 10 feet of you. The shield provides the creature with its Armor Class bonus for the spell’s duration. Once the shield’s recipient has been chosen, it cannot be changed for the duration of the spell.

Once the shield has moved to protect an ally within 10 feet of you, the recipient can move up to 60 feet away from you without breaking the spell.

Sorcerer, Wizard 1st Level Transmutation

Rainbow Beam

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

A ray of rainbow colored light streaks from your hand. Make a ranged spell attack. On a hit, the target takes damage equal to 2d12 + your spellcasting ability modifier, and it is stunned until the end of its next turn. A successful Constitution saving throw negates the stunning effect.
The type of damage dealt is rolled randomly from the following table:
1d8-----Color-----Damage Type--------------

1 -------- Red ----- Fire damage
2 ------ Orange -- Acid damage
3 ------- Yellow -- Lightning damage
4 ------- Green --- Poison damage
5 -------- Blue ---- Cold damage
6 ------- Indigo --- Thunder damage
7 ------- Violet --- Force damage
8 ---- Multihued -Roll twice, ignoring this result

If the result indicates the beam is multihued, then the target takes 2d12 damage for each damage type.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of damage of the type rolled increases by 1d12 for every two slot levels above 2nd.

Sorcerer, Wizard 2nd Level Evocation

Wraithstrike

  • casting time 1 Bonus action
  • range Self

  • components V, S
  • duration 1 round

Your hands and any weapons you hold become skeletal and insubstantial and can easily pass through armor. Until the end of your next turn, you gain advantage on melee weapon attacks against creatures wearing armor or using shields.

Bard, Sorcerer, Wizard 2nd Level Transmutation

Sign of Sealing

  • casting time 1 Minute
  • range 30 feet

  • components V, S, M
  • duration Permanent

A crushed emerald worth at least 100 gp, which the spell consumes

You seal a door, chest, book, or other object that can be closed with a magical sigil that bars entry and prevents opening. The protected object can only be opened if broken, or with knock or dispel magic. However, if the object is forced open by any means (physical or magical), the sigil explodes in 30-foot radius for 10d4 force damage. A successful Dexterity saving throw halves the damage.








At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of force damage increases by 1d4 per slot level above 3rd.

Sorcerer, Wizard 3rd Level Abjuration

Blistering Radiance

  • casting time 1 Action
  • range 300 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

Some tinder and a small lens

You create a tiny ball of light that streaks out from your hand to a point you choose within range. It bursts into a 50-foot radius sphere, a blistering hot corona that hovers in place for the duration.

A creature in the area when you cast the spell must make a Constitution saving throw. On a failed save, the creature takes 2d6 fire damage from the searing heat. In addition, if the creature saw the initial blast, it is blinded until the end of its next turn. On a successful save, a creature only takes half the fire damage, and isn’t blinded.

For the duration, any creature that starts its turn within the corona must make a Constitution saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.




At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of fire damage increases by 1d6 for each slot level above 4th.

Cleric, Sorcerer, Wizard 4th Level Evocation

Flight of the Dragon

  • casting time 1 Action
  • range Self

  • components V, M
  • duration 1 hour

When you cast this spell, small dragon wings grow from your back and you gain a flying speed of 60 feet for the duration. If your game uses the optional encumbrance rules, you cannot fly while encumbered.

Wizard 4th Level Transmutation

Force Orb

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You create four glowing orbs of magical force in your palm, which streak from your hand to hit your targets. You can direct them at one target or several, but no two targets can be more than 30 feet apart.

Make a ranged spell attack for each orb. On a hit, the target takes 2d8 force damage. On a miss, the target takes 2 force damage.











At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell creates one more orb for each slot level above 4th.

Sorcerer, Wizard 4th Level Evocation

Ball Lightning

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A handful of copper and iron pellets

A 5-foot diameter ball of lightning appears at a point you choose within range and lasts for the spell’s duration. Any creature in the ball’s area when the spell is cast takes 5d8 lightning damage, or half as much on a successful Dexterity saving throw.

As a bonus action on each of your turns, you can move the ball of lightning up to 30 feet vertically or horizontally. The ball stops moving for the round and deals 5d8 lightning damage if it touches a creature during its movement. A creature takes half the lightning damage on a successful Dexterity saving throw.



At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of lightning damage increases by 1d8 for each slot level above 5th.

Shaman, Sorcerer, Wizard 5th Level Evocation

0 0
1 1
2 2
2 2
3 3
4 4
4 4
4 4
5 5

Chilling Frost

  • casting time 1 Action
  • range 90 feet

  • components V
  • duration Concentration, up to 1 minute

You choose to envelop a target within range with a swirling frost. The target takes 7d6 cold damage, and is covered by a chilling frost for the duration. The target must make a Dexterity saving throw. On a success, it only takes half the cold damage, and the spell ends.

However, if the target fails the saving throw, it must continue to make Dexterity saving throws at the beginning of each of its turns or take another 3d6 cold damage. On a successful save, the spell ends. A target reduced to 0 hit points by this spell becomes a frozen statue.




At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the amount of initial and ongoing cold damage both increase by 1d6 for each slot level above 5th.

Shaman, Sorcerer, Wizard 5th Level Evocation

Pummelstone

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

A pebble

You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check.












The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Druid, Sorc, War, Wizard Conjuration Cantrip

Wind Lash

  • casting time 1 Action
  • range 20 feet

  • components V, S
  • duration Instantaneous

Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing winds and is pushed 5 feet away from you.















The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Druid, Sham, Sorc, War, Wiz Evocation Cantrip

Tidal Barrier

  • casting time 1 Action
  • range Self (10 ft radius)

  • components V, S, M
  • duration Concentration, up to 1 minute

A piece of driftwood

A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn in or enters the area must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you, and its speed is reduced to 0 until the start of its next turn.

Druid, Shaman, Sorc, Wizard 1st Level Abjuration

Wind Tunnel

  • casting time 1 Action
  • range Self (60 ft line)

  • components V, S, M
  • duration Concentration, up to 1 minute

A hollow reed or paper tube

You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60-foot long and 10-foot wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind adds 10 feet to its speed, and ranged weapon attacks fired with the wind don’t suffer disadvantage due to long range. Creatures in the line moving against the wind spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks fired through the line against the wind are made with disadvantage.

The wind tunnel disperses gases and vapors, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.

Druid, Sorcerer, Wizard 1st Level Evocation

Spire of Stone

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

A small basalt cylinder

You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone.

As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.

Druid, Sham, Sorc, Wizard 2nd Level Conjuration

Rolling Thunder

  • casting time 1 Action
  • range Self (30 ft line)

  • components V, S, M
  • duration Instantaneous

A sliver of metal from a gong

A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30- foot long and 5-foot wide. Each creature in the line must succeed on a Constitution saving throw or be deafened for 1 minute. A creature made of inorganic material, such as stone, crystal, or metal, has disadvantage on saving throws against this spell. While a creature is deafened in this way, it is wreathed in thundering energy. It takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.





At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d8 for each slot level above 2nd.

Druid, Sham, Sorc, Wizard 2nd Level Evocation

Frozen Razors

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

Water from a melted icicle

Razor sharp blades of ice erupt out of the ground or another surface in a 20-foot cube, centered on a point you can see within range. For the duration, the area is lightly obscured and difficult terrain. A creature that moves more than 5 feet on a turn within the area, or into the area, must make a Dexterity saving throw. On a failed save, the creature takes 2d6 slashing damage and 3d6 cold damage, or half as much damage on a successful one. A creature that takes cold damage from this spell is reduced to half speed until the start of its next turn.






At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Sham, Sorc, War, Wiz 3rd Level Evocation

Riptide

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration 1 round

With a sweeping gesture, you cause a great swell of water to rise up in a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the area must make a Strength saving throw. On a failed save, a creature is restrained and suspended in the cylinder or moves to the nearest edge of cylinder on a successful one.

At the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options:

• Riptide. The water in the cylinder flows in a direction you choose, sweeping each creature in the area to the edge of the cylinder. A creature takes 3d8 bludgeoning damage and is pushed up to 40 feet in the chosen direction, or to the edge of the cylinder, landing prone.

• Undertow. The water rushes downward, pulling each creature in the area into an unoccupied space at the center. The creatures are knocked prone and must make a Constitution saving throw. On a failed save a creature is stunned until the start of your next turn.

Druid, Sorcerer, Wizard 3rd Level Conjuration

5 5
0 0
0 0
1 1
1 1
2 2
2 2
3 3
3 3

Flame Wave

  • casting time 1 Action
  • range Self (40 ft cone)

  • components V, S, M
  • duration Instantaneous

A drop of tar, pitch, or oil

A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 20 feet away from you, or takes half as much damage and isn’t pushed on a successful one.












At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Sham, Sorc, War, Wiz 4th Level Evocation

Earthskimmer

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

A piece of shale or slate

You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or another solid surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.

When you take the Dash action, until the end of your turn you can enter the space of a creature up to one size larger than yourself, and the creature must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save and is knocked prone, or half as much damage and isn’t knocked prone on a successful one.

Druid, Sham, Sorc, Wiz 4th Level Transmutation

Acid Rain

  • casting time 1 Action
  • range 150 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A drop of acid

You unleash a storm of swirling acid in a cylinder 20-foot wide and 30-foot high centered on a point you can see. The area is heavily obscured by driving rainfall. A creature that starts its turn in or enters the area for the first time must make a Dexterity saving throw. On a failed save, the creature takes 6d6 acid damage, or half as much damage on a successful one. When a creature leaves the area, it takes 3d6 acid damage at the start of its next turn.






At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d6, and the secondary damage increases by 1d6 for every two slot levels above 5th.

Druid, Sham, Sorc, War, Wiz 5th Level Conjuration

Hibernal Numbing

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A strip of dried flesh that has been frozen at least once

You cause biting cold to settle around a creature you can see. The creature must succeed on a Constitution saving throw or take 4d8 cold damage, be reduced to half speed, and suffer disadvantage on attack rolls and ability checks. Creatures who are immune to cold damage are unaffected by this spell.

For the duration, the target must repeat the saving throw at the start of its turn. If the target passes three saving throws against the spell, the spell ends. If no targets are affected, the spell ends immediately.



At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for every slot level above 5th.

Shaman, Sorc, War, Wiz 5th Level Evocation

Drown

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

Water from the lungs of a drowned creature

Water swirls up in a sphere around a creature you can see within range, forcing itself into the creature’s mouth and nose. The creature must make a Strength saving throw. On a failed save, it is stunned until the start of its next turn by the water entering its lungs. On a successful save, the creature isn’t affected.

An affected creature can’t speak and begins to suffocate. As an action, the creature can try to cough the water out of its lungs by repeating the saving throw. On a success, the spell ends. A creature that can breathe water isn’t affected by this spell.

Druid, Sorcerer, Wizard 6th Level Conjuration

Entomb

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration 8 hours

A chip of granite

You cause slabs of rock to burst out of the ground or another stone surface to form a 10-foot cube within range. When the cube forms, a creature inside must succeed on a Dexterity saving throw or be trapped in the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. Divide the time evenly between the number of creatures trapped within. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.

The tomb has an AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.

Druid, Sham, Sorc, War, Wiz 6th Level Transmutation

Blizzard

  • casting time 1 Action
  • range 100 feet

  • components V, S
  • duration Concentration, up to 1 minute

A howling storm of thick snow and ice crystals appears in a 40-foot wide, 40-foot high cylinder. The area is heavily obscured by swirling snow. When the storm appears, each creature in the area must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature must also make this save when it enters the area for the first time or ends its turn there.

A creature who takes cold damage from this spell has disadvantage on Constitution saving throws made to maintain concentration until the start of its next turn.

Druid, Sham, Sorc, Wiz 7th Level Conjuration

Caustic Torrent

  • casting time 1 Action
  • range Self (60 ft line)

  • components V, S, M
  • duration Instantaneous

A chip of bone pitted by acid

A swirling jet of acid sprays from you in a direction you choose. The acid fills a line that is 60-foot long and 5-foot wide. Each creature in the area must make a Dexterity saving throw. A creature takes 14d6 acid damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. The line releases toxic fumes, and each creature other than you within 5 feet of the line is poisoned for 1 minute. A poisoned creature can make a Constitution saving throw at the end of its turn, ending the effect on itself on a success.

Sham, Sorc, War, Wiz 8th Level Conjuration

Pyroclasm [1/2]

  • casting time 1 Action
  • range 500 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A shard of obsidian

You point toward an area of ground or similar surface within range. A geyser of lava erupts from the spot you choose, creating a 5-foot wide, 40-foot high cylinder of lava centered on a point you can see. When it erupts, any creature either in the area or that starts its turn there must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one.

At the start of your turn, the lava spreads in a pool centered at the base of the geyser. The first time it spreads, it creates a 10-foot radius of lava, and the radius increases by 10 feet each subsequent round to a maximum radius of 50 feet. Creatures who start their turn in the pool take 5d8 fire damage.

Lava clings to a creature when it leaves the area, and it hardens into stone. The creature is reduced to half speed and has disadvantage on Dexterity saving throws until a creature uses an action to break the hardened lava off. If you maintain your concentration for the full minute, the lava geyser and

Druid, Sham, Sorc, War, Wiz 9th Level Evocation

4 4
4 4
5 5
5 5
6 6
6 6
7 7
8 8
9 9

Pyroclasm [2/2]

  • casting time 1 Action
  • range 500 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A shard of obsidian

pool permanently harden into nonmagical stone. A creature in the hardened stone is restrained. The stone has an AC 17, 25 hit points, is resistant to all damage except thunder, and is immune to poison and psychic damage. A restrained creature can break free as an action with a successful DC 27 Strength (Athletics) check.

Druid, Sham, Sorc, War, Wiz 9th Level Evocation

Entropic Field

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A silver wire

By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who fail a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures are allowed a fresh saving throw against this spell each time you take damage, and a success ends the spell’s effect on that creature. Creatures that approach to within 30 feet of you after the spell was cast are affected.

Sorcerer 3rd Level Transmutation

Withered Sight

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A dried lizard's eye

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.

Ba, Cl, Dr, Ra, Sh, Wa, Wi 1st Level Necromancy

Chronal Lance

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration 1 Minute

A gear spring

You send glowing lances of temporal energy streaking toward three separate targets. Each target must make a successful Wisdom saving throw or its speed is halved and it has disadvantage on Dexterity ability checks (but not saving throws). An affected creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.










At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can create an additional lance to target one additional creature for each slot level above 1st.

Sorcerer, Wizard 1st Level Transmutation

Time Step

  • casting time 1 Action
  • range Self

  • components V
  • duration Instantaneous

You briefly step forward in time. You disappear from your location and reappear at the beginning of your next turn in a location within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the interval you’re missing, and you aren’t aware of anything that happens during that time.

Bard, Wizard 2nd Level Conjuration

Decelerate

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration 1 Minute

A toy top

You slow the flow of time around a creature. The creature must make a successful Wisdom saving throw or its speed is halved (rounded up to the nearest 5-foot increment). Until the effect ends, the creature’s speed is halved again at the start of each of your turns. For example, a character with a speed of 30 feet fails its saving throw, dropping its speed to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet, then to 5 feet on the following round. Decelerate can’t reduce a creature’s speed to less than 5 feet. The spell ends after 1 minute or when the target uses its action to make a successful Wisdom saving throw.




At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 3rd.

Sorcerer, War, Wiz 2nd Level Transmutation

Accelerate

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

A toy top

Choose up to three willing creatures within range, which may include you. Until the end of the spell, the target's movement speed doubles. The target can also take a bonus action on each of its turns. This bonus action can only be used to take the Dash action. In addition, the creature has advantage on Dexterity saving throws while under the effect of this spell.









At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect an additional creature for each slot level above 3rd.

Sorcerer, War, Wiz 3rd Level Transmutation

Reset

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

A toy top

Temporal energy bursts from you to bathe the battlefield. Choose up to two creatures within range. If the creature is your ally, it can reroll its initiative check twice, keeping whichever of the two results it prefers. If the target is your enemy, it must make a successful Wisdom saving throw or reroll its initiative check twice, keeping whichever of the two results you prefer. New initiative results go into effect at the start of the next round.








At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.

Bard, Sorcerer, Wizard 4th Level Transmutation

Time Vortex [1/2]

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A clockwork butterfly

This spell destabilizes the flow of time in the target area, subjecting creatures caught in the vortex to temporal fluctuations that are visible as a spherical distortion with a 10-foot radius. Each creature within the sphere when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or begins its turn inside the sphere must also make a Wisdom saving throw or be affected. Once a creature’s Wisdom saving throw succeeds, it is immune to this time vortex. An affected creature can’t take reactions and must roll a d10 at the start of its turn to determine its behavior for that turn. D10 Roll Effect: 1-2 The creature is affected as if by slow until the start of its next turn. 3-5 The creature is stunned until the start of its next turn. 6-8 The creature’s initiative result is reduced by 5. The creature begins using this new initiative result next round. Multiple occurrences of this effect for the same creature are cumulative. 9-10 The

Bard, Sorc, War, Wiz 4th Level Evocation

9 9
3 3
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Time Vortex [2/2]

  • casting time 1 Action
  • range 90 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A clockwork butterfly

creature's speed is halved until the start of its next turn. You can move the temporal vortex 10 feet each round as a bonus action. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.

Bard, Sorc, War, Wiz 4th Level Evocation

Wall of Time

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

An hourglass

You create a wall of shimmering, transparent blocks and rotating but intangible gears on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a circular wall up to 20 feet high, 1 foot thick, and forming a closed circle 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into time with no other effect. Ranged spell attacks and ranged weapon attacks made with magical weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if they had just failed their initial saving throw against the slow spell.

Sorcerer, Wizard 5th Level Abjuration

Time Loop [1/2]

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A metal loop

You capture the target in a loop of time. The creature is teleported to the space where it began its previous turn. The target then makes a Wisdom saving throw. If it succeeds, the spell’s effect ends. If it fails, the creature must repeat the actions it took on its previous turn, following the same sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved, then attacked, on its previous turn, its only option is to move, then attack, this turn. If the space where the target began its previous turn is occupied or it’s impossible for the target to take the same action (if it cast a spell but it’s now unable to do so, for example), the target is incapacitated.

An affected target repeats the saving throw at the end of its turn, ending the effect on itself on a success. For as long as the duration lasts, the target teleports back to its starting point at the start of each of its turns and it must repeat the same sequence of moves and

Bard, Sorcerer, War, Wiz 6th Level Transmutation

Time Loop [2/2]

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A metal loop

actions.

Bard, Sorcerer, War, Wiz 6th Level Transmutation

Douse Light

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Instantaneous

With a hand gesture and an incantation, you are able to douse a single, small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip.

Sham, Sorc, War, Wiz Transmutation Cantrip

Claws of Darkness

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Instantaneous

You shape shadows into claws that grow from your fingers and drip inky blackness. You can make melee spell attacks with these claws that deal 1d10 cold damage, and the claws have a reach of 10 feet.














The damage of this spell increases when you reach higher levels. At 5th level the cold damage increases to 2d10. The damage increases to 3d10 at 11th level and 4d10 at 17th level.

Sham, Sorc, War, Wiz Evocation Cantrip

Black Ribbons

  • casting time 1 Action
  • range 40 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A piece of ribbon

You pull pieces of the Shadow Realm into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the shadow ribbons until the end of its next turn unless it makes a successful Dexterity saving throw. Once a creature makes this saving throw successfully, it can’t be restrained again by these black ribbons, but it’s still affected by the difficult terrain.

Warlock, Sorcerer, Wizard 1st Level Conjuration

Cloak in Shadow

  • casting time 1 Reaction, which you take when you are targeted by an attack but before the roll is made
  • range Self

  • components V, S
  • duration Instantaneous

You siphon energy from the Shadow Realm to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage and you have resistance to radiant damage until the start of your next turn.

Sorcerer, Warlock, Wizard 1st Level Abjuration

Cloying Darkness

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration 1 round

You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 necrotic damage and must make a Constitution saving throw. If it fails, its visual organs are enveloped in shadow until the start of your next turn, causing it to treat all lighting as if it’s one step lower in intensity (it treats bright light as dim, dim light as darkness, and darkness as magical darkness).











At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Sorcerer, Warlock, Wizard 1st Level Necromancy

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Dark Path

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A lodestone

You conjure a shadowy road between points to create a bridge or path where there was none before. This can bridge a chasm or create a smooth path through difficult terrain to speed movement. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.

Sorcerer, Warlock, Wizard 2nd Level Conjuration

Darkbolt

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Instantaneous

You say a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray), each ray that hits does 1d10 cold damage. A target that was hit by any number of rays must make a successful Constitution saving throw or be unable to use a reaction until the start of its next turn.










At Higher Levels. When you cast this spell at 3rd level or higher, you create one additional ray for each level above 2nd.

Sorcerer, Warlock, Wizard 2nd Level Evocation

Shadow Puppets

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A pinch of powdered lead

You are able to animate the shadow of a creature within range, causing it to attack the creature who cast it. Make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be frightened until the start of your next turn.











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.











At Higher Levels. When you cast this spell at 3rd level or higher, you create one additional ray for each level above 2nd.

Sorcerer, Warlock, Wizard 2nd Level Illusion

Legion

  • casting time 1 Action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A toy soldier

You call down a legion of shadowy soldiers in a 10-foot cube. They are conjured from the Shadow Realm, and their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube, within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell modifier, if it hits, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.

Sorcerer, Warlock, Wizard 3rd Level Conjuration

Night Terrors

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A crow's eye

You amplify the fear of darkness that lurks in the heart of all creatures. Select a target point you can see within the spell’s range. Every creature within 20 feet of that point becomes frightened of you until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. Creatures immune to being frightened are not affected by night terrors.

Sorcerer, Warlock, Wizard 4th Level Illusion

Shadow Monsters

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A doll

Your spell targets up to 2 creatures within range. Each creature must make a Wisdom saving throw. If the saving throw fails, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save.









At Higher Levels. If shadow monsters is cast with a 5thlevel or higher spell slot, one additional creature can be targeted for each slot level above 4th.

Sorcerer, Warlock, Wizard 4th Level Illusion

Dark Dementing

  • casting time 1 Action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

A moonstone

A dark shadow creeps across the target’s mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. The target creature must make a Charisma saving throw. If it fails, the target is afflicted with a long-term madness effect. If the saving throw succeeds, the target is afflicted with a short-term madness effect.

Sham, Sorc, War, Wiz 5th Level Illusion

Shadow Realm Gateway (Ritual)

  • casting time 1 Minute
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A piece of black chalk

By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute, you open a portal directly into the Plane of Shadow. The portal fills the chalk circle and appears as a vortex of inky blackness, nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely in the Shadow Realm. The portal remains open for one minute or until you lose concentration on it, and it can be used to travel between the Shadow Realm and the chalk circle, in both directions, as many times as desired during the spell’s duration.

This spell can only be cast as a ritual.

Sorcerer, Warlock, Wizard 5th Level Conjuration

Nightwing

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

A crow's eye

By channeling the essence of the Shadow Realm into yourself, this spell imbues you with wings of shadow. For the duration of the spell, you gain a fly speed of 60 feet and a new attack action: Nightwing Breath

Nightwing Breath (recharge 4–6). You exhale shadow-substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half damage with a successful Dexterity saving throw.

Sorcerer, Warlock, Wizard 6th Level Enchantment

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Conjure Shadow Titan

  • casting time 1 Minute
  • range 90 feet

  • components V, S
  • duration Concentration, up to 1 hour

You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan’s statistics are identical to a stone giant’s, with two differences: its camouflage ability works in dim light instead of rocky terrain, and the “rocks” it hurls are composed of shadow-stuff and cause cold damage.

The shadow titan is friendly to you and your companions. Roll initiative for the shadow titan, it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions.

The shadow titan disappears when it drops to 0 hit points or when the spell ends.

Sorcerer, Warlock, Wizard 7th Level Conjuration

Malevolent Waves

  • casting time 1 Action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 minute

A profane object that has been bathed in blood

You create an invisible miasma that fills the area within 30 feet of you. All of your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all of your enemies are poisoned while within that radius.

Sorcerer, Warlock, Wizard 8th Level Abjuration

Umbral Storm

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration Concentration, up to 1 minute

You create a channel to a region of the Shadow Realm that is inimical to life and order. A storm of dark, raging entropy fills a sphere 20 feet in radius, centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion, a successful Constitution saving throw halves the damage and prevents exhaustion.

You can use a bonus action on your turn to move the area of the storm 30 feet in any direction.

Sorcerer, Warlock, Wizard 9th Level Necromancy

Benediction

  • casting time 1 Action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 minute

You call down a 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.

Cleric Abjuration Cantrip

Angelic Guardian

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

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.

Cleric, Paladin 1st Level Conjuration

Blessed Halo

  • casting time 1 Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

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 light shed by the halo.

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.

Cleric, Paladin 2nd Level Evocation

Blade of Wrath

  • casting time 1 Bonus action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minute

A rebuke of evil, written in Celestial

You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the blade it disappears, but you can call it forth again as a bonus action.

You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn.

The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.

Cleric, Paladin 3rd Level Evocation

Deva's Wings

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 10 minutes

A wing feather from any bird, marked with an angelic symbol

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.

Cleric, Paladin 4th Level Transmutation

Blazing Chariot [1/2]

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

A small golden wheel worth 250 gp

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

Cleric, Paladin 5th Level Conjuration

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Blazing Chariot [2/2]

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

A small golden wheel worth 250 gp

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.

Cleric, Paladin 5th Level Conjuration

Heavenly Crown

  • casting time 1 Action
  • range Self (30 ft sphere)

  • components V, S, M
  • duration Concentration, up to 1 minute

A small golden crown worth 50 gp

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.

Cleric 6th Level Enchantment

Seal of Sanctuary (Ritual) [1/2]

  • casting time 10 Minutes
  • range Touch

  • components V, S, M
  • duration 24 hours

Incense and special inks worth 250 gp, which the spell consumes

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.

Cleric 7th Level Abjuration

Seal of Sanctuary (Ritual) [2/2]

  • casting time 10 Minutes
  • range Touch

  • components V, S, M
  • duration 24 hours

Incense and special inks worth 250 gp, which the spell consumes



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.

Cleric 7th Level Abjuration

Quintessence

  • casting time 1 Action
  • range Self (120 ft sphere

  • components V, S
  • duration Concentration, up to 1 minute

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.

Cleric 8th Level Transmutation

Greater Seal of Sanctuary (Ritual) [1/2]

  • casting time 10 Minutes
  • range Touch

  • components V, S, M
  • duration 24 hours

Incense and special inks worth 500 gp, which the spell consumes

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

Cleric 9th Level Abjuration

Greater Seal of Sanctuary (Ritual) [2/2]

  • casting time 10 Minutes
  • range Touch

  • components V, S, M
  • duration 24 hours

Incense and special inks worth 500 gp, which the spell consumes

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.

Creatures 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.

Cleric 9th Level Abjuration

Clearing the Field (Ritual)

  • casting time 1 Action
  • range 40 feet

  • components V, S
  • duration 1 hour

With a harsh word and a vicious chopping motion, every tree, shrub, and stump within 40 feet of you sinks into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life rises from the ground instantly when the spell ends or is dispelled. Plant creatures are not affected by clearing the field.








At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.

Druid, Ranger, Wizard 2nd Level Transmutation

Vine Trestle

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration 1 hour

A 1-inch piece of green vine that is consumed by the spell

You cause a vine to sprout from the ground and 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.

Druid, Ranger, Wizard 2nd Level Conjuration

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Song of the Forest

  • casting time 1 Minute
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

A dried leaf crumpled and released

You attune your senses to the natural world, so you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the cause of each sound in your mind. The effect gives you tremorsense with a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on sound. Creatures that make no noise or that are magically silent cannot be detected through this spell’s effect.

Song of the forest only functions in natural environments, it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion).

Druid, Ranger 3rd Level Transmutation

Heartache

  • casting time 1 Action
  • range 30 feet

  • components V, S, M
  • duration Instantaneous

A silver locket

You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature suffers 5d6 psychic damage a failed Charisma saving, or half damage on with a successful saving throw.












At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.

Bard, Shaman, Warlock 2nd Level Enchantment

Tongue Tied

  • casting time 1 Action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

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.

Bard, Warlock, Wizard 5th Level Enchantment

Encroaching Shadows (Ritual)

  • casting time 1 Hour
  • range 150 feet

  • components V, S, M
  • duration 12 hours

A drop of blood smeared on a silver rod worth 100gp

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.

Sorcerer, Warlock, Wizard 6th Level Illusion

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