You bend the flow of time so out of shape that it reverses, with time moving backwards instead of forwards, undoing actions and reverting changes to the world. When you cast this spell, record the current position and condition of all creatures within a 120ft sphere around you. For the next 1d4 + 2 rounds, you may use your action to revert time to this recorded point.
This reverses everything that happened in the intervening time. Wounds that were healed reopen, and wounds that were caused disappear. Spells cast return to their casters, un-expending spell slots. Any uses of class features are returned. A creature that died is even returned to life, as though the life-ending action had never occurred. A dead creature returned to life in this way must make a Wisdom saving throw, or be stunned for 1 round while they reel from the experience of being so roughly yanked back to life.
You bend the flow of time so out of shape that it reverses, with time moving backwards instead of forwards, undoing actions and reverting changes to the world. When you cast this spell, you may choose how many rounds of time to reverse. If you wish to reverse only one round, you must make a DC 17 ability check using your spell-casting modifier. This increases to DC 21 to reverse two rounds, and DC 25 to reverse three rounds. On a failure, the spell fails and the spell slot is wasted.
After casting the spell, time immediately stops, and begins to move backwards. Rivers flow in reverse, all spoken words become meaningless backwards gibberish, and actions are slowly undone. Each turn that occurred during the time span replays in reverse, undoing healing and damage. Spell slots and effects are returned to their casters. Any uses of class features are returned. All killed creatures return to life, as though they had never died. Any creature brought back in this way must make a Wisdom saving throw, or be stunned for 1 round while
they reel from the experience of being so roughly yanked back to life.
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. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest.
For every 20 points of necrotic damage you inflict, you regain an expended spell slot. You can regain up to five levels worth of spell slots.
For example, if you deal 40 points of damage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
A billowing, sickly green cloud swirls into being as you cast this spell, covering an area with a radius up to 360 feet and dumping sheets of corrosive acid on the ground before dispersing at the beginning of your next turn. Any creature that ends its turn under the cloud takes 12d6 acid damage from the falling acid, or half that much with a successful Constitution save. Any non-magical, organic armor or weapon exposed to the acid (worn or otherwise) is destroyed, non-magical metal, stone or otherwise inorganic armor and weapons are badly damaged, causing weapons to deal half damage and armor to halve its AC value, magical weapons and armor of any kind take a -1 penalty to AC or -2 to damage. Other forms of equipment exposed to the acid are also affected according to their nature, your DM will determine a reasonable handicap or other effect.
When you cast this spell, a tiny ball of ice forms at a point within range and then blooms instantly into a towering cloud of wintery blizzard with a radius of 60 feet, that lasts for the duration. The storm is brilliantly white and dense, making any creature within it effectively blinded and invisible, and the driving winds and sudden drifts of snow make flying impossible and triple the cost of moving through the area. Any creature who enters or begins its turn in the area of the whiteout takes 10d6 cold damage, or half that with a successful Constitution saving throw.
As a bonus action, you can move the center of the blizzard up to 30 feet. In its wake, and anywhere the spell touches once it ends, a blanket of slush and ice remains on the ground, creating difficult terrain until it melts naturally.
-While in sunlight, you have disadvantage on all attack rolls, skill checks, and saving throws.
-You gain an unarmed strike which deals 2d8 necrotic damage. This attack uses your Dexterity modifier, and reduces the targets Strength score by 1d4 - 1 on a hit. If a target is reduced to 0 Strength in this way, it dies instantly, and rises 1d4 days later as an independent shadow.
Your gear merges into this form when you cast this spell, and you may not use it while transformed. Furthermore, you may not cast spells or use class or racial abilities while
transformed. This spell ends when the duration elapses, you lose concentration, or you drop to 0 hit points. If you are in a location where your body cannot reappear, then you are shunted to the nearest available space, and take 2d6 bludgeoning damage.
You transform yourself into a shadow, imbuing yourself with dark energy and necromantic magic. As a shadow, your speed increases to 40 feet, your AC becomes 12 + your Dexterity modifier, and you gain the following other features:
-While in dim light or darkness, you may take the Hide action as a bonus action. You have advantage to all Stealth checks made in dim light or darkness. You also have darkvision out to 60 feet.
-You gain resistance to cold damage and immunity to necrotic damage. You also gain vulnerability to radiant damage.
-You may move through a gap as narrow as 1 inch wide without squeezing.
When this spell ends, whether through the duration elapsing or the caster losing concentration, the affected creatures gain one level of exhaustion. Furthermore, each creature must make a Constitution saving throw. On a success, the target is stunned for 1 round. On a failure, the target is stunned for 1d4 + 1 rounds, and takes 2d8 necrotic damage.
Any target killed while under the effects of this spell has its body mangled, as it rips itself apart trying to continue fighting. The caster gains no control over any creature affected by this spell, though creatures will attack any other target within range before striking the caster.
-The target has resistance to bludgeoning, piercing, and slashing damage. While within the red fog, the target does not have resistance to any attacks made by another creature affected by this spell.
-The target may make an additional attack as a bonus action on each of its turns.
-The target must move towards or attack a creature on its turn. If physically restrained from doing so, the target may remake their Wisdom saving throw at the end of each turn when they are restrained, they will still spend each turn attempting to break free, and do not get to remake the save if they manage to escape.
The summoned creatures are hostile to all creatures, save for undead or other blights. If you use your own blood in the spell, the blights will be friendly towards you, but not your companions. Roll initiative for the summoned creatures as a group, which has its own turns. You may order the blights to undertake certain courses of action, but cannot prevent them from attacking a certain creature, you can, however, order them to prioritize a certain target over others.
If you don't issue them any commands, the blights will attack the nearest creatures to them, prioritizing the weakest target available.
Your GM has statistics for the blights.
You exhale black flame toward a creature of your choice within range. Make a ranged spell attack. If you hit, the target becomes engulfed in numbing black flame and becomes poisoned. The target must make a successful Constitution saving throw at the end of each turn for the duration, or gain 1 level of exhaustion on each failure. If the targets makes three successful Constitution saves, the fire goes out and the target is no longer poisoned.
Any creature that starts their turn within 5 feet of the creature under the effects of Blackfire must make a Dexterity saving throw or be engulfed in Blackfire as well.
Anyone killed by Blackfire is reduced to a shriveled withered corpse.
For every turn you spend concentrating on this spell, the wildfire grows and further engulfs the area in flames. At the end of each of your turns while you are concentrating, roll a d20. On a result of 11 or above, you may control the direction that the fire spreads, otherwise the direction is determined randomly by your DM. The wildfire expands by 20ft per turn, the side of the circle in the direction of the spread is pushed out until the total radius increases by 20ft, while the opposite side of the circle remains static.
Magic such as gust of wind can help aid the spread of this fire. If a gust of wind spell is active within the radius of the wildfire, then the flames will automatically spread in that direction at the end of your turn. If you choose to attempt to spread the fire with the wind, the area increase rises to 30ft for that turn, meanwhile, if you attempt to spread the fire in the opposite direction, then the area of the fire does not grow that turn.
You create a raging fire at a point on the ground that you can see within range. For the duration, wild flames engulf the area in a 60ft radius circle centered on the point, burning all creatures within it.
The ground in this area becomes difficult terrain, unless the creature has fire resistance or immunity. At the end of each creature's turn, if they remain within the range of the fire, the creature must make a Dexterity saving throw. On a failure, the creature takes 8d8 fire damage and is set on fire, halving the creature's speed until the end of their next turn. On a success, the creature takes half damage, and is not set on fire.
Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
At Higher Levels. When you cast this as an 8th level spell, the duration of the disease becomes one month, should the target fail three saves. When you cast this as a 9th level spell, you may instead imbue the earth in a 60 foot circle around you with disease, causing the effects of this spell to remain in that area for 24 hours. Casting the spell in this way every day for a year and a day causes this effect to become permanent.
Since this spell induces a natural disease in its target, any effects that affects a disease will apply.
Blinding Sickness. Pain grips the creature's mind and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws, and is blinded.
Filth Fever. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot. The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all Damage.
Mindfire. The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Your breath carries disease, infecting all those around you with horrific maladies. When you cast this spell, all creatures within 60 feet of you must make a Constitution saving throw. Furthermore, any creature besides you which ends its turn within this cloud of disease must also make the save. On a success, they are not affected by this spell.
On a failure, the creatures are afflicted by a disease of your choosing. You must choose this disease when you cast the spell, and all creatures who become affected by this spell must suffer the same disease. At the end of each of the target's turns, it must make another Constitution saving throw. The creature has disadvantage on these saving throws if they remain within the disease cloud.
After failing three of these saving throws, the disease's duration becomes 7 days, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell's effects on them end.
You create a sword-shaped plane of force that hovers within range. The sword has a reach of 5 feet, deals 3d10 force damage, has a movement speed of 30 feet, and lasts for the duration.
When the sword appears, you designate a creature within 5 feet of the sword to be its target. Once on each of your turns the sword can make two melee spell attacks against the target, requiring no action from you. If the creature leaves the swords reach, the sword can make an opportunity attack against the creature, requiring no action from you. At the start of each of your turns if the sword is more than 5 feet from the target creature it moves towards the creature up to its full movement speed.
Until the spell ends, you can use an action to target a new creature with the spell.
If you don't issue any commands to the revenant and the target of the revenant's vengeance is within 120 feet of it, the revenant spends its turn moving toward that creature and attacking it if it is within range, otherwise it defends itself from hostile creatures. If you cast this spell while you already have a revenant under your control from a prior casting of this spell, the previous spell ends and the existing revenant leaves your service as described above.
When this spell ends the revenant is not immediately hostile to you unless your actions or your companions actions during its life or during the 24 hours it was under your control would lead it to become hostile towards you.
Once a corpse has been the subject of this, it cannot be transformed into a revenant again by this spell for 100 years.
You raise one corpse of a Medium or smaller humanoid as a revenant under your temporary influence. (The DM has game statistics for revenants). Once raised, the revenant is friendly to you and your companions for 24 hours and it obeys any verbal commands that you issue to it, after which it stops obeying any command you have given it.
When you cast this spell, you must choose one unfriendly creature within 6 miles of you to be the target of the revenants' vengeance. If you do not choose a target, the revenant instead targets the creature most closely related to its demise. If it would target you or your companions, the revenant must make a Wisdom saving throw against your spell save DC. On a success the revenant becomes hostile to you or your companions, otherwise it follows your commands for 24 hours, at which point it becomes hostile to you or your companions.
You afflict a target you can see within range with a horrific wasting disease. The target must make a Constitution saving throw. The target takes 8d10 necrotic damage, or half as much on a successful save. Undead and constructs are immune to this spell.
Additionally, any creature that fails the saving throw begins to suffer a horrible malady which saps their strength and vitality. For each turn after the first that the creature is afflicted with this disease, they take 3d6 necrotic damage, and their hit point maximum is reduced by the same amount.
If you maintain concentration on this spell for the full minute, then the disease becomes permanent. The creature then loses 3d6 hit points from their hit point maximum every 24 hours, until the disease is cured. If this damage reduces the target to 0 hit points, the creature dies, and its body rapidly rots away.
-The target must move towards or attack a creature on its turn. If physically restrained from doing so, the target may remake their Wisdom saving throw at the end of each turn when they are restrained, they will still spend each turn attempting to break free, and do not get to remake the save if they manage to escape.
When this spell ends, whether through the duration elapsing or the caster losing concentration, the target immediately gains one level of exhaustion. Furthermore, they must make a Constitution saving throw. On a success, the target is stunned for 1d4 +1 rounds. On a failure, the target immediately takes 5d8 necrotic damage, bypassing immunity or resistance, falls unconscious, and must begin making death saving throws. The caster gains no control over the target while it's raging. However, the target will only attack the caster if there are no other living creatures within their movement range.
After you have called down this star, the spell immediately ends. The spell also ends if the duration elapses before the star is called down, and you may also end the spell as an action on your turn.
At Higher Levels. When cast as a 5th level, the duration increases to one month, and you may call down the star twice before the spell ends. When cast as a 7th level, the duration is extended to one year, and you can call down the star three times. If cast as a 9th level spell, the spell lasts until dispelled, or until you have called down the star three times.
You attempt to send a creature to the realm of broken weapons to be judged, what could be called the afterlife of everything forged to kill. The nature of such a realm (whether it be a plane, demiplane, or other) is up to the DM. The target must make a Charisma saving throw. It has disadvantage if it has a metal weapon in its hand. On a failed save, the target is banished to that realm until the end of its next turn. Until then, it is judged by the broken weapons. If the target has killed with a metal weapon before it takes 6d6 + 30 force damage. Otherwise, the weapons find the target innocent. If it has killed with a metal weapon in its hand, that weapon stays behind to join the broken weapons, unless it is a magic weapon or artifact.
If the target succeeds on the save but has still killed with a metal weapon it is holding, the broken weapons reach across their realm, and the target takes 6d6 force damage. Otherwise the spell has no effect.
If a creature dies in the realm of broken weapons, its body becomes a weapon to join the armory.
Shadowy tendrils surround your body, granting you advantage on stealth checks and allowing you to take the Hide action when in dim light even if you aren't lightly or heavily obscured. Until the spell ends you gain the following benefits.
You are immune to necrotic damage and have resistance to radiant damage. You have advantage on saving throws from undead creatures, and undead creatures have disadvantage on attack rolls against you.
As a bonus action you can make a melee spell attack against a creature, dealing 4d10 necrotic damage on a hit. If you kill a creature with this effect you regain hit points equal to the damage dealt.
Shadowy tendrils surround your body, granting you advantage on stealth checks and allowing you to take the Hide action when in dim light even if you aren't lightly or heavily obscured. Until the spell ends you gain the following benefits.
You are immune to necrotic damage and have resistance to radiant damage. You have advantage on saving throws from undead creatures, and undead creatures have disadvantage on attack rolls against you.
As a bonus action you can make a melee spell attack against a creature, dealing 4d10 necrotic damage on a hit. If you kill a creature with this effect you regain hit points equal to the damage dealt.
A pulsating aura of regenerative energy emanates from you, enveloping and affecting all within range.
For the duration, at the start of each of your turns each creature within 30 ft. of you regains a number of hit points equal to 1d4 plus your spell casting modifier.
You attempt to break down a creature's structure. Make a melee spell attack against a creature you can reach. On a hit, the target takes 10d10 necrotic damage, and you are healed a number of hit points equal to half the amount of necrotic damage dealt. If the target is killed by this spell, this number is doubled.
A humanoid killed by this spell has its body unraveled, absorbed into the caster. If you are missing body members (finger, leg, tail, eye, etc.) you instantly regrow any of your choice. The new members take on the likeness of the target but retain their original function.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d10 for each slot level above 6th.
As the falling acid hits the ground, it pools into an acidic puddle that expands over time. At first, this puddle only fills the spaces occupied by the wall, but every ten rounds, it expands by 5 feet in both directions. It is considered difficult terrain and deals 3d10 acid damage to any creature that begins its turn standing in its area. This puddle remains after the spell ends until it evaporates naturally or is otherwise actively removed.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals to creatures passing through it increases by 1d10, and the speed at which the puddle expands by 3 rounds, for each slot level above 6th.
You create a bubbling curtain of falling acid, falling over the edge of a nearby vertical surface or simply cascading from open air. The curtain is roughly four inches thick and can form a circle with a radius of up to 10 feet, or a line of any shape up to 80 feet in length.
A creature that attempts to pass through the wall, or which is currently in a space the wall occupies when it forms, must make a Constitution saving throw. On a failed save, it takes 6d10 acid damage, or half as much on a success.
You surround yourself with necromantic energies, negating all healing and restorative magic within the sphere of influence. When you cast this spell, roll 8d10. Any healing within the field of blackmantle is negated up to the amount rolled, and an equal amount to the healing negated is removed from the spell's pool.
Healing from spells such as cure wounds or mass healing word is negated for any creatures within the blackmantle field, but the spell slot is expended as normal. If healing comes from a magical item, like a potion of healing, the potion is consumed with no effect, similarly, if the healing comes from an item with charges, a charge is expended as per normal. Natural forms of healing, such as regeneration, a fighter's Second Wind feature, or other class or racial abilities also do not function within the field.
If healing would exceed the amount rolled when the spell was cast, then any excess healing is applied as normal, and the spell ends.
You fill a 20-foot-radius sphere with dense acidic vapors that spread around corners and can dissolve flesh and bone. The area covered by the fog is heavily obscured and considered difficult terrain.
When a creature enters the sphere for the first time on a turn or starts its turn there, the creature must succeed on a Constitution saving throw. The creature takes 5d6 acid damage on a failed save, or half as much damage on a successful one.
You gain eight legs of darkness, increasing your walking speed to 80 feet and allowing you to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. Additionally, you can use your action to make a single attack against up to four creatures within 15 feet of you with your shadowy legs. Make an attack roll using your spellcasting ability. On a hit, a creature takes 6d6 necrotic damage.
Your legs of darkness are not fully corporeal, allowing you to still fall prone or move into a location you otherwise would be able to enter.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you gain an additional leg and 10 feet of walking speed for every slot level above 5th.
Seven brilliant stars descend from the heavens and strike seven points that you can see within range. Any creature within 5ft of each point must make a Dexterity saving throw or take 4d6 radiant damage and 3d6 cold or fire damage, your choice each time you cast this spell. On a success, the creature takes no damage.
A creature damaged by this spell is affected with the faerie fire spell for 1 minute, as they are outlined in gently blazing silver light.
At Higher Levels. When cast using a 7th level spell slot or higher, this spell deals an extra 2d6 radiant damage and 2d6 cold or fire damage. Additionally, all targets within 5ft of the impact point of a star are blinded until the end of your next turn.
7. Sickness. The stars shine with an ill gleaming. Each creature in the party loses 3d6 hit points from their hit point maximum. This may not reduce a creature's maximum health below half of their normal maximum. This effect lasts until the creature finishes a long rest.
8. Health. The stars glow with a comforting light, full of vitality and life. Each creature in the party gains 3d8 temporary hit points. These hit points refresh any time the creature expends hit dice during a short rest. These hit points then fade when the creature finishes a long rest.
9. Doom. The stars burn with hateful malice and impending doom. Your DM chooses two of the following options, as detailed above: Misfortune, Chaos, Weakness, or Sickness. These effects take place as normal.
10. Glory. The stars blaze with power and celestial glory. Choose one of the other options on this table and gain the effect associated with that result.
4. Order. The stars favor the law of the heavens. Whenever you cast a spell which deals damage or restores hit points, you may choose to use the average damage, rather than rolling to determine the amount. Thus if you were to cast burning hands, you would deal 12 fire damage rather than rolling 3d6 and potentially doing more or less. This effect lasts until you finish a long rest.
5. Power. The stars speak of great strength in your quest. Each creature in the party may, when dealing damage with a spell or weapon attack, choose to deal an additional 3d8 radiant damage. Once a creature does so, this effect ends on that creature. This effect also ends whenever a creature finishes a long rest.
6. Weakness. The stars read of increased danger. Each creature in the party has disadvantage on whichever saving throws their class grants proficiency in at 1st level. This effect lasts until the creature finishes a short rest.
1. Luck. The stars portend good fortune. You gain a pool of luck points equal to half your spellcasting ability modifier, rounded up. You may use these luck points as in the Lucky feat, save that you may also use your reaction to allow another creature you can see within 60ft to benefit from the luck point. These points last until you finish a long rest, or until all of them are expended.
2. Misfortune. The stars warn of nebulous danger. Your DM gains a pool of four luck points. Your DM may use these luck points as in the Lucky feat, affecting any NPC or PC. These points last up to 24 hours.
3. Chaos. The stars are uncertain and disordered. Any time a member of the party rolls a skill check, they must first roll a d10. On a result of 5 or lower, they have disadvantage on the skill check, on a result of 6 or higher, they have advantage. Furthermore, any time a creature rolls a 1 or a 20 on an ability check, skill check, attack roll, or saving throw, they gain 5 temporary hit points.
You may only cast this spell at night, outdoors, if it is daytime or you are inside, the spell is cast with no effect, and the slot is wasted. The skies need not be clear, as the spell allows you to see through clouds, leaves, or other natural phenomenon to the endless heavens above.
Over the course of casting this spell, you divine portents from the stars, reading meaning and purpose into the cosmic alignment of heavenly bodies. When you cast this spell, your DM may either choose from or roll a d10 on the following table, to determine what portents you receive from your divinations. If an option refers to the party, this group includes any friendly creatures within 30ft of you when you complete casting the spell.
As long as the excess damage doesn't reduce the creature’s normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form has the capability to do so.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
With your touch, you transform a willing creature into a monstrosity of your choice. The chosen monstrosity must be one of challenge rating 4 or lower, such as the Owlbear or Yeti. If the new form's challenge rating is greater than the target's (or the target's level, if it doesn't have a challenge rating) the spell fails.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen monstrosity. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.
If the spell lasts for the full duration, or the target trapped within dies, the tomb becomes a permanent structure. A Dispel Magic or similar spell or effect can end the spell. The tomb has 50 hit points, 20 AC, immunity to poison and psychic damage, and resistance to all other damage except force.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th.
You choose a Large or smaller creature within range to magically construct a tomb around, keeping them trapped inside its walls. The target must make a Strength saving throw. On a failure, the target is locked inside and impaled by a multitude of spikes taking 4d12 piercing damage. At the end of each of its turns the target repeats the saving throw. It takes 4d12 piercing damage on a failed save and remains trapped within the tomb. On any success, the tomb shatters apart and fades away, freeing the target. While trapped in the tomb the creature has total cover, is restrained, and can't move or escape by any means other than teleportation.
Your touch causes the target's veins to burn with searing agony. Roll 5d6 and take that much damage, reducing your hit points by half of that amount. This reduction lasts until you finish a short rest. You then touch one target you can see, who must then make a Constitution saving throw.
On a failure, the target takes 6d8 fire damage and 6d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt. Furthermore, the target's blood begins to burn, giving them disadvantage on all attacks for 1 minute, repeating the save at the end of each turn to end the effect. At the end of each turn while the spell lasts, the target takes a further 3d8 fire damage and 3d8 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.
If you would heal from this spell above your hit point maximum, you instead gain that excess healing as temporary hit points. These temporary hit points replace any temporary hit points you may have, unless your existing temporary hit points are higher.
A maelstrom of swirling black fire appears in your hands. On your next turn, you choose a point within range as an action, provided this spell hasn't ended. The maelstrom shoots from your hands to the chosen point and grows exponentially. Each creature in a 20 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 7d6 fire and 7d6 necrotic damage on a failed save, or half as much on a success.
The maelstrom spreads around corners. It ignites flammable objects in the area that aren't being worn or carried, and it withers non-magical, normal plant life.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the fire and necrotic damage by 1d6 for each slot level above 5th.
Climate Adaptation. You acclimate yourself to the current environment in some way, such as growing thick or insulating fur. Extreme Heat, Extreme Cold, Frigid Water, and High Altitude have no effect on you. You also have resistance to cold and fire damage.
Tetrabrachius. You grow two arm-like appendages that can appear however you like. For the duration you can take the Use an Object action as a bonus action, can grapple two more creatures at once than your form normally allows, and have advantage on strength checks used to climb.
Viscous Form. Your insides become pliable and slippery, taking on an ooze-like aspect. Enemies that attempt to grapple you have disadvantage, and you can squeeze through spaces that are large enough for creatures two size categories below your own.
The spell ends early if you take the form of another creature. You can also end the spell early as an action.
You improve your current form, modifying it to suit your needs. Choose two of the following options below, the effects of which last for the duration of the spell.
Adaptive Camouflage. As long as you remain stationary and take no actions, you gain a +10 bonus on Dexterity (Stealth) checks. You cannot benefit from other forms of camouflage while under this effect.
Blindsight. You develop the ability to perceive your surroundings without relying on sight, through heightened hearing, smell, echolocation, or some other method. For the duration, you have blindsight out to a range of 30 feet.
Carapace. A protective hardened carapace forms around your body. Your base AC becomes 13 + your spellcasting ability modifier. If you don any armor, the effect ends.
You create a bolt of energy in the form of a glowing star that streaks forth from your fingers, effecting creatures in a 120-foot line originating from you. Each creature must make a Strength Saving throw or take 4d8 radiant and 4d8 bludgeoning damage and fall prone. On a successful save, the creature takes half as much damage and doesn't fall prone.
A successful save also blocks the spell, preventing it from effecting creatures behind the succeeding target.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage or the radiant damage (your choice) increases by 1d8 for each slot level above 5th.
If the target is an object, such as a metal door or an unattended weapon, then you do not have to make a spell attack roll to touch the target. Once you touch the object, a 10ft cube of metal around the area you touched begins to rust away. If the object is smaller than that area, it rusts away entirely within 1 minute. If the object is larger, a hole approximately 5 ft by 5ft rusts away. A magically enchanted object is immune to this effect.
At Higher Levels. When you cast this spell with a 6th level spell slot, you may target a creature within 30 feet, making a ranged spell attack to hit it. When you cast this spell with an 8th level spell slot, you may target three creatures rather than one, or you may rust away a 30ft cube of unattended metal rather than a 10ft cube.
When you cast this spell, all metal you touch begins to rust and corrode away. As an action, you reach out and make a melee spell attack against a creature or object.
If the target is a creature, all non-magical metal objects currently equipped by the target begin to rust. Magical items are immune to this effect, and do not rust. All other items, however, begin to slowly degrade. At the end of your turn, the target's AC decreases by 1, and all attacks made with the rusting weapons have disadvantage. At the end of your next turn, all metal equipment has completely corroded away.
When you cast this spell, a swarm of bright, flickering lightning bugs appears in a 5-foot diameter cloud within range and lasts for the duration unless slain first. The swarm constantly crackles with yellow and white light and illuminates its surroundings like a lantern. It has the statistics of a swarm of wasps, except that its bite attack deals 4d4 lightning damage, and incapacitates the target for 1 round.
The Swarm: The swarm acts on your initiative, and will attempt to engulf the closest enemy it sees when you create it, pursuing that particular creature of its own accord until one or the other dies. If its target dies before it does it will move on to the next closest foe. You may use your action to override its normal behavior and direct it to a new target at any time.
You touch a weapon and choose one creature within 60 feet that you have observed to make an attack or cast a spell on another creature. Until the spell ends, that weapon deals an additional 2d6 force damage. When used against the creature you chose, the wielder attacks with advantage and the weapon deals an additional 2d12 force damage instead. The spell ends if the creature you chose dies.
Furthermore, your meditation allows you to sense a distinct point wherever a spell such as plane shift, dimension door, misty step, or other teleportation magic has been cast within the past day. You do not know which spell was cast, or when it was cast, only that a teleportation spell was successfully cast at that point. If the teleportation spell creates linked portals, such as with arcane gate , then you may sense that the two points where each portal came into being are linked, as long as both points are within range of your sense.
If cast on a plane other than the Material Plane, then you do not sense natives of that plane as extraplanar, and may instead sense any creatures from the Material Plane as extraplanar. If cast on certain Upper or Lower Planes, this spell may allow the ruler of that plane to sense your location so long as the spell remains active.
While under the effects of this spell, you know the location of any extraplanar entities, gates, or other points within 60 feet. This sense detects items such as bags of holding or portable holes, creatures under the effect of the etherealness spell or similar magic, or the portals created by spells such as gate. The spell also allows you to detect any rips or tears in the fabric of the plane you are currently on. Furthermore, you can use your action each turn for 1 minute to actively search for extraplanar magic nearby.
Once you have finished your meditation, you know the location of any celestials, elementals, fey, or fiends within 120 feet. You may also sense the location at which any of the previously listed creatures was first summoned onto your current plane. If the creature died and returned to its home plane, you sense that point as well.
You summon rust monsters that appear in an unoccupied space that you can see within range. When you cast this spell, you may choose to summon up to four rust monsters. A rust monster summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which takes its own turns. These summoned creatures will obey any verbal commands you give them (no action required by you). If you give them no commands, they will seek out the nearest sources of metal to eat, only attacking to defend themselves, or if there is no unattended metal nearby.
Your GM has the statistics for the rust monsters.
Your gesture turns a 15-foot radius circle of earth or stone into a bubbling, tar-like morass that lasts for the duration. Any creature attempting to enter the quicksand or beginning its turn there takes 4d6 acid damage, and must make a Strength saving throw or fall prone.
The quicksand is 2 feet deep, and is considered difficult terrain. If a creature is more than half submerged when this spell damages it, it instead takes 7d6 damage.
You touch a Large or Huge tree, awakening its spirit for a brief moment. You must immediately direct it to fight with you or to answer up to 3 questions it may or may not know the answer to, but will generally attempt to answer honestly unless you are known by it to be an enemy of the wilderness.
If you direct it to fight, you choose a target within 30 feet of the tree, and the tree animates, uprooting itself and charging towards the target. The treant spirit has 50 hitpoints, AC of 15, and resistance to all damage except fire. It can make two attacks against the target, forgoing either or both for a shove or grapple attempt as normal. The treant spirit uses your spellcasting ability modifier for all its saves, ability checks, and attack rolls, and is proficient with its attacks and Athletics (your proficiency bonus). On a hit, the target takes 3d6+6 bludgeoning damage.
After answering 3 questions or making a number of attacks equal to 1 + your spellcasting ability modifier, the tree takes root in its current location and becomes a normal tree once again, and the spell ends.
You create a protective veil around yourself and up to 5 allies you can see within 30 feet. When a protected creature would take damage, that damage is reduced by 1d4 + your spellcasting ability modifier. The spell ends for a creature when the shield absorbs 25 points of damage.
The insides of one creature you can see within range boil to a head, dealing 2d8 acid damage. If this damage leaves the target with 0 hit points, it erupts, bursting as its insides coat the surrounding area. Each creature in a 10-foot-radius sphere centered on that creature must make a Dexterity saving throw. A target takes 2d8 acid 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 3rd level or higher, the damage increases for each of its effects by 1d8 for each slot level above 3rd.
A flame, equivalent in brightness to a torch and stained a blood red, springs from from an object that you touch. Roll 4d6 for you or a willing or restrained creature to take, and reduce the target's maximum hit points by half that amount. This reduction lasts until the target completes a short rest.
The effect looks like a normal flame, save for the deep scarlet color, but it creates no heat and doesn't use oxygen. A crimson flame can be covered or hidden but not smothered or quenched. The flame burns for 8 hours, then fades to a dull, reddish glow. The flame can then be reignited at any time by dripping blood equal to 1d4 necrotic damage onto the flame. At that point, the flame surges back to its former size and luminescence.
This spell lasts until dispelled.
As an action, you cut yourself and smear the blood on a target you can see within range. Roll 2d8 and take that much necrotic damage, reducing your maximum hit points by half of that amount. This reduction lasts until you finish a short rest. The creature you touch must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the DM's list of effects.
A remove curse spell or similar magic ends this effect. The effect also ends if you lose concentration.
At Higher Levels. If you cast this spell as a 3rd level or higher, the blood cost increases to 3d8 and the duration becomes concentration, 10 minutes. If you use a spell slot of 4th level or higher, the blood cost increases to 4d8 and the duration becomes 8 hours. If you use a spell slot of 6th level or higher, the blood cost increases to 6d8 and the duration becomes 24 hours. Casting this spell with a 4th level or higher spell slot grants a duration that does not require
concentration.
You transform your blood into vile, necrotic energy to strike at your enemies. Roll 2d6 and take that much necrotic damage, then lower your maximum hit points by half of that amount. This reduction lasts until you finish a short rest. You then make a ranged spell attack roll against a target you can see within range. On a hit, the target takes 2d6 necrotic damage, and you regain hit points equal to half the damage dealt.
If you would heal from this spell above your hit point maximum, you instead gain that excess healing as temporary hit points. These temporary hit points replace any temporary hit points you may have, unless your existing temporary hit points are higher.
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and takes an additional 1d4 poison damage and is poisoned until the end of its next turn.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You present your holy symbol to a creature within range and call out a short, castigating curse in your deity's name. The creature must succeed on a Wisdom saving throw or take 1d6 necrotic damage, and suffer disadvantage on its next saving throw this round.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level, 11th level, and 17th level.
The melee weapon you are holding becomes infused with holy energy. The weapon sheds a bright light in a 10 foot radius and dim light for another 10 feet, and becomes magical, if it isn't already. The weapon loses this enchantment if it leaves your grasp.
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and is partially encased in strands of ice and frost until the start of your next turn. The target's movement speed is reduced by 10 feet, and if it uses its reaction to make an attack of opportunity, it immediately takes 1d8 cold damage, and the spell ends.
At Higher Levels. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage it takes for making an attack of opportunity increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
You exhale a 30-foot cone of acid. Each creature within the cone must make a Dexterity saving throw. On a failed save, a creature takes 5d6 acid damage and another 3d6 acid damage at the end of their next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.
This spell grants astonishing speed to you and your companions. Choose up to six creatures that you can see within range. For the duration, you and each creature chosen can take the Dash action as a bonus action.
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 saving throws and immunity to the frightened condition while they are within 30 feet of you.
Once you cast this spell, your speed is reduced to 0 until the start of your next turn. When you cast this spell you can make one melee weapon attack with a piercing or slashing weapon you are holding against every creature within the reach of that weapon. Each creature you attack takes additional damage equal to your spell casting ability modifier regardless of whether your attack hits.
Additionally, until the start of your next turn you can make an Attack of Opportunity whenever a creature leaves your threat range without using your reaction.
You gesture at any creature within range and a geyser of black slime bursts from the ground, surrounding it. The target takes 5d6 acid damage, and an additional 5d6 acid damage at the end of each of its turns while the spell lasts. A successful Constitution save when this spell hits halves the initial damage and ends the spell, preventing any recurring damage.
For the duration of this spell, when you hit a creature with a melee weapon attack, an arm, leg, or other part of its body is ringed with fire, and a tendril of fire connects it to you. This tether fades at the beginning of your next turn. If any creature that is ringed in fire from this spell moves away from you, you can use your reaction to deal 2d8 fire damage to all creatures currently ringed in fire.
You create a swirling tornado of snow and ice in a 5-foot cube within range, which lasts for the duration of the spell. If the vortex cuts through a creature's space when it appears, the creature must make a Strength saving throw. On a success, it moves 5 feet away from the vortex in a direction of its choice, on a failure, it takes 4d6 cold damage and stays within the vortex.
Any creature that begins its turn within the vortex, or which attempts to pass through it, must make a Strength save. On a failure, it takes 4d6 cold damage and 1d6 slashing damage from the whirling winds, and is trapped within the vortex, unable to move further. On a successful save, the creature takes only half damage and may move out of the vortex freely (though the space occupied by the vortex is considered difficult terrain). Small or smaller creatures who try to fly through or out of the vortex cannot make this save, they are automatically trapped. The vortex also imposes disadvantage on any ranged attacks fired out of or through it.
The vortex cannot trap a creature larger than its space.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the size increases to a 10 ft diameter vortex, dealing 6d6 cold damage and 2d6 slashing damage and trapping flying creatures of Medium or smaller size with no save. When cast at 7th or 8th level, the vortex has a diameter of 30 feet, deals 8d6 cold damage and 3d6 slashing damage, and traps Large or smaller flying creatures with no save. When cast at 9th level, the vortex has a diameter of 40 feet, deals 10d6 cold damage and 4d6 slashing damage, and traps Huge or smaller flying creatures with no save.
A protective magical force surrounds you until the spell ends. Your base AC becomes 15 + your Dexterity modifier. The spell fails if you are wearing armor when you cast it and the slot is wasted. The spell also ends if you don armor or if you dismiss the spell as an action.
You form a connection between realms, designating a creature as a host vessel for a fraction of eldritch power. Choose one willing creature within range, which grows a great, milky tentacle. Until the spell ends, you can use a bonus action on each of your turns to manipulate the tentacle, lashing out at one creature within 10 feet of the host. Make a melee spell attack against the target. If the attack hits, the creature takes 3d10 acid damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
You choose a Large or smaller creature within range to magically construct a coffin around, shutting them inside with chains tightly binding them. The target must make a Strength saving throw. On a failure, the target is locked inside and impaled by a multitude of spikes taking 4d12 piercing damage. The coffin turns to ash at the end of the target's next turn. The creature has total cover while it is encased in the coffin and is restrained, unable to move or escape by any means other than teleportation. On a success, the creature takes half as much damage and the coffin immediately crumbles to ash.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each spell level above 3rd.
You gain the ability to wield a portion of your mental power in the physical world. When you cast this spell, and as your action each round for the duration, you can exert your will on one creature or object you can see within range, causing the appropriate effect as below. You can affect the same target every round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can attempt to move a Large or smaller creature. Make an ability check with your spellcasting ability contested by the target's Strength check. If you win the contest, you may move the creature 15ft in any direction along the ground, but not outside the range of this spell.
Object. You can try to move an object weighing up to 100 pounds. If the object isn't being worn or carried, you may move it up to 30ft, but not outside the range of this spell.
If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability, contested by the creature's Strength check. If you succeed, you pull the object away from the creature, and may move it up to 30ft in any direction, but not outside the range of this spell.
You can exert fine control over objects within your telekinetic grip, such as manipulating a simple tool, opening a door or container, storing or retrieving an object from an open container, or pouring the liquid from a vial.
Choose a willing creature within 60 ft, for the duration a beam of sunlight shines upon the creature creating dim light in a 30 ft. radius. When this spell is cast, the target creature is healed for 1d8 plus your spell modifier and heals an additional 1d6 at the start of each of their subsequent turns.
An unwilling creature must make a Dexterity Saving throw when the spell is cast to avoid the effect, upon a failure the target can make another Dexterity Saving throw at the end of each of their turns, ending the effect on a success.
Eight spectral chains lash out from the ground, walls, and ceiling within 5 ft of a target of your choice within range. Each chain sprouts from a different 5 ft. square and is physical only to the target. The target must make a Dexterity saving throw or be pierced by each chain. On a successful saving throw the target is only pierced by half of the chains.
Whenever the target moves farther than 5 ft. away from the source of a chain, that chain breaks and the target takes 1d6 necrotic damage.
You touch one object weighing between 5 and 90 pounds within range that isn't being worn or carried and, using a magical counterweight, fling it through the air. The object arcs through the air landing at a location up to 300 feet away, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity Saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 5d8 bludgeoning damage.
Alternatively, you can target a creature with this spell. If the creature is unwilling it can attempt a Constitution saving throw against your spell save DC to avoid being moved by this spell.
At Higher Levels. Whenever you cast this spell at 4th level or higher, you can target an additional object or creature for each spell level above 3rd level.
When you cast this spell, all food and other organic material within 30ft of a point you can see within range begins to rot away. This spell affects only non-living organic material, such as food, timber, and cloth. This spell has no effect on living plants, creatures, or the organic materials found on either.
This spell automatically causes all food within the area of effect to spoil, and become inedible. Water is unaffected. The cloth of clothing and other fabrics also begins to rot, unless the cloth is inorganic. Timber, wood used for building, does not rot unless the entire wooden object can fit within a 10ft cube.
At Higher Levels. When cast as a 4th level spell, organic materials worn by creatures are also damaged by this spell. Clothing will become worn and gain holes in the cloth, and leather armor will be destroyed as with metal armor in the rust spell. If cast as a 6th level spell, the area of wood this spell can rot away increases to a 30ft cube, rather than a 10ft cube, as long as at least half of that structure is within the area of effect of the spell.
A misty shroud settles around a creature of your choice within range. When a melee attack hits the creature and you are within 30 feet, you can use your reaction to teleport to a space adjacent to the attacker, and make a single melee weapon attack. The misty shroud fades from that creature.
At Higher Levels. When you cast this spell using a slot of 3rd level or higher, you can place a misty shroud upon one additional creature for each slot level above 2nd.
A crackling aura of blue-white electricity bursts up around a creature you can see within range. The target takes 2d4 lightning damage and becomes charged with painful static that deals an additional 1d4 lightning damage whenever it comes into contact with another creature (including with a melee weapon or spell attack).
At the end of each of its turns, the affected creature must make a Constitution saving throw. On a failure, it takes an additional 2d4 lightning damage, on a success, the spell ends.
When you cast this spell, one of your empty hands becomes sheathed in frigid ice. The next time you successfully grapple a creature, you inflict 2d10 cold damage to it and withdraw your hand from the icy gauntlet you've created, and magically anchor the gauntlet in place. The creature must use it's action to attempt to break free from the grapple with a DC equal to your spell save DC. The creature makes opportunity attacks with disadvantage for the spell’s duration. Each time the creature attempts to escape the grapple, it suffers an additional 1d10 cold damage. Teleportation or forced movement end the grapple as normal. When the grapple ends, the spell ends as well.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd.
You draw forth scythe of ice pulled from the frigid depths of the Shadowfell. This scythe lasts until the spell ends and counts as a simple two handed melee weapon with which you are proficient. It deals 2d8 cold damage on a hit and has the reach property. In addition, undead hit with this weapon take 4d8 cold damage rather than 2d8.
If you let go of the weapon it disappears, but you can draw it forth again as a bonus action until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
For the next hour, you become proficient in one skill, tool, or vehicle type of your choice, if you were not already proficient in it. Your proficiency in this skill is suppressed while within an antimagic field, and you do not gain the actual knowledge involved in the skill. The spell ends after you make a number of skill checks equal to the level of the slot used to cast the spell, or one hour has elapsed.
For instance, gaining proficiency with blacksmith's tools does not teach you how blacksmithing works, you can simply perform the appropriate actions as they are needed. In the case of knowledge-based skills, such as Arcana, Religion, or History, you only gain what knowledge you learn from successful skill check rolls, if the roll fails, you learn nothing.
A creature you choose that you can see within range must make a Strength saving throw or be pulled towards you and become grappled by you. The creature can use its action to attempt a Strength check against your spell save DC, ending the spell on a success. For the duration of the spell, when you take damage from a source that is more than 5 feet away from you, as a reaction you can interpose the grappled creature between yourself and the source of the damage, reducing the damage taken by half and causing the target to take the remaining damage.
While this spell lasts, you have the rust metal and antennae abilities of a rust monster.
Rust Metal. Any non-magical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.
Antennae. Your touch corrodes a non-magical ferrous metal object you can see within 5 feet. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Dexterity save against your spell save DC to avoid the touch.
If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.
You cause an opponent's attacks to turn against them. One target you can see within range makes a Wisdom saving throw. On a success, the spell ends. On a failure, the target's next strikes turn against them. Until the end of their next turn, any melee or ranged attack the creature makes, save with a spell, has its damage reflected back on them.
The creature makes attack rolls as normal, and if the creature misses, then nothing further occurs. If the attack hits, the attacking creature rolls damage as normal, then takes that damage themselves, rather than dealing it to their intended target. Once this occurs, the target must make another Wisdom saving throw or lose any further attacks they may have gotten that turn.
At Higher Levels. When you cast this spell with a 3rd level or higher spell slot, the effect lasts for 2 rounds, rather than one. Cast as a 5th level or higher spell, the effect lasts 3 rounds, and no longer requires concentration.
You can only cast this spell at dusk, night, or dawn. A stellar map appears above your head that only you can see, revealing stars and constellations, named as they are in this land (or else unnamed). Until the spell ends, it provides bright light within 30 feet and dim light for an additional 30 feet visible only to you.
Additionally, you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks to determine your location or orientation.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration of this spell increases to 1 hour, at 3rd level it increases to 8 hours, and at 4th level it no longer requires concentration.
You twist shadow magic to mimic more destructive magics. When you cast this spell, choose an evocation spell of 3rd level or lower. This spell must deal damage, cannot have a
duration longer than 1 minute, and must require the target to make a Dexterity saving throw.
When you cast this spell, the range and duration mimics the evocation spell you chose. However, the spell deals only 1d6 psychic damage, rather than the normal damage dealt by the evocation spell. If the spell you chose deals damage to targets in an area, you split the number rolled equally among all targets.
If a target succeeds on their Dexterity saving throw, they take no damage from this spell. Furthermore, if the damage from this spell must be split among too many targets, then any leftover targets take no damage even if they failed the Dexterity save. Any creature that takes no damage from this spell may immediately make an Investigation or Perception check contested by your spell save DC. On a success, the creature perceives the spell as having been illusory, and is immune to any shadow evocation spell you cast for the next 24 hours. If you cast another shadow evocation spell, that creature sees it as a shadowy copy of the intended spell.
With a prayer and a shift into a meditative stance, you call upon your inner power to cloak yourself in a shimmering mantle of color that sheds light as a torch, and grants resistance to non-magical bludgeoning, piercing and slashing damage.
While the aura is active, your natural attacks are enhanced, dealing 1d8 additional radiant damage and overcoming any resistance or immunity to non-magical weapons. This damage is also dealt to any creature who damages you with a natural weapon.
You may also use your action to project a flare of the mantle's power at a foe, this behaves as the cantrip flame bolt, but deals radiant damage rather than fire. You cannot cast this spell if you are wearing armor or a shield, and the spell also immediately ends if you attempt to equip either.
During the eight hours of this ritual, you sit quietly in a circle of runes with a single beast, plant creature, or monstrosity, using your magic to restructure its bones, reshape its skin, and imbue it with new abilities. Each casting of the ritual adds a single modification, and a single creature can have a maximum number of modifications equal to its proficiency bonus. The ritual can also be used to remove a modification or exchange one for another. Possible modifications include:
Amphibious Alteration: You give the creature the ability to breathe water or air, and a swim speed equal to its current walk speed or a walk speed equal to its current swim speed.
Enchant Weapons: The creature's natural weapons are considered magical for the purpose of overcoming resistance or immunity.
Grow Wings: The creature grows leathery or feathered wings that permit it to fly (with poor maneuverability) at its highest current speed. You must be at least level 10 to grant this modification.
Harden Skin: You grant the creature a +2 increase to its armor class.
Increase Speed: You grant the creature a +10 foot increase to a movement speed of your choice.
Improve Senses: You grant the creature either 60 ft darkvision, 30 ft tremorsense, or advantage on Perception checks with one sense of your choice.
Reduce/Enlarge: You change the creature's size by one size category. This reduces or increases its damage rolls by one die size, respectively.
You gesture, and a glittering shaft of ice bursts into being in your hand. The ice has the same size and shape of a spear, and behaves as a one-handed melee weapon with the Thrown property (20/60 foot range) that deals 1d10 cold damage (1d12 versatile). You are proficient with your own ice lance regardless of your normal weapon proficiencies.
The ice lance dissolves into water if it is sundered or leaves your hand for more than 1 round, but you may summon another ice lance as a bonus action as long as the spell lasts.
This spell immediately alerts the caster with a mental image when the target is in danger. If the caster targets themselves, they cannot be surprised while conscious. Otherwise, the caster automatically knows whenever the target is in danger, and is woken if the caster is sleeping.
This spell continues to function as long as the caster and targets are on the same plane of existence. The spell ends after the full time has elapsed, or after you dismiss the ward as an action.
Ritual: This spell can be cast as a ritual. This increases the casting times to 1 hour and does not expend a spell slot.
You conjure shards of bone to shoot forth from your hand in a 15-foot cone in front of you. Creatures in the area must make a Dexterity saving throw or take 4d4 piercing damage, taking half damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each spell slot level above 1st and the size of the cone increases by 5 feet for every two levels above first.
You touch a piece of bone from a creature that has been dead for less than a year and are able to see a brief vision of how that creature died.
You make a melee weapon attack as part of casting this spell. On a hit, the strike deals an additional 2d8 necrotic damage.
Additionally, the target begins to bleed profusely. If you maintain concentration, the target takes 1d4 necrotic damage, and their speed is halved for the rest of that turn.
This effect ends if you lose concentration, or if the creature is healed in any way.
You point towards an object or organic creature and rapidly age it. For every second that passes, it ages a minute, time passing for it much more quickly. You can cook food, ripen a fruit, or melt an icicle. If you target a creature with this spell, the creature must be willing.
Ritual: You can choose to cast this spell as a ritual instead. This method does not expend a spell slot, however the casting time is increased to 10 minutes.
You create a faint weave of protective shielding around a target within range, warding them against hostile magic. Until the beginning of your next turn, whenever that creature is targeted by hostile magic that forces a save, it may roll 1d4 and add the result to its saving throw.
At Higher Levels. This spell adds another die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
A weapon you touch becomes charged with disruptive magical force. The next successful weapon attack you make before the spell ends deals an extra 1d4 psychic damage. If your target is forced to make a Concentration check due to this attack, it does so with disadvantage.
At Higher Levels. This spell's psychic damage increases by one die size when you reach 5th level (1d6), 11th level (1d8), and 17th level (1d10).
You touch a willing creature. The creature may immediately move up to 10 feet, and does not provoke any opportunity attacks for this movement.
At Higher Levels. The distance the creature can move increases by 5 feet when you reach 5th level, 11th level, and 17th level.
A beam of radiant light shoots forth from the palm of your hand. Make a ranged spell attack against a creature within range. On a hit, the creature takes 1d4 radiant damage and unless it is immune to the blinded condition it has disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
You extend your holy symbol toward a creature within range and utter a short prayer for protection, surrounding the target with a faint, pure halo of light.
Whenever that creature is subject to a melee or ranged attack before the spell ends, it can roll 1d4 and add the result to its AC against that attack.
You create a single glowing dart of magical force. This dart hits a creature of your choice that you can see within range. The dart deals 1d4+1 force damage to its target. This dart can be blocked by the Shield spell.
At Higher Levels. This spell creates an additional dart when you reach 5th level, 11th level, and 17th level. All darts strike simultaneously, and you can direct them to hit one creature or several.
You sheathe your fist in magical force and slam it into your foe, augmenting your own strength with the intense momentum of the spell. Make a melee spell attack against the target. On a hit, you deal 1d12 necrotic damage, adding your Strength modifier (if positive) as magical bludgeoning damage.
At Higher Levels. This spell's necrotic damage increases by 1d12 when you reach 5th level, 11th level, and 17th level.
A weapon you touch temporarily becomes an uncanny magical force, inexorably seeking enemy flesh. You don't make an attack roll with your next attack with that weapon (which prevents the use of accuracy-affecting abilities like Archery style or Great Weapon Mastery), instead, it automatically hits, and is treated as magical for the purpose of bypassing damage resistance or immunity. If the target of your attack makes a successful Constitution saving throw, the damage is halved.
Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d4 radiant damage and is branded with a glowing mark of your deity's wrath, which deals an additional 1d4 radiant damage at the end of each of your target's turns, unless it makes a successful Constitution saving throw to end the spell.
At Higher Levels. This spell's initial and recurring damage increases by 1d4 when you reach 5th level, 11th level, and 17th level.
A bolt of crackling lightning leaps from your outstretched hand at a creature or object in range. Make a ranged spell attack the target. On a hit the target takes 1d8 lightning damage.
At Higher Levels. An additional bolt of lightning is released when you reach 5th level, a third at 11th level, and a fourth at 17th level, making an additional attack roll for each bolt. Whenever you cast this spell, one or more of the additional bolts can originate from a creature hit by any other bolt.
A burst of force pulses out from your body, forcing away enemies who have gotten too close. Each creature within 5 feet of you must make a strength saving throw. On a failed save, the creature takes 1d4 thunder damage and is pushed 10 feet away from you.
At Higher Levels. This spell pushes creatures an additional 5 feet away when you reach 5th level, 11th level, and 17th level.
A fierce wind kicks up around a creature within range, sweeping up dust and dirt from the ground and scoring into exposed flesh. Make a ranged spell attack. On a hit, the target takes 1d10 magical slashing damage.
At Higher Levels. You can whip up a more violent storm as you reach higher levels, increasing the damage the winds cause or the number of creatures they can affect. If you target only a single creature, the damage increases by 1d10 at 5th level, 11th level, and 17th level. If you choose instead to increase the area of effect, you may make a second attack against a second target at level 5, a third at level 11, and a fourth at level 17, roll 1d8 for damage in this case, and apply it to any enemy who you hit.
Your touch brings a creature closer to death. Make a melee spell attack against a target creature. On a hit, you deal 1d10 necrotic damage to the creature. If this attack is made against an undead target, you gain temporary hit points equal to the damage dealt.
At Higher Levels. The spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You whip your weapon around in front of you, trailing a fan of blistering heat that lashes out to sear your foes before dissipating. Select a 120 degree arc centered on you, with a radius of 5 feet (on a grid, you may simulate this by selecting four adjacent squares). Any creature within that space must make a Dexterity save or take 1d6 fire damage.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level, 11th level, and 17th level.
As an action, you pull material from the Shadowfell and shape it into the form of a summoned creature to mimic a conjuration spell. When you cast this spell, choose a 4th level or lower conjuration spell that summons at least one creature. This spell then summons a creature as though you had cast that spell.
However, the creature you summon is a quasi-real illusion composed of shadow magic, not a true conjured creature. You may use your bonus action each turn to control this illusory creature, making it attack nearby creatures, though these attacks do only 1d4 psychic damage.
Any time another creature attacks this illusory creature and would hit it, the illusion takes no damage, and the attacking creature may make an Investigation or Perception check versus your spell save DC to realize the illusion. Once a creature succeeds on such a check, they then perceive the illusory creature as a thin profile of shadows. If the attacking creature rolls a 20 on their attack roll, they have advantage on the following skill check.
At Higher Levels. If you cast this spell as a 3rd level spell, you may mimic a conjuration spell of up to 5th level, and the damage dealt by the illusory creature increases to 1d6.
Chains of smoldering metal and coal lash out from one of your hands. Make a ranged spell attack against a Large or smaller creature within range. On a hit, the target takes 2d10 fire damage and is restrained.
If you have an empty hand when you cast this spell, you can choose to hold one end of the chain.
While holding one end of the chain you can, as an action, cause the chains to tighten around the restrained target dealing 2d10 fire damage. As part of this action you can choose to pull the restrained target 10 ft. towards you.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the chains and the spell ends.
At Higher Levels. When you cast this spell using a slot of 3rd level or higher it deals an additional 1d10 fire damage on the initial casting.
You pronounce a fell portent, foretelling doom on a target you touch. The creature makes a Wisdom saving throw, and is unaffected by the spell on a success.
On a failure, the target is placed under an impending cosmic fate. As a bonus action or reaction, you may call down the foretold fury, causing a single blazing star to descend and strike the target, dealing 2d6 radiant damage and 2d6 cold or fire damage, your choice each time you cast this spell. The target is also blinded until the end of your next turn.
After you have called down this star, the spell immediately ends. The spell also ends if the duration elapses before the star is called down, and you may also end the spell as an action on your turn.
At Higher Levels. When cast as a 5th level, the duration increases to one month, and you may call down the star twice before the spell ends. When cast as a 7th level, the duration is extended to one year, and you can call down the star three times. If cast as a 9th level spell, the spell lasts until dispelled, or until you have called down the star three times.
You deal 2d4 necrotic damage to yourself or a willing or restrained creature, then summon blights that appear in an unoccupied space that you can see within range. You choose one of the following options for what appears:
-Two tree blights
-Four vine blights
-Eight needle blights
-Ten twig blights
A blight summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are hostile to all creatures, save for undead or other blights. If you use your own blood in the spell, the blights will be friendly towards you, but not your companions. Roll initiative for the summoned creatures as a group, which has its own turns. You may order the blights to undertake certain courses of action, but cannot prevent them from attacking a certain creature, you can, however, order them to prioritize a certain target over others.
If you don't issue them any commands, the blights will attack the nearest creatures to them, prioritizing the weakest target available.
Your GM has statistics for the blights.