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Call Lightning

  • casting time 1 Action
  • range 120 feet

  • components V, S
  • duration 10 Minutes


A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

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

Sorcerer 3rd level Conjuration

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 the Greater Restoration spell cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

Wizard (EGtW) 9th level Necromancy

Reality Break [2/2]

  • casting time 1 action
  • range 60 feet

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

a crystal prism

Reality Break Effects
d10 Effect
1-2 - Vision of the Far Realm. The target takes 6d12 psychic damage, and it 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 save.

6-8 - Wormhole. The 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 Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

Wizard (EGtW) 8th level Conjuration

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 table.

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

Wizard (EGtW) 8th level Conjuration

Dark Star [1/2]

  • casting time 1 action
  • range 150 feet

  • 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 a verbal component 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 successful save. 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, are reduced

Wizard (EGtW) 8th level Evocation

Dark Star [2/2]

  • casting time 1 action
  • range 150 feet

  • 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

to a pile of fine gray dust.

Wizard (EGtW) 8th level Evocation

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 save 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.

Wizard (EGtW) 7th level Necromancy

Gravity Fissure

  • casting time 1 actuib
  • range Self (100-foot 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 (EGtW) 6th level Evocation

Drawmij's Instant Summons

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Until dispelled

a sapphire worth 1,000 gp

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
Dispel Magic or a similar effect successfully applied to the sapphire ends this spell’s effect.

Wizard 6th level Conjuration

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Temporal Shunt

  • casting time 1 reaction, taken when a creature you see makes an attack roll or starts to cast a spell
  • range 120 feet

  • components V, S
  • duration 1 round

ou target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

Wizard (EGtW) 5th level Transmutation

Gravity Sinkhole

  • casting time 1 action
  • range 120 feet

  • 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 as much 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.

Wizard (EGtW) 4th level Evocation

Galder's Speedy Courier [1/2] [1/2]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

25 gold pieces, or mineral goods of equivalent value, which the spell consumes

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can

Wizard (LLoK) 4th level Conjuration

Galder's Speedy Courier [1/2] [2/2]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

25 gold pieces, or mineral goods of equivalent value, which the spell consumes

retrieve them.

Wizard (LLoK) 4th level Conjuration

Galder's Speedy Courier [2/2]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

25 gold pieces, or mineral goods of equivalent value, which the spell consumes

No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

Wizard (LLoK) 4th level Conjuration

Pulse Wave

  • casting time 1 action
  • range Self (30-foot 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. And 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 slot level above 3rd.

Wizard (EGtW) 3rd level Evocation

Incite Greed

  • casting time 1 action
  • range 30 feet

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

a gem worth at least 50 gp

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Wizard (AI) 3rd level Enchantment

Flock of Familiars

  • casting time 1 minute
  • range Touch

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

You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends, your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

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

Wizard (LLoK) 2nd level Conjuration

Fast Friend [2/2]

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

When the spell ends, the creature knows it was charmed by you.

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

Wizard (AI) 3rd level Enchantment

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Fast Friend [1/2]

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

Wizard (AI) 3rd level Enchantment

Galder's Tower [1/2]

  • casting time 10 minutes
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a fragment of stone, wood, or other building material

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

-A bedroom with a bed, chairs, chest, and magical fireplace
-A study with desks, books, bookshelves, parchments, ink, and ink pens
-A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
-A lounge with couches, armchairs, side tables and footstools
-A washroom with toilets, washtubs, a magical brazier, and sauna benches
-An observatory with a telescope and maps of the night sky
-An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all

Wizard (LLoK) 3rd level Conjuration

Galder's Tower [2/2]

  • casting time 10 minutes
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a fragment of stone, wood, or other building material

creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

Wizard (LLoK) 3rd level Conjuration

Wristpocket

  • casting time 1 action
  • range Self

  • components S
  • duration Concentration, up to 1 hour

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

Wizard (EGtW) 2nd level Conjuration

Immovable Object

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 1 hour

gold dust worth at least 25 gp, which the spell consumes

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

Wizard (EGtW) 2nd level Transmutation

Raulothim's Psychic Lance

  • casting time 1 action
  • range 120 feet

  • components V
  • duration Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

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

Wizard (FToD) 4th level Enchantment

Raulothim's Psychic Lance

  • casting time 1 action
  • range 120 feet

  • components V
  • duration Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

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

Sorcerer (FToD) 4th level Enchantment

Raulothim's Psychic Lance

  • casting time 1 action
  • range 120 feet

  • components V
  • duration Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

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

Warlock (FToD) 4th level Enchantment

Raulothim's Psychic Lance

  • casting time 1 action
  • range 120 feet

  • components V
  • duration Instantaneous

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

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

Bard (FToD) 4th level Enchantment

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Summon Draconic Spirit

  • casting time 1 action
  • range 60 feet

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

an object with the image of a dragon engraved on it, worth at least 500 gp

You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Sorcerer (FToD) 5th level Conjuration

Fizban's Platinum Shield

  • casting time 1 bonus action
  • range 60 feet

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

a platinum-plater dragon scale, worth at least 500 gp

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:

Cover. The creature has half cover.

Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.

Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

Sorcerer (FToD) 6th level Abjuration

Ashardalon's Stride

  • casting time 1 bonus action
  • range Self

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

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.

When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.

Sorcerer (FToD) 3rd level Transmutation

Vortex Warp

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Sorcerer (SCoC) 2nd level Conjuration

Draconic Transformation

  • casting time 1 bonus action
  • range Self

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

a statuette of a dragon, worth at least 500 gp

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:

Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

Sorcerer (FToD) 7th level Transmutation

Wither and Bloom

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Sorcerer (SCoC) 2nd level Necromancy

Rime's Binding Ice

  • casting time 1 action
  • range Self (30-foot cone)

  • components S, M
  • duration Instantaneous

a vial of meltwater

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.

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

Sorcerer (FToD) 2nd level Evocation

Nathair's Mischief

  • casting time 1 action
  • range 60 feet

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

a piece of crust from an apple pie

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
1) The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2) Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3) Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4) Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.

Sorcerer (FToD) 2nd level Illusion

Air Bubble

  • casting time 1 action
  • range 60 feet

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Sorcerer (SAiS) 2nd level Conjuration

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Galder's Speedy Courier [2/2]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

25 gold pieces, or mineral goods of equivalent value, which the spell consumes

No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

Warlock (LLoK) 4th level Conjuration

Galder's Speedy Courier [1/2] [1/2]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

25 gold pieces, or mineral goods of equivalent value, which the spell consumes

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can

Warlock (LLoK) 4th level Conjuration

Galder's Speedy Courier [1/2] [2/2]

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 10 minutes

25 gold pieces, or mineral goods of equivalent value, which the spell consumes

retrieve them.

Warlock (LLoK) 4th level Conjuration

Shapechange [3/3]

  • casting time 1 action
  • range Self

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

Warlock 9th level Transmutation

Shapechange [2/3]

  • casting time 1 action
  • range Self

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

doesn't reduce your normal form to 0 hitpoints, you aren't knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

Warlock 9th level Transmutation

Shapechange [1/3] [1/3]

  • casting time 1 action
  • range Self

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert

Warlock 9th level Transmutation

Shapechange [1/3] [2/3]

  • casting time 1 action
  • range Self

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you aren't knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that

Warlock 9th level Transmutation

Shapechange [1/3] [3/3]

  • casting time 1 action
  • range Self

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

state.

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

Warlock 9th level Transmutation

Flock of Familiars

  • casting time 1 minute
  • range Touch

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

You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends, your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

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

Warlock (LLoK) 2nd level Conjuration

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Sending

  • casting time 1 action
  • range Unlimited

  • components V, S, M
  • duration 1 round

a short piece of fine copper wire

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Bard 3rd level Evocation

Create Spelljamming Helm

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a crystal rod worth at least 5000 gp, which the spell consumes

Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a Spelljamming Helm.

Artificer (SAiS) 5th level Transmutation

Kinetic Jaunt

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:

Your walking speed increases by 10 feet.

You don't provoke opportunity attacks.

You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Artificer (SCoC) 2nd level Transmutation

Ashardalon's Stride

  • casting time 1 bonus action
  • range Self

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

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.

When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.

Artificer (FToD) 3rd level Transmutation

Air Bubble

  • casting time 1 action
  • range 60 feet

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Artificer (SAiS) 2nd level Conjuration

Vortex Warp

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Artificer (SCoC) 2nd level Conjuration

Fast Friend [2/2]

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

When the spell ends, the creature knows it was charmed by you.

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

Cleric (AI) 3rd level Enchantment

Fast Friend [1/2]

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

Cleric (AI) 3rd level Enchantment

Incite Greed

  • casting time 1 action
  • range 30 feet

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

a gem worth at least 50 gp

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

Cleric (AI) 3rd level Enchantment

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0 0
0 0
0 0
0 0
0 0
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Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Cleric (SCoC) 2nd level Divination

Motivational Speech

  • casting time 1 minute
  • range 60 feet

  • components V
  • duration 1 hour

Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Cleric (AI) 3rd level Enchantment

Snare

  • casting time 1 minute
  • range Touch

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

30 feet of cord or rope, which is consumed by the spell

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap.

The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.

The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.

Ranger (XGE) 1st level Abjuration

Healing Spirit

  • casting time 1 bonus action
  • range 60 feet

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

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

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

Ranger (XGE) 2nd level Conjuration

Air Bubble

  • casting time 1 action
  • range 60 feet

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Wizard (SAiS) 2nd level Conjuration

Air Bubble

  • casting time 1 action
  • range 60 feet

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Druid (SAiS) 2nd level Conjuration

Air Bubble

  • casting time 1 action
  • range 60 feet

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Ranger (SAiS) 2nd level Conjuration

Steel Wind Strike

  • casting time 1 action
  • range 30 feet

  • components S, M
  • duration Instantaneous

a melee weapon worth at least 1 sp

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Ranger (XGE) 5th level Conjuration

Wrath of Nature [2/2]

  • casting time 1 action
  • range 120 feet

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

Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

Ranger (XGE) 5th level Evocation

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Wrath of Nature [1/2]

  • casting time 1 action
  • range 120 feet

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

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines. At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Ranger (XGE) 5th level Evocation

Summon Draconic Spirit

  • casting time 1 action
  • range 60 feet

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

an object with the image of a dragon engraved on it, worth at least 500 gp

You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Wizard (FToD) 5th level Conjuration

Petal Storm

  • casting time 1 action
  • range 60 ft.

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

a handful of flower petals

Choose an unoccupied 15-foot cube of air that you can see within range. An elemental force of swirling winds appears in the cube and lasts for the spell’s duration. The cloud heavily obscures its area.

Any creature that enters the storm for the first time on a turn or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d4 slashing damage. As a bonus action, you can move the storm up to 30 feet in any direction. The first time storm’s area contains leaf litter, flowers, bushes, or trees, it sucks up extra material and the damage the spell deals increases by 2d4.

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

Witch (VSoS) 2nd Level Conjuration

Whispering Wind

  • casting time 1 action
  • range 1 mile

  • components V, S, M
  • duration 1 round

a feather

You point your finger in a direction and whisper a message of twenty-five words or less, while specifying up to six creatures to be the targets. If a target is in range and in the approximate direction indicated, they (and only they) hear the message carried on the wind. They can reply in a whisper that only you can hear.

You can cast this spell only when there is a clear path for air to move between you and the targets. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings, but is blocked by solid objects and areas of magical silence.

Witch (VSoS) 1st Level Evocation

Hocuspocus

  • casting time 1 action
  • range 30 ft.

  • components V, S
  • duration 1 minute

You conjure minor paranormal phenomena and other ominous effects. You create one of the following magical effects within range for 1 minute:
• You cause all candles, torches, and other open flames to darken and flicker.
• You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying.
• You create up to four torch-sized spectral, glowing orbs, which float around within range. The orbs do not provide light, apart from a dim glow.
• You can chill or warm the air in a 10-foot cube by 10 degrees.
• You cause small, unattended objects to rattle or levitate an inch off the ground.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.

Witch (VSoS) Conjuration Cantrip

Eye of Anubis

  • casting time 1 action
  • range 60 ft.

  • components M
  • duration Instantaneous

a holy symbol

A beam of tenebrous moonlight streaks from your left eye toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 necrotic damage and can’t take the Disengage action until the end of your next turn. This spell creates an additional beam and deals more damage at higher levels.

At 5th level, you fire a second beam originating from your right eye. Your first beam’s damage increases by 1d8 (2d8) when you reach 11th level, and your second beam’s damage increases by 1d8 (2d8) when you reach 17th level.

Witch (VSoS) Necromancy Cantrip

Action

  • casting time 1 action
  • range 30 ft.

  • components V, S, M
  • duration 1 round

a shaving of licorice root

Choose a willing creature that you can see within
range. During its next turn, the target gains an
additional action. That action can be used only to
take the Attack (one weapon attack only), Dash,
Disengage, Hide, or Use an Object action.

Witch (VSoS) 1st Level Transmutation

Silvery Barbs

  • casting time 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
  • range 60 feet

  • components V
  • duration Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Wizard (SCoC) 1st level Enchantment

Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Wizard (SCoC) 2nd level Divination

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0 0
0 0

Draconic Transformation

  • casting time 1 bonus action
  • range Self

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

a statuette of a dragon, worth at least 500 gp

With a roar, you draw on the magic of dragons to transform yourself, taking on draconic features. You gain the following benefits until the spell ends:

Blindsight. You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature, unless the creature successfully hides from you.
Breath Weapon. When you cast this spell, and as a bonus action on subsequent turns for the duration, you can exhale shimmering energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much damage on a successful one.
Wings. Incorporeal wings sprout from your back, giving you a flying speed of 60 feet.

Wizard (FToD) 7th level Transmutation

Nathair's Mischief

  • casting time 1 action
  • range 60 feet

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

a piece of crust from an apple pie

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
1) The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2) Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3) Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4) Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.

Wizard (FToD) 2nd level Illusion

Wither and Bloom

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Instantaneous

a withered vine twisted into a loop

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.

Wizard (SCoC) 2nd level Necromancy

Create Magen

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell.

When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a Wish spell can undo this reduction to your hit point maximum.

Any magen you create with this spell obeys your commands without question.

Wizard (ID:RotF) 7th level Transmutation

Frost Fingers

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

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.

Wizard (ID:RotF) 1st level Evocation

Fizban's Platinum Shield

  • casting time 1 bonus action
  • range 60 feet

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

a platinum-plater dragon scale, worth at least 500 gp

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:

Cover. The creature has half cover.

Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.

Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

Wizard (FToD) 6th level Abjuration

Rime's Binding Ice

  • casting time 1 action
  • range Self (30-foot cone)

  • components S, M
  • duration Instantaneous

a vial of meltwater

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.

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

Wizard (FToD) 2nd level Evocation

Create Spelljamming Helm

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a crystal rod worth at least 5000 gp, which the spell consumes

Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a Spelljamming Helm.

Wizard (SAiS) 5th level Transmutation

Stone Shape

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

soft clay, which must be worked into roughly the desired shape of the stone object

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Artificer 4th level Transmutation

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Mordenkainen's Private Sanctum [1/2]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration 24 hours

a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

Sound can’t pass through the barrier at the edge of the warded area.

The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.

Sensors created by divination spells can’t appear inside the protected area or pass through the

Artificer 4th level Abjuration

Mordenkainen's Private Sanctum [2/2]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration 24 hours

a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite

barrier at its perimeter.

Creatures in the area can’t be targeted by divination spells.

Nothing can teleport into or out of the warded area.

Planar travel is blocked within the warded area.

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

Artificer 4th level Abjuration

Distort Value

  • casting time 1 minute
  • range Touch

  • components V
  • duration 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Bard (AI) 1st level Illusion

Distort Value

  • casting time 1 minute
  • range Touch

  • components V
  • duration 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Wizard (AI) 1st level Illusion

Distort Value

  • casting time 1 minute
  • range Touch

  • components V
  • duration 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Warlock (AI) 1st level Illusion

Distort Value

  • casting time 1 minute
  • range Touch

  • components V
  • duration 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Sorcerer (AI) 1st level Illusion

Silvery Barbs

  • casting time 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
  • range 60 feet

  • components V
  • duration Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Sorcerer (SCoC) 1st level Enchantment

Silvery Barbs

  • casting time 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
  • range 60 feet

  • components V
  • duration Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Bard (SCoC) 1st level Enchantment

Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Bard (SCoC) 2nd level Divination

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Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Warlock (SCoC) 2nd level Divination

Gift of Gab

  • casting time 1 reaction, which you take when you speak to another creature
  • range Self

  • components V, S, M
  • duration Instantaneous

2 gold coins, which is consumed as tax for using the spell

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Bard (AI) 2nd level Enchantment

Gift of Gab

  • casting time 1 reaction, which you take when you speak to another creature
  • range Self

  • components V, S, M
  • duration Instantaneous

2 gold coins, which is consumed as tax for using the spell

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Wizard (AI) 2nd level Enchantment

Kinetic Jaunt

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:

Your walking speed increases by 10 feet.

You don't provoke opportunity attacks.

You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Bard (SCoC) 2nd level Transmutation

Kinetic Jaunt

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:

Your walking speed increases by 10 feet.

You don't provoke opportunity attacks.

You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Sorcerer (SCoC) 2nd level Transmutation

Nathair's Mischief

  • casting time 1 action
  • range 60 feet

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

a piece of crust from an apple pie

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
1) The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2) Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3) Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4) Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.

Bard (FToD) 2nd level Illusion

Nathair's Mischief

  • casting time 1 action
  • range 60 feet

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

a piece of crust from an apple pie

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
1) The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2) Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3) Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4) Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.

Sorcerer (FToD) 2nd level Illusion

Fast Friend [1/2]

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

Bard (AI) 3rd level Enchantment

Fast Friend [2/2]

  • casting time 1 action
  • range 30 feet

  • components V
  • duration Concentration, up to 1 hour

When the spell ends, the creature knows it was charmed by you.

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

Bard (AI) 3rd level Enchantment

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Motivational Speech

  • casting time 1 minute
  • range 60 feet

  • components V
  • duration 1 hour

Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Bard (AI) 3rd level Enchantment

Flesh to Stone

  • casting time 1 action
  • range 60 feet

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

a pinch of lime, water, and earth

You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive, keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Sorcerer (TCE) 6th level Transmutation

Encode Thoughts

  • casting time 1 action
  • range Self

  • components S
  • duration 8 hours

You pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.

If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.

Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

Wizard (GGtR) Enchantment Cantrip

Sapping Sting

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

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

Wizard (EGtW) Necromancy Cantrip

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.

Wizard (EGtW) 1st level Divination

Fortune's Favor

  • casting time 1 minute
  • range 60 feet

  • components V, S, M
  • duration 1 hour

a white pearl worth at least 100 gp, which the spell consumes

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

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

Wizard (EGtW) 2nd level Divination

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