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S;1 minute;A spectral

  • casting time open an unlocked door or container
  • range stow or retrieve an item from an open container

  • components or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
    The hand can't attack
  • duration activate magical items

or carry more than 10 pounds. ;Bard

Bard floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object

S;Up to 1 hour;This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.
• You create an instantaneous

  • casting time such as a shower of sparks
  • range a puff of wind

  • components faint musical notes
  • duration or an odd odor.
    • You instantaneously light or snuff out a candle

a torch

Bard harmless sensory effect

it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4)

Bard 11th level (3d4) and 17th level (4d4). ;Bard

S

  • casting time you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see
  • range but you must be touching the surface of which the words are written. It takes about 1 minute to read 1 page of text.
    This spell doesn't decode secret messages in a text or glyph

  • components such as an arcane sigil
  • duration that isn't part of a written language. ;Bard

Bard M;1 hour;(A pinch of soot and salt)For the duration

S;Concentration

  • casting time you sense the presence of magic within 30 feet of you. If you sense magic in this way
  • range you can use your action to see a faint aura around any visible creature or object in the area that bears magic

  • components and you learn its school of magic
  • duration if any.
    The spell can penetrate most barriers

but is blocked by 1 foot of stone

1 inch of common metal up to 10 minutes;For the duration

the healing increases by 1d4 for each slot level above 1st. ;Bard

1 inch of common metal

S;Instantaneous;A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save

  • casting time the creature takes half as much damage and isn't pushed.
    In addition
  • range unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect

  • components and the spell emits a thunderous boom audible out to 300 feet.

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

1 inch of common metal a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save

S

  • casting time up to 1 hour;(An eyelash encased in gum arabic)A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range you can target 1 additional creature for each slot level above 2nd. ;Bard

1 inch of common metal M;Concentration

S;Concentration

  • casting time no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage
  • range and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.;Bard

1 inch of common metal up to 10 minutes;For the duration

0;Mage Hand;Conjuration cantrip;1 action;30 feet;V 0;Mage Hand;Conjuration cantrip;1 action;30 feet;V
0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V 0;Prestidigitation;Transmutation cantrip;1 action;10 feet;V
0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;V;Instantaneous;You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you) 0;Vicious Mockery;Enchantment cantrip;1 action;60 feet;V;Instantaneous;You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you)
1;Comprehend Languages (Ritual);1st level Divination;1 action;Self;V 1;Comprehend Languages (Ritual);1st level Divination;1 action;Self;V
1;Detect Magic (Ritual);1st level Divination;1 action;Self;V 1;Detect Magic (Ritual);1st level Divination;1 action;Self;V
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Healing Word;1st level Evocation;1 bonus action;60 feet;V;Instantaneous;A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher
1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V 1;Thunderwave;1st level Evocation;1 action;Self (15-foot cube);V
2;Invisibility;2nd level Illusion;1 action;Touch;V 2;Invisibility;2nd level Illusion;1 action;Touch;V
2;Silence (Ritual);2nd level Illusion;1 action;120 feet;V 2;Silence (Ritual);2nd level Illusion;1 action;120 feet;V

M;Concentration

  • casting time throw itself onto a spear
  • range immolate itself

  • components or do some other obviously harmful act ends the spell.
    The target must make a Wisdom saving throw. On a failed save
  • duration it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time

the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example

1 inch of common metal up to 8 hours;(A snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or 2) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

S;Concentration

  • casting time and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell
  • range choose the nature of the curse from the following options.
    • Choose 1 ability score. While cursed

  • components the target has disadvantage on ability checks and saving throws made with that ability score.
    • While cursed
  • duration the target has disadvantage on attack rolls against you.
    • While cursed

the target must make a Wisdom saving throw at the start of each of its turns. If it fails

1 inch of common metal up to 1 minute;You touch a creature

S

  • casting time up to 1 minute;(A rotten egg or several skunk cabbage leaves)You create a 20-foot-radius sphere of yellow
  • range nauseating gas centered on a point within range. The cloud spreads around corners

  • components and its area is heavily obscured. The cloud lingers in the air for the duration.
    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save
  • duration the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. ;Bard

1 inch of common metal M;Concentration

M;1 hour;(A small clay model of a ziggurat)This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover

  • casting time any creature that knows at least 1 language and can hear the target understands what it says.;Bard
  • range

1 inch of common metal when the target speaks

up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

1 inch of common metal the healing increases by 1d4 for each slot level above 3rd. ;Bard (TCE)

S

  • casting time up to 1 minute;(a drop of molasses)You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
    An affected target's speed is halved
  • range it takes a -2 penalty to AC and Dexterity saving throws

  • components and it can't use reactions. On its turn
  • duration it can use either an action or a bonus action

not both. Regardless of the creature's abilities or magic items

1 inch of common metal M;Concentration

S;1 hour;You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.

    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target 1 additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.;Bard (XGE)
  • duration

1 inch of common metal and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S;Concentration

  • casting time a target is affected by this spell. Until the spell ends
  • range you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way

  • components it can make another Wisdom saving throw to try to end the effect.
    A target isn't compelled to move into an obviously deadly hazard
  • duration such as a fire pit

but it will provoke opportunity attacks to move in the designated direction. ;Bard

1 inch of common metal up to 1 minute;Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save

S

  • casting time up to 1 minute;(3 nut shells)This spell assaults and twists creatures' minds
  • range spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
    An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
    1: The creature uses all its movement to move in a random direction. To determine the direction

  • components roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
    2-6: The creature doesn't move or take actions this turn.
    7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach
  • duration the creature does nothing this turn.
    9-10: The creature can act and move normally. At the end of its turns

an affected target can make a Wisdom saving throw. If it succeeds

1 inch of common metal M;Concentration

2;Suggestion;2nd level Enchantment ;1 action;30 feet;V 2;Suggestion;2nd level Enchantment ;1 action;30 feet;V
3;Bestow Curse;3rd level Necromancy;1 action;Touch;V 3;Bestow Curse;3rd level Necromancy;1 action;Touch;V
3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V 3;Stinking Cloud;3rd level Conjuration;1 action;90 feet;V
3;Tongues;3rd level Divination;1 action;Touch;V 3;Tongues;3rd level Divination;1 action;Touch;V
3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration 3;Mass Healing Word;3rd level Evocation;1 bonus action;60 feet;V;Instantaneous;As you call out words of restoration
3;Slow;3rd level Transmutation;1 action;120 feet;V 3;Slow;3rd level Transmutation;1 action;120 feet;V
4;Charm Monster;4th level Enchantment ;1 action;30 feet;V 4;Charm Monster;4th level Enchantment ;1 action;30 feet;V
4;Compulsion;4th level Enchantment ;1 action;30 feet;V 4;Compulsion;4th level Enchantment ;1 action;30 feet;V
4;Confusion;4th level Enchantment ;1 action;90 feet;V 4;Confusion;4th level Enchantment ;1 action;90 feet;V

one you can visualize

  • casting time such as 200 feet straight downward or upward to the northwest at a 45-degree angle
  • range 300 feet.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring 1 willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
    If you would arrive in a place already occupied by an object or a creature

  • components you and any creature traveling with you each take 4d6 force damage
  • duration and the spell fails to teleport you. ;Bard

1 inch of common metal or one you can describe by stating distance and direction

S

  • casting time bound around the arm or a similar appendage)You touch a willing creature. For the duration
  • range the target's movement is unaffected by difficult terrain

  • components and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
    The target can also spend 5 feet of movement to automatically escape from nonmagical restraints
  • duration such as manacles or a creature that has it grappled. Finally

being underwater imposes no penalties on the target's movement or attacks. ;Bard

1 inch of common metal M;1 hour;(A leather strap

S;Concentration

1 inch of common metal up to 1 minute;You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.;Bard

S

  • casting time a twig
  • range and a bit of green plant)You make natural terrain in a 150-foot cube in range look

  • components sound
  • duration and smell like some other sort of natural terrain. Thus

open fields or a road can be made to resemble a swamp

hill M;24 hours;(A stone

S

  • casting time up to 1 hour;(A bit of fur from a bloodhound)Describe or name a creature that is familiar to you. You sense the direction to the creature's location
  • range as long as that creature is within 1

  • components000 feet of you. If the creature is moving
  • duration you know the direction of its movement.
    The spell can locate a specific creature known to you

or the nearest creature of a specific kind (such as a human or a unicorn)

hill M;Concentration

S

  • casting time up to 1 hour;(A caterpillar cocoon)This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.
    The transformation lasts for the duration
  • range or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level

  • components if it doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form

hill M;Concentration

S;Concentration

  • casting time visible only to that creature. The target must make a Wisdom saving throw. On a failed save
  • range the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends

  • components the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save
  • duration the spell ends.
    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. ;Bard (TCE)

hill up to 1 minute;You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears

S;Concentration

  • casting time Large targets count as 4 objects
  • range Huge targets count as 8 objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
    As a bonus action

  • components you can mentally command any animated object if it is within 500 feet of you (if you control multiple
  • duration you can command any or all of them at the same time

issuing the same command to each.) You decide what action ti takes and where it moves during its next turn

or you can issue a general command up to 1 minute;Objects come to life at your command. Choose up to 10 nonmagical objects within range that are not being worn or carried. Medium targets count as 2 objects

S

  • casting time000 gp
  • range Consumed)After spending the casting time tracing magical pathways within a precious gemstone

  • components you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak 1 language you know. If the target is a plant
  • duration it gains the ability to move its limbs

roots

vines M;Instantaneous;(An agate worth at least 1

4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see 4;Dimension Door;4th level Conjuration;1 action;500 feet;V;Instantaneous;You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see
4;Freedom of Movement;4th level Abjuration;1 action;Touch;V 4;Freedom of Movement;4th level Abjuration;1 action;Touch;V
4;Greater Invisibility;4th level Illusion;1 action;Touch;V 4;Greater Invisibility;4th level Illusion;1 action;Touch;V
4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V 4;Hallucinatory Terrain;4th level Illusion;10 minutes;300 feet;V
4;Locate Creature;4th level Divination;1 action;Self;V 4;Locate Creature;4th level Divination;1 action;Self;V
4;Polymorph;4th level Transmutation;1 action;60 feet;V 4;Polymorph;4th level Transmutation;1 action;60 feet;V
4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V 4;Phantasmal Killer;4th level Illusion;1 action;120 feet;V
5;Animate Objects;5th level Transmutation;1 action;120 feet;V 5;Animate Objects;5th level Transmutation;1 action;120 feet;V
5;Awaken;5th level Transmutation;8 hours;Touch;V 5;Awaken;5th level Transmutation;8 hours;Touch;V

S;Concentration

  • casting time it has advantage on the saving throw.
    While the target is charmed
  • range you have a telepathic link with it as long as the 2 of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

vines up to 1 minute;You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S

  • casting time a dab of ink
  • range and a writing quill plucked from a sleeping bird)This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep

  • components such as elves
  • duration can't be contacted by this spell. You

or a willing creature you touch

enters a trance state M;8 hours;(A handful of sand

forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you

  • casting time it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions
  • range but no more than once each day. A creature that can't understand you is unaffected by the spell.
    You can issue any command you choose

  • components short of an activity that would result in certain death. Should you issue a suicidal command
  • duration the spell ends.
    You can end the spell early by using an action to dismiss it. A remove curse

greater restoration

enters a trance state it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you

S

  • casting time Consumed)You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by 1
  • range or end one of the following effects on the target.
    • 1 effect that charmed or petrified the target
    • 1 curse

  • components including the target's attunement to a cursed magic item
    • Any reduction to 1 of the target's ability scores
    • 1 effect reducing the target's hit point maximum ;Bard
  • duration

enters a trance state M;Instantaneous;(Diamond dust worth 100 gp

S

  • casting time up to 1 minute;(A small
  • range straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns

  • components the target can make another Wisdom saving throw. On a success
  • duration the spell ends on the target.

    At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

you can target on additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. ;Bard

enters a trance state M;Concentration

S

  • casting time Consumed
  • range and 4 ivory strips worth at least 50 gp each)Name or describe a person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales

forgotten stories

enters a trance state M;Instantaneous;(Incense worth at least 250 gp

S;Instantaneous;A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher

enters a trance state the healing increases by 1d8 for each slot level above 5th. ;Bard

up to 1 hour;You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time speak
  • range and behave in whatever way you choose.
    You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action

  • components you can switch from using its senses to using your own
  • duration or back again. While you are using its senses

you are blinded and deafened in regard to your own surroundings. ;Bard

enters a trance state but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture

S;Concentration

  • casting time it has advantage on the saving throw. On a failed save
  • range the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings

  • components though it can still hear you. If it takes any damage or is targeted by another spell
  • duration this spell ends

and none of the target's memories are modified.
While this charm lasts

enters a trance state up to 1 minute;You attempt to reshape another creature's memories. 1 creature that you can see must make a Wisdom saving throw. If you are fighting the creature

5;Dominate Person;5th level Enchantment ;1 action;60 feet;V 5;Dominate Person;5th level Enchantment ;1 action;60 feet;V
5;Dream;5th level Illusion;1 minute;Special;V 5;Dream;5th level Illusion;1 minute;Special;V
5;Geas [obligation or prohibition];5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range 5;Geas [obligation or prohibition];5th level Enchantment ;1 minute;60 feet;V;30 days;You place a magical command on a creature that you can see within range
5;Greater Restoration;5th level Abjuration;1 action;Touch;V 5;Greater Restoration;5th level Abjuration;1 action;Touch;V
5;Hold Monster;5th level Enchantment ;1 action;90 feet;V 5;Hold Monster;5th level Enchantment ;1 action;90 feet;V
5;Legend Lore;5th level Divination;10 minutes;Self;V 5;Legend Lore;5th level Divination;10 minutes;Self;V
5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V 5;Mass Cure Wounds;5th level Evocation;1 action;60 feet;V
5;Mislead;5th level Illusion;1 action;Self;S;Concentration 5;Mislead;5th level Illusion;1 action;Self;S;Concentration
5;Modify Memory;5th level Enchantment ;1 action;30 feet;V 5;Modify Memory;5th level Enchantment ;1 action;30 feet;V

S

  • casting time000 gp
  • range Consumed)With this spell

  • components you attempt to bind a celestial
  • duration an elemental

a fey

enters a trance state M;24 hours;(A jewel worth at least 1

S

  • casting time Consumed)You return a dead creature you touch to life
  • range provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body

  • components the creature returns to life with 1 hit point.
    This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't
  • duration however

remove magical diseases

curses M;Instantaneous;(A diamond worth at least 500 gp

S

  • casting time up to 10 minutes;(A focus worth at least 1
  • range000 gp

  • components such as a crystal ball
  • duration a silver mirror

or a font filled with holy water)You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw

curses M;Concentration

S;8 hours;This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new

  • casting time and if it succeeds
  • range it is unaffected by this spell.
    The spell disguises physical appearances as well as clothing

  • components armor
  • duration weapons

and equipment. You can make each creature seem 1 foot shorter or taller and appear thin

fat illusory appearance. An unwilling target can make a Charisma saving throw

S;Concentration

  • casting time the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
    You must choose a skill in which the target is proficient and that isn't already benefiting from an effect
  • range such as Expertise

  • components that doubles its proficiency bonus.;Bard (XGE)
  • duration

fat up to 1 hour;Your magic deepens a creature's understanding of its own talent. You touch 1 willing creature and give it expertise in 1 skill of your choice. Until the spell ends

S;Instantaneous;You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save

  • casting time a target has muddled thoughts for 1 minute. During that time
  • range it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks

  • components as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns
  • duration ending the effect on itself on a success.;Bard (XGE)

fat or half as much damage on a successful one.
After a failed save

M;1 round;(Rare chalks and inks infused with precious gems with 50 gp

  • casting time you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
    Many major temples
  • range guilds

  • components and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell
  • duration you learn the sigil sequences for 2 destinations on the Material Plane

determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.
You can create a permanent teleportation circle by casting this spell in the same location every day for 1 year. You need not use the circle to teleport when you cast the spell in this way. ;Bard

fat Consumed)As you cast the spell

S

  • casting time psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.
    Until the spell ends
  • range the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance

  • components though it can't extend to other planes of existence. ;Bard (TCE)
  • duration

fat M;1 hour;(pieces of eggshell from two different kinds of creatures)You forge a telepathic link among up to eight willing creatures of your choice within range

S;Concentration

  • casting time your eyes become an inky void imbued with dread power. 1 creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by 1 of the following effects of your choice for the duration. On each of your turns until the spell ends
  • range you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.
    Asleep: The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
    Panicked: The target is frightened of you. On each of its turns

  • components the frightened creature must take the Dash action and move away from you by the safest and shortest available route
  • duration unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you

this effect ends.
Sickened: The target has disadvantage on attack rolls and ability checks. At the end of each of its turns

fat up to 1 minute;For the spell's duration

5;Planar Binding;5th level Abjuration;1 hour;60 feet;V 5;Planar Binding;5th level Abjuration;1 hour;60 feet;V
5;Raise Dead;5th level Necromancy;1 hour;Touch;V 5;Raise Dead;5th level Necromancy;1 hour;Touch;V
5;Scrying;5th level Divination;10 minutes;Self;V 5;Scrying;5th level Divination;10 minutes;Self;V
5;Seeming;5th level Illusion;1 action;30 feet;V 5;Seeming;5th level Illusion;1 action;30 feet;V
5;Skill Empowerment;5th level Transmutation;1 action;Touch;V 5;Skill Empowerment;5th level Transmutation;1 action;Touch;V
5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V 5;Synaptic Static;5th level Enchantment ;1 action;120 feet;V
5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V 5;Teleportation Circle;5th level Conjuration;1 minute;10 feet;V
5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V 5;Rary's Telepathic Bond (ritual);5th level Divination;1 action;30 feet;V
6;Eyebite;6th level Necromancy;1 action;Self;V 6;Eyebite;6th level Necromancy;1 action;Self;V

S

  • casting time up to 1 day;(A set of divinatory tools - such as bones
  • range ivory sticks

  • components cards
  • duration teeth

or carved runes - worth 100 gp and an object from the location you wish to find)This spell allows you to find the shortest

fat M;Concentration

S

  • casting time a small measure of brimstone and oil
  • range a knotted string

  • components a small amount of umber hulk blood
  • duration and a small silver rod worth at least 10 gp)You create a ward that protects up to 2

500 square feet of floor space (An area 50 feet square

fat M;24 hours;(Burning incense

M;24 hours;(A snake's tongue and either a bit of honeycomb or a drop of sweet oil)You suggest a course of activity (limited to a sentence or 2) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself

  • casting time immolate itself
  • range or do some other obviously harmful act automatically negates the effect of the spell.
    Each target must make a Wisdom saving throw. On a failed save

  • components it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time
  • duration the spell ends when the subject finishes what it was asked to do.
    You can also specify conditions that will trigger a special activity during the duration. For example

you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends

fat throw itself onto a spear

up to 1 minute;Choose 1 creature that you can see within range. The target begins a comic dance in place - shuffling

  • casting time and capering for the duration. Creatures that can't be charmed are immune to this spell.
    A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell
  • range other creatures have advantage on attack rolls against it. As an action

  • components a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save
  • duration the spell ends. ;Bard

fat tapping its feet

S

  • casting time a creature
  • range or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube

  • components and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
    When the condition you specify occurs
  • duration the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing

it disappears and remains dormant for 10 minutes. After this time

fat M;Until dispelled;(A bit of fleece and jade dust worth at least 25 gp)You create an illusion of an object

S

  • casting time is made from mushroom powder
  • range saffron

  • components and fat
  • duration Consumed)This spell gives the willing creature you touch the ability to see things as they actually are. For the duration

the creature has truesight

notices secret doors hidden by magic M;1 hour;(An ointment for the eyes that costs 25 gp

S

  • casting time000 gp
  • range which the spell consumes)You bring forth a great feast

  • components including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time
  • duration and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast.
    A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison

becomes immune to poison and being frightened

notices secret doors hidden by magic M;Instantaneous;(a gem-encrusted bowl worth at least 1

S

  • casting time such as Oerth
  • range Toril

  • components Krynn
  • duration or Eberron. If the spell reaches its full duration

the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically transported to the world that was in the visions.
To cast this spell

notices secret doors hidden by magic M;6 hours;(a magic item or a willing creature from the destination world)You and up to eight willing creatures within range fall unconscious for the spells' duration and experience visions of another world on the Material Plane

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can see and hear the plane you originated from

  • components but everything there looks gray
  • duration and you can't see anything more than 60 feet away.
    While on the Ethereal Plane

you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you

notices secret doors hidden by magic in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time

6;Find the Path;6th level Divination;1 minute;Self;V 6;Find the Path;6th level Divination;1 minute;Self;V
6;Guards and Wards;6th level Abjuration;10 minutes;Touch;V 6;Guards and Wards;6th level Abjuration;10 minutes;Touch;V
6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V 6;Mass Suggestion;6th level Enchantment ;1 action;60 feet;V
6;Otto's Irresistible Dance;6th level Enchantment ;1 action;30 feet;V;Concentration 6;Otto's Irresistible Dance;6th level Enchantment ;1 action;30 feet;V;Concentration
6;Programmed Illusion;6th level Illusion;1 action;120 feet;V 6;Programmed Illusion;6th level Illusion;1 action;120 feet;V
6;True Seeing;6th level Divination;1 action;Touch;V 6;True Seeing;6th level Divination;1 action;Touch;V
6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V 6;Heroes' Feast;6th level Conjuration;10 minutes;30 feet;V
7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V 7;Dream of the Blue Veil;7th-level conjuration;10 minutes;20 feet;V
7;Etherealness;7th level Transmutation;1 action;Self;V 7;Etherealness;7th level Transmutation;1 action;Self;V

S

  • casting time500 gp)An immobile
  • range invisible

  • components cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.
    A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
    A prison in the shape of a box can be up to 10 feet on a side
  • duration creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.
    When you cast the spell

any creature that is completely inside the cage's area is trapped. Creatures only partially within the area

notices secret doors hidden by magic M;1 hour;(Ruby dust worth 1

S;10 days;You make terrain in an area up to 1 mile square look

  • casting time smell
  • range and even feel like some other sort of terrain. The terrain's general shape remains the same

  • components however. Open fields or a road could be made to resemble a swamp
  • duration hill

crevasse

notices secret doors hidden by magic sound

S

  • casting time a small piece of polished marble
  • range and a tiny silver spoon

  • components each item worth at least 5 gp)You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its 1 entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed
  • duration the portal is invisible.
    Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean

fresh

notices secret doors hidden by magic M;24 hours;(A miniature portal carved from ivory

S

  • casting time up to 1 minute;(A miniature platinum sword with a grip and pommel of copper and zinc
  • range worth 250 gp)You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
    When the sword appears

  • components you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends
  • duration you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. ;Bard

notices secret doors hidden by magic M;Concentration

S

  • casting time up to 1 day;(A small replica of you made from materials worth at least 5 gp)You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before
  • range regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage

  • components it disappears
  • duration and the spell ends.
    You can use your action to move this illusion up to twice your speed

and make it gesture

speak M;Concentration

S

  • casting time the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
    The target's severed body members (fingers
  • range legs

  • components tails
  • duration and so on)

if any

speak M;1 hour;(A prayer wheel and holy water)You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell

S

  • casting time000 gp
  • range Consumed)You touch a dead creature that has been dead for no more than a century

  • components that didn't die of old age
  • duration and that isn't undead. If its soul is free and willing

the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't

however M;Instantaneous;(A diamond worth at least 1

S

  • casting time phosphorus
  • range and powdered diamond and opal with a total value of at least 1

  • components000 gp
  • duration Consumed)When you cast this spell

you inscribe a harmful glyph either on a surface (such as a section of floor

a wall M;Until dispelled or triggered;(Mercury

or a single object that you can see within range

  • casting time it must be able to fit entirely inside a 10-foot cube
  • range and it can't be held or carried by an unwilling creature. The destination you choose must be known to you

  • components and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
    Familiarity-Mishap-Similar Area-Off Target-On Target
    Perm. Circle - xxxx - xxxxxxxxxx - xxxxxxxx - 01-100
    Assoc. Object - xxxx - xxxxxxxxx - xxxxxxxx - 01-100
    Very Familiar - 01-05 - 06-13. - - - 14-24. - - - 25-100
    Seen Casually- 01-33 - 34-43. - - - 44-53. - - - 54-100
    Viewed Once - 01-43 - 44-53. - - - 54-73. - - - 74-100
    Description. - - 01-43 - 44-53. - - - 54-73. - - - 74-100
    False Dest. - - - 01-50 - 51-100. - - xxxxxxxx - xxxxxx
    Familiarity: Permanent Circle means a permanent teleportation circle whose sigil sequence you know. Associated Object means that you possess an object taken from the desired destination within the last 6 months
  • duration such as a book from a wizard's library

bed linen from a royal suite

a wall to a destination you select. If you target an object

7;Forcecage;7th level Evocation;1 action;100 feet;V 7;Forcecage;7th level Evocation;1 action;100 feet;V
7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V 7;Mirage Arcane;7th level Illusion;10 minutes;Sight;V
7;Mordenkainen's Magnificent Mansion;7th level Conjuration;1 minute;300 feet;V 7;Mordenkainen's Magnificent Mansion;7th level Conjuration;1 minute;300 feet;V
7;Mordenkainen's Sword;7th level Evocation;1 action;60 feet;V 7;Mordenkainen's Sword;7th level Evocation;1 action;60 feet;V
7;Project Image;7th level Illusion;1 action;500 miles;V 7;Project Image;7th level Illusion;1 action;500 miles;V
7;Regenerate;7th level Transmutation;1 minute;Touch;V 7;Regenerate;7th level Transmutation;1 minute;Touch;V
7;Resurrection;7th level Necromancy;1 hour;Touch;V 7;Resurrection;7th level Necromancy;1 hour;Touch;V
7;Symbol;7th level Abjuration;1 minute;Touch;V 7;Symbol;7th level Abjuration;1 minute;Touch;V
7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to 8 willing creatures of your choice that you can see within range 7;Teleport;7th level Conjuration;1 action;10 feet;V;Instantaneous;This spell instantly transports you and up to 8 willing creatures of your choice that you can see within range

S;Instantaneous;Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target

  • casting time or half as much damage on a successful one.
    2-Orange: The target takes 10d6 acid damage on a failed save
  • range or half as much damage on a successful one.
    3-Yellow: The target takes 10d6 lightning damage on a failed save

  • components or half as much damage on a successful one.
    4-Green: The target takes 10d6 poison damage on a failed save
  • duration or half as much damage on a successful one.
    5-Blue: The target takes 10d6 cold damage on a failed save

or half as much damage on a successful one.
6-Indigo: On a failed save

a wall roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save

S;Concentration

  • casting time it has advantage on the saving throw.
    While the creature is charmed
  • range you have a telepathic link with it as long as the 2 of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required)

  • components which it does its best to obey. You can specify a simple and general course of action
  • duration such as Attack that creature

Run over there

a wall up to 1 hour;You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it

S

  • casting time crystal
  • range glass

  • components or mineral spheres)You blast the mind of a creature that you can see within range
  • duration attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
    On a failed save

the creature's Intelligence and Charisma scores become 1. The creature can't cast spells

activate magic items M;Instantaneous;(A handful of clay

when you make a Charisma check

  • casting time no matter what you say
  • range magic that would determine if you are telling the truth indicates that you are being truthful.;Bard

activate magic items you can replace the number you roll with a 15. Additionally

S;24 hours;Until the spell ends

  • casting time any effect that would sense its emotions or read its thoughts
  • range divination spells

  • components and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.;Bard
  • duration

activate magic items 1 willing creature you touch is immune to psychic damage

leaving it dumbfounded. If the target has 150 hit points or fewer

  • casting time the spell has no effect.
    The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save
  • range this stunning effect ends. ;Bard

activate magic items it is stunned. Otherwise

S

  • casting time either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature
  • range such as red dragons

  • components goblins
  • duration or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
    Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it

the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target

activate magic items M;10 days;(either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect)This spell attracts or repels creatures of your choice. You target something within range

S

  • casting time the target can't be surprised and has advantage on attack rolls
  • range ability checks

  • components and saving throws. Additionally
  • duration other creatures have disadvantage on attack rolls against the target for the duration.
    This spell immediately ends if you cast it again before its duration ends. ;Bard

activate magic items M;8 hours;(A hummingbird feather)You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration

S

  • casting time up to 1 hour;(A caterpillar cocoon)You transform up to 10 creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
    Each target assumes a beast form of your choice
  • range and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level

  • components if the target doesn't have a challenge rating). The target's game statistics
  • duration including mental ability scores

are replaced by the statistics of the chosen beast

but the target retains its hit points M;Concentration

7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V 7;Prismatic Spray;7th level Evocation;1 action;Self (60 foot cone);V
8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V 8;Dominate Monster;8th level Enchantment ;1 action;60 feet;V
8;Feeblemind;8th level Enchantment ;1 action;150 feet;V 8;Feeblemind;8th level Enchantment ;1 action;150 feet;V
8;Glibness;8th level Transmutation;1 action;Self;V;1 hour;Until the spell ends 8;Glibness;8th level Transmutation;1 action;Self;V;1 hour;Until the spell ends
8;Mind Blank;8th level Abjuration;1 action;Touch;V 8;Mind Blank;8th level Abjuration;1 action;Touch;V
8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of 1 creature you can see within range 8;Power Word Stun;8th level Enchantment ;1 action;60 feet;V;Instantaneous;You speak a word of power that can overwhelm the mind of 1 creature you can see within range
8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 feet;V 8;Antipathy/Sympathy;8th level Enchantment ;1 hour;60 feet;V
9;Foresight;9th level Divination;1 minute;Touch;V 9;Foresight;9th level Divination;1 minute;Touch;V
9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V 9;Mass Polymorph;9th level Transmutation;1 action;120 feet;V

S;Instantaneous;A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed

  • casting time paralyzed
  • range or stunned

  • components the condition ends. If the creature is prone
  • duration it can use its reaction to stand up. This spell has no effect on undead or constructs.;Bard

but the target retains its hit points frightened

it dies. Otherwise

but the target retains its hit points the spell has no effect.;Bard

a target takes 14d6 psychic damage and is stunned. On a successful save

  • casting time its head explodes
  • range assuming it has one.
    A stunned target can make an Intelligence saving throw at the end ofeach of its turns. On a successful save

  • components the stunning effect ends.;Bard (XGE)
  • duration

but the target retains its hit points a target takes half as much damage and isn't stunned. If a target is killed by this damage

S

  • casting time up to 1 hour;(A drop of mercury
  • range a dollop of gum arabic

  • components and a wisp of smoke)Choose 1 creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature
  • duration the creature into an object

or the object into a creature (The object must be neither worn nor carried by another creature). The transformation lasts for the duration

but the target retains its hit points M;Concentration

S;10 minutes;A shimmering

  • casting time 30 feet high
  • range and 1 inch thick - entered on a point you can see within range. Alternatively

  • components you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature
  • duration the spell fails

and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there

but the target retains its hit points multicolored plane of light forms a vertical opaque wall - up to 90 feet long

M (a piece of crust from an apple pie);Concentration

  • casting time 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.
    d4 Effect
    1 The smell of apple pie fills the air
  • range 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

  • components 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
  • duration turning it into difficult terrain until the start of your next turn.;Bard(FToD)

but the target retains its hit points up to 1 minute;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

you can utter a creature’s name. If the named target is within range

  • casting time the lance dissipates without effect.
    The target must make an Intelligence saving throw. On a failed save
  • range the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save

  • components 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
  • duration the damage increases by 1d6 for each slot level above 4th.;Bard(FToD)

but the target retains its hit points it becomes the spell’s target even if you can’t see it. If the named target isn’t within range

9;Power Word Heal;9th level Evocation;1 action;Touch;V 9;Power Word Heal;9th level Evocation;1 action;Touch;V
9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel 1 creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer 9;Power Word Kill;9th level Enchantment ;1 action;60 feet;V;Instantaneous;You utter a word of power that can compel 1 creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to 10 creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;Psychic Scream;9th level Enchantment ;1 action;90 feet;S;Instantaneous;You unleash the power of your mind to blast the intellect of up to 10 creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.
Each target must mak e an Intelligence saving throw. On a failed save
9;True Polymorph;9th level Transmutation;1 action;30 feet;V 9;True Polymorph;9th level Transmutation;1 action;30 feet;V
9;Prismatic Wall;9th level Abjuration;1 action;60 feet;V 9;Prismatic Wall;9th level Abjuration;1 action;60 feet;V
2;Nathair's Mischief;2nd Level Illusion;1 action;60 feet;S 2;Nathair's Mischief;2nd Level Illusion;1 action;60 feet;S
4;Raulothim's Psychic Lance;4th Level Enchantment;1 action;120 feet;V;Instantaneous;You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively 4;Raulothim's Psychic Lance;4th Level Enchantment;1 action;120 feet;V;Instantaneous;You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively