Create an acidic bubble at a point in range, where it explodes in a 5ft-radius Sphere. Each creature in that Sphere must succeed on a DEX save or take 1d6 Acid dmg.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don’t need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
Object Creation. Create one object of up to 25,000 GP in value that isn’t a magic item. The object can be no more than 300ft in any dimension, and it appears in an unoccupied space you see on the ground.
Resistance. You grant up to ten creatures you see Resistance to one dmg type that you choose. This Resistance is permanent.
Spell Immunity. You grant up to ten creatures you see immunity to a single spell or other magical effect for 8 hrs.
Sudden Learning. You replace one of your feats with another feat for which you're eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last
turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally’s failed saving throw or a foe’s Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.
Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance
You try to create illusory terrors in others’ minds. Each creature of your choice in a 30ft-radius Sphere centered on a point in range makes a WIS save. On a failed save, a target takes 10d10 Psychic dmg and has the Frightened condition for the duration. On a success, a target takes half dmg only.
A Frightened target makes a WIS save at the end of each of its turns. On a failed save, it takes 5d10 Psychic dmg. On a success, spell ends on that target.
Touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its HP.
This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces dmgd or missing organs and limbs. If the creature was Undead, it is restored to its non-Undead form.
The spell can provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10ft of you.
Choose a creature or nonmagical object you see in range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until target dies or is destroyed, but if you maintain Conc. on this spell for the full duration, the spell lasts until dispelled.
An unwilling creature can make a WIS save, and if it succeeds, it isn’t affected by this spell.
Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose with a Challenge Rating equal to or less than target’s Challenge Rating or level. Target’s game stats are replaced by the stat block of the new form, but it retains its HP, HP Dice, alignment, and personality.
Target gains a number of Temp. HP equal to the HP of the new form. spell ends early on target if it has no Temp. HP left.
Target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Object into
Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hr, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.
Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s stats become those of the object, and the creature has no memory of time spent in this form after spell ends and it returns to normal.
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, spell ends if you move to a place more than 1,000ft from the location where you cast it.
A churning storm cloud forms for the duration, centered on a point in range and spreading to a radius of 300ft. Each creature under the cloud when it appears must succeed on a CON save or take 2d6 Thunder dmg and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid dmg.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a DEX save, taking 10d6 Lightning dmg on a fail or half dmg on a success.
Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold dmg. Until spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature with a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you shape-shift, you gain a number of Temp. HP equal to the HP of the form. spell ends early if you have no Temp. HP left.
Your game stats are replaced by the stat block of the chosen form, but you retain your creature type
A shimmering, multicoloured plane of light forms a vertical opaque wall—up to 90ft long, 30ft high, and 1 cm thick—centered on a point in range. Alternatively, you shape the wall into a globe up to 30ft in diameter centered on a point in range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, spell ends instantly without effect.
The wall sheds Bright Light within 100ft and Dim Light for an extra 100ft. You and creatures you designate when spell is cast can pass through and be near the wall without harm. If another creature that can see the wall moves within 20ft of it or starts its turn there, the creature must succeed on a CON save or have the Blinded condition for 1 min.
The wall consists of 7 layers, each with a different colour. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a DEX save or be affected by that layer’s properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on
the wall, and Dispel Magic can affect only the violet layer.
Prismatic Layers
Order 
You compel a creature you see in range to die. If target has 100 HP or fewer, it dies. Otherwise, it takes 12d12 Psychic dmg.
A wave of healing energy washes over a creature you see in range. Target regains all its HP. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its Reaction to stand up.
Blazing orbs of fire plummet to the ground at four different points you see in range. Each creature in a 40ft-radius Sphere centered on each of those points makes a DEX save. A creature takes 20d6 Fire dmg and 20d6 Bludgeoning dmg on a fail or half dmg on a success. A creature in the area of more than one fiery Sphere is affected only once.
A nonmagical object that isn’t being worn or carried also takes the dmg if it’s in the spell’s area, and the object starts burning if it’s flammable.
A flood of healing energy flows from you into creatures around you. You restore up to 700 HP, divided as you choose among any number of creatures you see in range. Creatures healed by this spell also have the Blinded, Deafened, and Poisoned conditions removed from them.
Create a magical restraint to hold a creature you see in range. Target must make a WIS save. On a success, target is unaffected, and it is immune to this spell for the next 24 hrs. On a failed save, target is imprisoned. While imprisoned, target doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the imprisoned target, and target can’t teleport.
Until spell ends, target is also affected by one of the following effects of your choice:
Burial. Target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain target. Nothing can pass into or out of the globe.
Chaining. Chains firmly rooted in the ground hold target in place. Target has the Restrained condition and can’t be moved by any means.
Minimus Containment. Target becomes 1 cm tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing target to see out and other creatures to see in), but nothing else can pass through by any means.
Slumber. Target has the Unconscious condition
and can’t be awoken.
Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
Conjure a portal linking an unoccupied space you see in range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20ft in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal’s destination is visible through it.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you're on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems
appropriate. It might leave, attack you, or help you.
Touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. spell ends early if you cast it again.
A wall of water springs into existence at a point you choose in range. You can make the wall up to 300ft long, 300ft high, and 50ft thick. The wall lasts for the duration.
When the wall appears, each creature in its area makes a STR saving throw, taking 6d10 Bludgeoning dmg on a fail or half dmg on a success.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50ft away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a STR saving throw or take 5d10 Bludgeoning dmg. A creature can take this dmg only once per round. At the end of the turn, the wall’s height is reduced by 50ft, and the dmg the wall deals on later rounds is reduced by 1d10. When the wall reaches 0ft in height, spell ends.
A creature caught in the wall can move by swimming. Because of the wave’s force, though, the creature must succeed on a STR (Athletics) check against your spell save DC to move at all. If it fails the check, it can’t move. A creature that moves out of the wall falls to the ground.
Create a telepathic link between yourself and a willing creature with which you're familiar. The creature can be anywhere on the same plane of existence as you. spell ends if you or target are no longer on the same plane.
Until spell ends, you and target can instantly share words, images, sounds, and other sensory messages with each other through the link, and target recognizes you as the creature it is communicating with. The spell enables a creature to understand the meaning of your words and any sensory messages you send to it.
Brilliant sunlight flashes in a 60ft-radius Sphere centered on a point you choose in range. Each creature in the Sphere makes a CON save. On a failed save, a creature takes 12d6 Radiant dmg and has the Blinded condition for 1 min. On a success, it takes half dmg only.
A creature Blinded by this spell makes another CON save at the end of each of its turns, ending the effect on itself on a success.
This spell dispels Darkness in its area that was created by any spell.
You overwhelm the mind of a creature you see in range. If target has 150 HP or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.
The Stunned target makes a CON save at the end of each of its turns, ending the condition on itself on a success.
Until spell ends, one willing creature you touch has Immunity to Psychic dmg and the Charmed condition. Target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about target, observe it remotely, or control its mind.
You banish a creature you see in range into a labyrinthine demiplane. Target remains there for the duration or until it escapes the maze.
Target can take a Study action to try to escape. When it does so, it makes a DC 20 INT (Investigation) check. If it succeeds, it escapes, and spell ends.
When spell ends, target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
A swirling cloud of embers and smoke fills a 20ft-radius Sphere centered on a point in range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
When the cloud appears, each creature in it makes a DEX save, taking 10d8 Fire dmg on a fail or half dmg on a success. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10ft away from you in a direction you choose at the start of each of your turns.
For the duration, you emit an aura in a 30ft Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a CON save or have the Blinded condition until the end of its next turn.
Until spell ends, when you make a CHA check, you can replace the number you roll with a 15. extraly, no matter what you say, magic that would determine if you're telling the truth indicates that you're being truthful.
This spell instantly transports you and up to eight willing creatures you see in range, or a single object you see in range, to a destination you select. If you target an object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, 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 1d100 and consults the Teleportation Outcome table and the explanations after it.
Teleportation Outcome
Familiarity 
Inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10ft in diameter. If you choose an object, it must remain in place
Create a simulacrum of one Beast or Humanoid that is within 10ft of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game stats of the original creature at the time of casting, except it is a Construct, its HP maximum is half as much, and it can’t cast this spell.
The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can’t gain levels, and it can’t take Short or Long Rests.
If the simulacrum takes dmg, the only way to restore its HP is to repair it as you take a Long Rest, during which you expend components worth 100 GP per HP restored. The simulacrum must stay within 5ft of you for the repair.
The simulacrum lasts until it drops to 0 HP, at which point it reverts to snow and melts away. When cast again, any simulacrum you created with this spell is instantly destroyed.
With a touch, you magically sequester an object or a willing creature. For the duration, target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with magic.
If target is a creature, it enters a state of suspended animation
This spell reverses gravity in a 50ft-radius, 100ft high Cylinder centered on a point in range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a DEX save to grab a fixed object it can reach, thus avoiding the fall upward.
If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When spell ends, affected objects and creatures fall downward.
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
The creature returns to life with all its HP. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. Target takes a −4 penalty to D20 Tests. Every time target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests.
A creature you touch regains 4d8 + 15 HP. For the duration, target regains 1 HP at the start of each of its turns, and any severed body parts regrow after 2 mins.
Create an illusory copy of yourself that lasts for the duration. The copy can appear at any location in range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any dmg, it disappears, and spell ends.
You see through the illusion’s eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60ft and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
Eight rays of light flash from you in a 60ft Cone. Each creature in the Cone makes a DEX save. For each target, roll 1d8 to determine which colour ray affects it, consulting the Prismatic Rays table.
Prismatic Rays
1d8 
You fortify up to six creatures you see in range. The spell bestows 120 Temp. HP, which you divide among the spell’s recipients.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination, as determined by the DM.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
Create a spectral sword that hovers in range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target within 5ft of the sword. On a hit, target takes Force dmg equal to 4d12 plus your spellcasting ability mod..
On your later turns, you can take a Bonus Action to move the sword up to 30ft to a spot you see and repeat the attack against the same target or a different one.
Conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5ft wide and 10ft tall. You and any creature you designate when spell is cast can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you're within 30ft of it. While closed, the door is imperceptible.
Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling’s atmosphere is clean, fresh, and warm.
You can create any floor plan you like for the dwelling, but it can’t exceed 50 contiguous 10ft Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.
A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can’t attack or take any action that
would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can’t leave the dwelling.
When spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.
You make terrain in an area up to 1 km square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell’s area disappears immediately.
Creatures with Truesight can see through the illusion to the terrain’s true form
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose in 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 20ft on a side and is made from 1/2-cm diameter bars spaced 1/2 cm apart. A prison in the shape of a box can be up to 10ft on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from 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, or those too large to fit inside it, are pushed away from the center of the area until they're completely outside it.
A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a CHA save. On a success, the creature can use that magic to exit the cage. On a failed save, the creature doesn’t exit the cage and wastes the spell or effect. The cage also extends into the
Ethereal Plane, blocking ethereal travel.
This spell can’t be dispelled by Dispel Magic.
A storm of fire appears in range. The area of the storm consists of up to ten 10ft Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a DEX save, taking 7d10 Fire dmg on a fail or half dmg on a success.
Flammable objects in the area that aren’t being worn or carried start burning.
You unleash negative energy toward a creature you see in range. Target makes a CON save, taking 7d8 + 30 Necrotic dmg on a fail or half dmg on a success.
A Humanoid killed by this spell rises at the start of your next turn as a Zombie (see appendix B) that follows your verbal orders.
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, everyft of movement costs an extraft. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60ft away.
While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so.
When spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you're shunted to the nearest unoccupied space and take Force dmg equal to x2 number offt you're moved.
This spell ends instantly if you cast it while you're on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.
Upcasting: You can target up to 3 willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10ft of you when spell is cast.
You and up to 5 willing creatures within 5ft of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a location, such as a temple, as a sanctuary by casting this spell there.
You and up to ten willing creatures of your choice in range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300ft and can hover
Create a wall of tangled brush bristling with needle-sharp thorns. The wall appears in range on a solid surface and lasts for the duration. You choose to make the wall up to 60ft long, 10ft high, and 5ft thick or a circle with a 20ft diameter and is up to 20ft high and 5ft thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a DEX save, taking 7d8 Piercing dmg on a fail or half dmg on a success.
A creature can move through the wall, albeit slowly and painfully. For every 1ft a creature moves through the wall, it must spend 4ft of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a DEX save, taking 7d8 Slashing dmg on a fail or half dmg on a success. A creature makes this save only once per turn.
Upcasting: Both types of dmg increase by 1d8 for each spell slot level above 6.
Create a wall of ice on a solid surface in range. You can form it into a hemispherical dome or a globe with a radius of up to 10ft, or you can shape a flat surface made up of ten 10ft-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1ft thick and lasts for the duration.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a DEX save, taking 10d6 Cold dmg on a fail or half dmg on a success.
The wall is an object that can be dmgd and thus breached. It has AC 12 and 30 HP per 10ft section, and it has Immunity to Cold, Poison, and Psychic dmg and Vulnerability to Fire dmg. Reducing a 10ft section of wall to 0 HP destroys it and leaves behind a sheet of frigid air in the space the wall occupied.
A creature moving through the sheet of frigid air for the first time on a turn makes a CON save, taking 5d6 Cold dmg on a fail or half dmg on a success.
Upcasting: The dmg the wall deals when it appears increases by 2d6 and the dmg from passing through the sheet of frigid air increases by 1d6 for each
spell slot level above 6.
For the duration, the willing creature you touch has Truesight with a range of 120ft.
This spell creates a magical link between a Large or larger inanimate plant in range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into target plant and exit from the destination plant by using 5ft of movement.
Conjure a clawfted cauldron filled with bubbling liquid. The cauldron appears in an unoccupied space on the ground within 5ft of you and lasts for the duration. The cauldron can’t be moved and disappears when spell ends, along with the bubbling liquid inside it.
The liquid in the cauldron duplicates the properties of a Common or an Uncommon potion of your choice (such as a Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The cauldron can produce a number of these potions equal to your spellcasting ability mod. (minimum 1). When the last of these potions is withdrawn from the cauldron, the cauldron disappears, and spell ends.
Potions obtained from the cauldron that aren’t consumed disappear when you cast this spell again.
LINDA LITHEN
The legendary witch Tasha uses her spell, Tasha’s Bubbling Cauldron, to produce a magic potion
You launch a sunbeam in a 5ft-wide, 60ft-long Line. Each creature in the Line makes a CON save. On a failed save, a creature takes 6d8 Radiant dmg and has the Blinded condition until the start of your next turn. On a success, it takes half dmg only.
Until spell ends, you can take a Magic action to create a new Line of radiance.
For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30ft radius and Dim Light for an extra 30ft. This light is sunlight.
You call forth a fiendish spirit. It manifests in an unoccupied space you see in range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 HP or when spell ends.
The creature is friendly to you & your allies. 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 movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Fiendish Spirit
Large Fiend, Neutral
AC 12 + the spell’s level
HP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for every MP used over 6
Speed 40ft.
Create an illusion of an object, a creature, or some other visible phenomenon in range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30ft Cube, and you decide when spell is cast how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 mins.
JUSTINE CRUZ
A spellcaster could use Programmed Illusion
to cause a watchdog to appear and kindly
ask intruders to leave
When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 mins, after which the illusion can be activated again.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30ft of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door.
Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study
action to examine the image can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space in range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM’s choice).
When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be measured in mins requires a payment worth 100 GP per min. A task measured
in hrs requires 1,000 GP per hr. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you're unable to agree on a price for the creature’s service, the creature immediately returns to its home plane.
a creature you see in range must make a WIS save. On a success, target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.
On a failed save, target has the Charmed condition for the duration. While Charmed, target dances comically, must use all its movement to dance in place, and has Disadvantage on DEX saves and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
A frigid globe streaks from you to a point of your choice in range, where it explodes in a 60ft-radius Sphere. Each creature in that area makes a CON save, taking 10d6 Cold dmg on failed save or half dmg on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 cmes over an area 30ft square. This ice lasts for 1 min. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a STR (Athletics) check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell’s casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40ft) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 min, if the globe hasn’t already shattered, it explodes.
Upcasting: The
dmg increases by 1d6 for each spell slot level above 6.
Choose an area of terrain no larger than 40ft on a side in range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 40ft square, you can create a pillar up to 20ft high, raise or lower the square’s elevation by up to 20ft, dig a trench up to 20ft deep, and so on. It takes 10 mins for these changes to complete. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.
At the end of every 10 mins you spend concentrating on the spell, you can choose a new area of terrain to affect in range.
This spell can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The moved
earth carries any plants along with it.
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you see in range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal dmg to any of targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers there harvest crops until sunset.” Or you could say, “Now is not the time for violence. Drop your weapons, and dance! Stop in an hr.”
Each target must succeed on a WIS save or have the Charmed condition for the duration or until you or your allies deal dmg to target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, spell ends for a target upon completing it.
Upcasting: The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component. While your soul inhabits the container, you're aware of your surroundings as if you were in the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100ft out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100ft of you you see (creatures warded by a Protection from Evil and Good or Magic Circle spell can’t be possessed). Target makes a CHA save. On a failed save, your soul enters target’s body, and target’s soul becomes trapped in the container. On a success, target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hrs.
Once you possess a creature’s body, you control it. Your HP, HP Dice, STR, DEX, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game stats.
Meanwhile, the possessed creature’s
soul can perceive from the container using its own senses, but it can’t move and it is Incapacitated.
If the container is destroyed or spell ends, your soul returns to your body. If your body is more than 100ft away from you or if your body is dead, you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100ft. Otherwise, that creature dies.
When spell ends, the container is destroyed.
Conjure a feast that appears on a surface in an unoccupied 10ft Cube next to you. The feast takes 1 hr to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hr is over. Up to twelve creatures can partake of the feast.
A creature that partakes gains several benefits, which last for 24 hrs. The creature has Resistance to Poison dmg, and it has Immunity to the Frightened and Poisoned conditions. Its HP maximum also increases by 2d10, and it gains the same number of HP.
Choose a creature you see in range. Positive energy washes through target, restoring 70 HP. This spell also ends the Blinded, Deafened, and Poisoned conditions on target.
Upcasting: The healing increases by 10 for each spell slot level above 6.
You unleash virulent magic on a creature you see in range. Target makes a CON save. On a failed save, it takes 14d6 Necrotic dmg, and its HP maximum is reduced by an amount equal to the Necrotic dmg it took. On a success, it takes half dmg only. This spell can’t reduce a target’s HP maximum below 1.
Create a ward that protects up to 2,500 squareft of floor space. The warded area can be up to 20ft tall, and you shape it as one 50ft square, one hundred 5ft squares that are contiguous, or twenty-5 10ft squares that are contiguous.
When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5ft of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Stairs. Webs fill all
stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 mins if they're destroyed while Guards and Wards lasts.
Other Spell Effect. Place one of the following magical effects within the warded area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in 2 locations
Stinking Cloud in 2 locations (the vapors return within 10 mins if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5ft square
An immobile, shimmering barrier appears in a 10ft Emanation around you and remains for the duration.
Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.
Upcasting: The barrier blocks spells of 1 level higher for each spell slot level above 6.
Create a ward against magical travel that protects up to 40,000 squareft of floor space to a height of 30ft above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, the Ethereal Plane, the Feywild, the Shadowfell, or the Plane Shift spell.
In addition, the spell dmgs types of creatures that you choose when you cast it. Choose one or more of the following: Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. When a creature of a chosen type enters the spell’s area for the first time on a turn or ends its turn there, the creature takes 5d10 Radiant or Necrotic dmg (your choice when you cast this spell).
You can designate a password when spell is cast. A creature that speaks the password as it enters the area takes no dmg from the spell.
The spell’s area can’t overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same
location, the spell lasts until it is dispelled, and the Material components are consumed on the last casting.
You try to turn a creature you see in range into stone. Target makes a CON save. On a failed save, it has the Restrained condition for the duration. On a success, its Speed is 0 until the start of your next turn. Constructs auto succeed on the save.
A Restrained target makes another CON save at the end of each of its turns. If it successfully saves 3 times, spell ends. If it fails its saves 3 times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn’t be consecutive
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”).
For the duration, as long as you're on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
For the duration, your eyes become an inky void. a creature of your choice within 60ft of you you see must succeed on a WIS save or be affected by one of the following effects of your choice for the duration.
On each of your turns until spell ends, you can take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.
Asleep. Target has the Unconscious condition. It wakes up if it takes any dmg or if another creature takes an action to shake it awake.
Panicked. Target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If target moves to a space at least 60ft away from you where it can’t see you, this effect ends.
Sickened. Target has the Poisoned condition.
You surround yourself with unearthly majesty in a 10ft Emanation. Whenever the Emanation enters the space of a creature you see and whenever a creature you see enters the Emanation or ends its turn there, you can force that creature to make a WIS save. On a failed save, target takes 4d6 Psychic dmg and has the Prone condition, and you can push it up to 10ft away. On a success, target takes half dmg only. A creature makes this save only once per turn.
A nonmagical wall of solid stone springs into existence at a point you choose in range. The wall is 6 cmes thick and is composed of ten 10ft-by-10ft panels. Each panel must be contiguous with another panel. Alternatively, you can create 10ft-by-20ft panels that are only 3 cmes thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a DEX save. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20ft in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements
and the like.
If you maintain your Conc. on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when spell ends.
An Invisible wall of force springs into existence at a point you choose in range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a globe with a radius of up to 10ft, or you can shape a flat surface made up of ten 10ft-by-10ft panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 cm thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side).
Nothing can physically pass through the wall. It is immune to all dmg and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane and blocks ethereal travel through the wall.
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500ft. Both trees must be living and at least the same size as you. You must use 5ft of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500ft and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5ft of the destination tree, using another 5ft of movement. If you have no movement left, you appear within 5ft of the tree you entered.
You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.
As you cast the spell, you draw a 5ft-radius 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 5ft of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for 2 destinations on the Material Plane, determined by the DM. You might learn extra sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 min.
You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before spell ends, you can exert your will on a creature or object you see in range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Target must succeed on a STR saving throw, or you move it up to 30ft in any direction within the spell’s range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.
Object. You can try to move a Huge or smaller object. If the object isn’t being worn or carried, you auto move it up to 30ft in any direction within the spell’s range.
If the object is worn or carried by a creature, that creature must succeed on a STR saving throw, or you pull the object away and move it up to 30ft in any direction within the spell’s range.
You can exert fine control on objects with your
telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
You cause psychic energy to erupt at a point in range. Each creature in a 20ft-radius Sphere centered on that point makes an INT save, taking 8d6 Psychic dmg on a fail or half dmg on a success.
On a failed save, a target also has muddled thoughts for 1 min. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any CON saves to maintain Conc.. Target makes an INT save at the end of each of its turns, ending the effect on itself on a success.
When you cast the spell and as a Bonus Action until it ends, you can make 2 attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the ammo needed for each attack. Each Arrow or Bolt created by the spell deals dmg like a nonmagical piece of ammo of its kind and disintegrates immediately after it hits or misses.
You call forth a Dragon spirit. It manifests in an unoccupied space you see in range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 HP or when spell ends.
The creature is friendly to you & your allies. 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 movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Draconic Spirit
Large Dragon, Neutral
AC 14 + the spell’s level
HP 50 + 10 for every MP used over 5
Speed 30ft., Fly 60ft., Swim 30ft.
 
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space you see in range and uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 HP or when spell ends.
The creature is friendly to you & your allies. 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 movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Celestial Spirit
Large Celestial, Neutral
AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for every MP used over 5
Speed 30ft., Fly
40ft.
 
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to 5 creatures you see in range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force dmg.
You then teleport to an unoccupied space you see within 5ft of one of targets.
Give an illusory appearance to each creature of your choice you see in range. An unwilling target can make a CHA save, and if it succeeds, it is unaffected by this spell.
You can give the same appearance or different ones to targets. The spell can change the appearance of targets’ bodies and equipment. You can make each creature seem 1ft shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat.
A creature that takes the Study action to examine a target can make an INT (Investigation) check against your spell save DC. If it succeeds, it becomes aware that target is disguised.
You see and hear a creature you choose that is on the same plane of existence as you. Target makes a WIS save, which is modified (see the tables below) by how well you know target and the sort of physical connection you have to it. Target doesn’t know what it is making the save against, only that it feels uneasy.
Your Knowledge of the Target Is... 
Touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body’s species, or the DM chooses another playable species.
1d10 
You forge a telepathic link among up to eight willing creatures of your choice in range, psychically linking each creature to all the others for the duration. Creatures that can’t communicate in any languages aren’t affected by this spell.
Until spell ends, targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can’t extend to other planes of existence.
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
The creature returns to life with 1 HP. This spell also neutralizes any poisons that affected the creature at the time of death.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell auto fails.
Coming back from the dead is an ordeal. Target takes a −4 penalty to D20 Tests. Every time target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.
You try to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be in range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, target must succeed on a CHA save or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.
A bound creature must follow your commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature carries out your commands completely before spell ends, it travels to you to report this fact if you're on the same plane of existence. If you're on a different plane, it returns to the place where you bound it and remains there until spell ends.
Upcasting: The duration increases
with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
A passage appears at a point you see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) in range and lasts for the duration. You choose the opening’s dimensions: up to 5ft wide, 8ft tall, and 20ft deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
You try to reshape another creature’s memories. a creature you see in range makes a WIS save. If you're fighting the creature, it has Advantage on the save. On a failed save, target has the Charmed condition for the duration. While Charmed in this way, target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any dmg or is targeted by another spell, this spell ends, and no memories are modified.
While this charm lasts, you can affect target’s memory of an event that it experienced within the last 24 hrs and that lasted no more than 10 mins. You can permanently eliminate all memory of the event, allow target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other event.
You must speak to target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If spell ends before you finish describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when spell ends.
A modified memory doesn’t necessarily affect how a creature
behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.
Upcasting: You can alter target’s memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).
You gain the Invisible condition at the same time that an illusory x2 of you appears where you're standing. The x2 lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal dmg, or cast a spell.
As a Magic action, you can move the illusory x2 up to x2 your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.
You see through its eyes and hear through its ears as if you were located where it is.
A wave of healing energy washes out from a point you see in range. Choose up to six creatures in a 30ft-radius Sphere centered on that point. Each target regains HP equal to 5d8 plus your spellcasting ability mod..
Upcasting: The healing increases by 1d8 for every MP used above 5.
Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the DM.
The lore might consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more precise and detailed the information you receive is. That information is accurate but might be couched in figurative language or poetry, as determined by the DM.
If the famous thing you chose isn’t actually famous, you hear sad musical notes played on a trombone, and the spell fails.
You unleash a storm of flashing light and raging thunder in a 10ft-radius, 40ft-high Cylinder centered on a point you see in range. While in this area, creatures have the Blinded and Deafened conditions, and they can’t cast spells with a Verbal component.
When the storm appears, each creature in it makes a CON save, taking 2d10 Radiant dmg and 2d10 Thunder dmg on a fail or half dmg on a success. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Upcasting: The Radiant and Thunder dmg increase by 1d10 for every MP used above 5.
Swarming locusts fill a 20ft-radius Sphere centered on a point you choose in range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.
When the swarm appears, each creature in it makes a CON save, taking 4d10 Piercing dmg on a fail or half dmg on a success. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Upcasting: The dmg increases by 1d10 for every MP used above 5.
Choose a creature you see in range. Target must succeed on a WIS save or have the Paralyzed condition for the duration. At the end of each of its turns, target repeats the save, ending the spell on itself on a success.
Upcasting: You can target one extra creature for every MP used above 5.
Touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60ft, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area.
Extra Effect. You bind an extra effect to the area from the list below:
Courage. Creatures of any types you choose can’t gain the Frightened condition while in the area.
Daylight. Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can’t extinguish the light.
Peaceful Rest. Dead bodies interred in the area can’t be turned into Undead.
Extradimensional Interference. Creatures of any types you choose can’t enter or exit the area using teleportation or
interplanar travel.
Fear. Creatures of any types you choose have the Frightened condition while in the area.
Resistance. Creatures of any types you choose have Resistance to one dmg type of your choice while in the area.
Silence. No sound can emanate from within the area, and no sound can reach into it.
Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language.
Touch a creature and magically remove one of the following effects from it:
1 Exhaustion level
The Charmed or Petrified condition
A curse, including target’s Attunement to a cursed magic item
Any reduction to one of target’s ability scores
Any reduction to target’s HP maximum
Give a verbal command to a creature you see in range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. Target must succeed on a WIS save or have the Charmed condition for the duration. Target auto succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic dmg if it acts in a manner directly counter to your command. It takes this dmg no more than once each day.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, spell ends.
A Remove Curse, Greater Restoration, or Wish spell ends this spell.
Upcasting: If you use 7~8MP, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
A vertical column of brilliant fire roars down from above. Each creature in a 10ft-radius, 40ft-high Cylinder centered on a point in range makes a DEX save, taking 5d6 Fire dmg and 5d6 Radiant dmg on a fail or half dmg on a success.
Upcasting: The Fire dmg and the Radiant dmg increase by 1d6 for every MP used above 5.
Create a wall of fire on a solid surface in range. You can make the wall up to 60ft long, 20ft high, and 1ft thick, or a ringed wall up to 20ft in diameter, 20ft high, and 1ft thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a DEX save, taking 5d8 Fire dmg on a fail or half dmg on a success.
One side of the wall, selected by you when you cast this spell, deals 5d8 Fire dmg to each creature that ends its turn within 10ft of that side or inside the wall. A creature takes the same dmg when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no dmg.
Upcasting: The dmg increases by 1d8 for every MP used above 4.
You point at a location in range, and a glowing, 1ft-diameter ball of acid streaks there and explodes in a 20ft-radius Sphere. Each creature in that area makes a DEX save. On a failed save, a creature takes 10d4 Acid dmg and another 5d4 Acid dmg at the end of its next turn. On a success, a creature takes half the initial dmg only.
Upcasting: The initial dmg increases by 2d4 for every MP used above 4.
You call forth an Elemental spirit. It manifests in an unoccupied space you see in range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 HP or when spell ends.
The creature is friendly to you & your allies. 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 movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Elemental Spirit
Medium Elemental, Neutral
AC 11 + the spell’s level
HP 50 + 10 for every
MP used over 4
Speed 40ft.
You call forth the spirit of a Construct. It manifests in an unoccupied space you see in range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when it drops to 0 HP or when spell ends.
The creature is friendly to you & your allies. 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 movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium Construct, Neutral
AC 13 + the
spell’s level
HP 40 + 15 for every MP used over 4
Speed 30ft.
 
JUSTINE CRUZ
Aberrant Spirit (Beholderkin)
You call forth an aberrant spirit. It manifests in an unoccupied space you see in range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 HP or when spell ends.
The creature is friendly to you & your allies. In combat, it 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 movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Aberrant Spirit
Medium Aberration, Neutral
AC 11 + the spell’s level
HP
40 + 10 for every MP used over 4
Speed 30ft.
Until spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing dmg.
Touch a stone object of Medium size or smaller or a section of stone no more than 5ft in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5ft thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to 2 hinges and a latch, but finer mechanical detail isn’t possible.
Target takes an extra 4d6 Psychic dmg from the attack, and target must succeed on a WIS save or have the Stunned condition until the end of your next turn.
Upcasting: The extra dmg increases by 1d6 for every MP used above 4.
You try to transform a creature you see in range into a Beast. Target must succeed on a WIS save or shape-shift into Beast form for the duration. That form can be any Beast you choose with a Challenge Rating equal to or less than target’s (or target’s level if it doesn’t have a Challenge Rating). Target’s game stats are replaced by the stat block of the chosen Beast, but target retains its alignment, personality, creature type, HP, and HP Dice.
Target gains a number of Temp. HP equal to the HP of the Beast form. spell ends early on target if it has no Temp. HP left.
Target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
Target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
You tap into the nightmares of a creature you see in range and create an illusion of its deepest fears, visible only to that creature. Target makes a WIS save. On a failed save, target takes 4d10 Psychic dmg and has Disadvantage on ability checks and attack rolls for the duration. On a success, target takes half dmg, and spell ends.
For the duration, target makes a WIS save at the end of each of its turns. On a failed save, it takes the Psychic dmg again. On a success, spell ends.
Upcasting: The dmg increases by 1d10 for every MP used above 4.
A shimmering sphere encloses a Large or smaller creature or object in range. An unwilling creature must succeed on a DEX save or be enclosed for the duration.
Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all dmg, and a creature or object inside can’t be dmgd by attacks or effects originating from outside, nor can a creature inside the sphere dmg anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s Speed. Similarly, the globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.
You make an area in range magically secure. The area is a Cube that can be as small as 5ft to as large as 100ft on each side. The spell lasts for the duration.
When you cast the spell, you decide what sort of security the spell provides, choosing any 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 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 365 days makes the spell last until dispelled.
Upcasting: You can increase the size of the Cube by 100ft for every MP used above 4.
Conjure a phantom watchdog in an unoccupied space you see in range. The hound remains for the duration or until the 2 of you're more than 300ft apart from each other.
No one but you see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30ft of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has Truesight with a range of 30ft.
At the start of each of your turns, the hound attempts to bite one enemy within 5ft of it. That enemy must succeed on a DEX save or take 4d8 Force dmg.
On your later turns, you can take a Magic action to move the hound up to 30ft.
Describe or name a creature that is familiar to you. You sense the direction to the creature’s location if that creature is within 1,000ft of you. If the creature is moving, 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) if you have seen such a creature up close—within 30ft—at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn’t locate the creature.
This spell can’t locate a creature if any thickness of lead blocks a direct path between you and the creature.
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubicft of nonliving material (3ft by 2ft by 2ft).
While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5ft of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5 percent chance at the end of each day that spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.
Hail falls in a 20ft-radius, 40ft-high Cylinder centered on a point in range. Each creature in the Cylinder makes a DEX save. A creature takes 2d10 Bludgeoning dmg and 4d6 Cold dmg on a fail or half dmg on a success.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Upcasting: The Bludgeoning dmg increases by 1d10 for every MP used above 4.
You make natural terrain in a 150ft Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an INT (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
A Large spectral guardian appears and hovers for the duration in an unoccupied space you see in range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.
Any enemy that moves to a space within 10ft of the guardian for the first time on a turn or starts its turn there makes a DEX save, taking 20 Radiant dmg on a fail or half dmg on a success. The guardian vanishes when it has dealt a total of 60 dmg.
A creature you touch has the Invisible condition until spell ends.
Conjure a vine that sprouts from a surface in an unoccupied space you see in range. The vine lasts for the duration.
Make a melee spell attack against a creature within 30ft of the vine. On a hit, target takes 4d8 Bludgeoning dmg and is pulled up to 30ft toward the vine
You summon a giant centipede, spider, or wasp (chosen when spell is cast). It manifests in an unoccupied space you see in range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 HP or when spell ends.
The creature is friendly to you & your allies. 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 movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell’s level
HP 30 + 10 for every MP used over 4
Speed 40ft., Climb 40ft., Fly 40ft. (Wasp only)
 
Touch a willing creature. For the duration, target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce target’s Speed nor cause target to have the Paralyzed or Restrained conditions. Target also has a Swim Speed equal to its Speed.
In addition, target can spend 5ft of movement to auto escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Upcasting: You can target one extra creature for every MP used above 4.
A cool light wreathes your body for the duration, emitting Bright Light in a 20ft radius and Dim Light for an extra 20ft.
Until spell ends, you have Resistance to Radiant dmg, and your melee attacks deal an extra 2d6 Radiant dmg.
In addition, immediately after you take dmg from a creature you see within 60ft of yourself, you can take a Reaction to force the creature to make a CON save. On a failed save, the creature has the Blinded condition until the end of your next turn.
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10ft radius and Dim Light for an extra 10ft.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you Resistance to Cold dmg, and the chill shield grants you Resistance to Fire dmg.
In addition, whenever a creature within 5ft of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 Fire dmg from a warm shield or 2d8 Cold dmg from a chill shield.
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.
Choose raw materials you see in range. You can fabricate a Large or smaller object (contained within a 10ft Cube or eight connected 5ft Cubes) given a sufficient quantity of material. If you’re working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5ft Cube). The quality of any fabricated objects is based on the quality of the raw materials.
Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill—such as weapons and armor—unless you have proficiency with the type of Artisan’s Tools used to craft such objects.
Squirming, ebony tentacles fill a 20ft square on ground you see in range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.
Each creature in that area makes a STR saving throw. On a failed save, it takes 3d6 Bludgeoning dmg, and it has the Restrained condition until spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.
A Restrained creature can take an action to make a STR (Athletics) check against your spell save DC, ending the condition on itself on a success.
An aura radiates from you in a 30ft Emanation for the duration. While in the aura, you and your allies have Resistance to Poison dmg and Advantage on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.
An aura radiates from you in a 30ft Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic dmg, and your HP maximums can’t be reduced. If an ally with 0 HP starts its turn in the aura, that ally regains 1 HP.
A wall of strong wind rises from the ground at a point you choose in range. You can make the wall up to 50ft long, 15ft high, and 1ft thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a STR saving throw, taking 4d8 Bludgeoning dmg on a fail or half dmg on a success.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss auto. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can’t pass through it.
This spell grants up to ten willing creatures of your choice in range the ability to breathe underwater until spell ends. Affected creatures also retain their normal mode of respiration.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within reach. On a hit, target takes 3d6 Necrotic dmg, and you regain HP equal to half the amount of Necrotic dmg dealt.
Until spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.
Upcasting: The dmg increases by 1d6 for every MP used above 3.
This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.
You call forth an Undead spirit. It manifests in an unoccupied space you see in range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 HP or when spell ends.
The creature is friendly to you & your allies. 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 movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
You call forth a Fey spirit. It manifests in an unoccupied space you see in range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 HP or when spell ends.
The creature is friendly to you & your allies. 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 movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Fey Spirit
Small Fey, Neutral
AC 12 + the spell’s level
HP 30 + 10 for every MP used
over 3
Speed 30ft., Fly 30ft.
 
Create a 20ft-radius Sphere of yellow, nauseating gas centered on a point in range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a CON save or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
Protective spirits flit around you in a 15ft Emanation for the duration. If you're good or neutral, their spectral form appears angelic or fey (your choice). If you're evil, they appear fiendish.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature’s Speed is halved in the Emanation, and whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a WIS save. On a failed save, the creature takes 3d8 Radiant dmg (if you're good or neutral) or 3d8 Necrotic dmg (if you're evil). On a success, the creature takes half dmg. A creature makes this save only once per turn.
Upcasting: The dmg increases by 1d8 for every MP used above 3.
You imbue plants in an immobile 30ft Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.
The spell doesn’t enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
You grant the semblance of life to a corpse of your choice in range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was target of this spell within the past 10 days.
Until spell ends, you can ask the corpse up to 5 questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you're antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
You alter time around up to six creatures of your choice in a 40ft Cube in range. Each target must succeed on a WIS save or be affected by this spell for the duration.
An affected target’s Speed is halved, it takes a −2 penalty to AC and DEX saves, and it can’t take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of target making the spell’s gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
Until spell ends, sleet falls in a 40ft-tall, 20ft-radius Cylinder centered on a point you choose in range. The area is Heavily Obscured, and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a DEX save or have the Prone condition and lose Conc..
You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. Target 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 targets to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hrs. If you try to send another message during that time, you learn that you're blocked, and the spell fails.
Touch a creature that has died within the last min. That creature revives with 1 HP. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
At your touch, all curses affecting a creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.
For the duration, the willing creature you touch has Resistance to one dmg type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point in range. All normal plants in a 100ft-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4ft of movement for every 1ft it moves. You can exclude one or more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-km radius centered on a point in range become enriched for 365 days. The plants yield x2 the normal amount of food when harvested. They can benefit from only one Plant Growth per year.
A Large, quasi-real, horselike creature appears on the ground in an open space of your choice in range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10ft away from the steed.
For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see appendix B), except it has a Speed of 100ft and can travel 13 kms in an hr. When spell ends, the steed gradually fades, giving the rider 1 min to dismount. spell ends early if the steed takes any dmg.
For the duration, you hide a target that you touch from Divination spells. Target can be a willing creature, or it can be a place or an object no larger than 10ft in any dimension. Target can’t be targeted by any Divination spell or perceived through magical scrying sensors.
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5ft of movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
Minor physical dmg to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force dmg to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force dmg to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
Up to six creatures of your choice you see in range regain HP equal to 2d4 plus your spellcasting ability mod..
Upcasting: The healing increases by 1d4 for every MP used above 3.
Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20ft Cube. The image appears at a spot you see in range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can’t deal dmg or cause conditions.
If you're in range of the illusion, you can take a Magic action to cause the image to move to any other spot in range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature
can see through the image, and its other sensory qualities become faint to the creature.
Upcasting: The spell lasts until dispelled, without requiring Conc., if cast with a level 4+ spell slot.
Create a 10ft-radius, 20ft-tall Cylinder of magical energy centered on a point on the ground you see in range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the following ways:
The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a CHA save.
The creature has Disadvantage on attack rolls against targets within the Cylinder.
Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the creature.
Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the Cylinder and protecting targets outside it.
Upcasting: The duration increases by 1 hr for every MP used above 3.
A stroke of lightning forming a 100ft-long, 5ft-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a DEX save, taking 8d6 Lightning dmg on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d6 for every MP used above 3.
As your attack hits or misses target, the weapon or ammo you’re using transforms into a lightning bolt. Instead of taking any dmg or other effects from the attack, target takes 4d8 Lightning dmg or half dmg on a miss. Each creature within 10ft of target then makes a DEX save, taking 2d8 Lightning dmg on a fail or half dmg on a success.
The weapon or ammo then returns to its normal form.
Upcasting: The dmg for both effects of the spell increases by 1d8 for every MP used above 3.
A 10ft Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area.
Creatures and objects within the Emanation when spell is cast can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the effects of such spells can’t extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any colour you choose, but it’s transparent from the inside.
spell ends early if you leave the Emanation or if you cast it again.
Create a twisting pattern of colours in a 30ft Cube in range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a WIS save or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0.
spell ends for an affected creature if it takes any dmg or if someone else uses an action to shake the creature out of its stupor.
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20ft-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30ft away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold dmg. Any creature that ends its turn there must succeed on a DEX save or take 2d6 Acid dmg from otherworldly tentacles.
Upcasting: The Cold or Acid dmg (your choice) increases by 1d6 for every MP used above 3.
Choose a willing creature you see in range. Until spell ends, target’s Speed is x2d, it gains a +2 bonus to Armor Class, it has Advantage on DEX saves, and it gains an extra action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When spell ends, target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Inscribe a glyph that later unleashes a magical effect. Inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10ft in diameter. If the surface or object is moved more than 10ft from where you cast this spell, the glyph is broken, and spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when spell is cast. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
Explosive Rune. When
triggered, the glyph erupts with magical energy in a 20ft-radius Sphere centered on the glyph. Each creature in the area makes a DEX save. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder dmg (your choice when you create the glyph) on a fail or half dmg on a success.
Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way.
When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Conc., it lasts until the end of its full duration.
Upcasting: The dmg of an explosive rune increases by 1d8 for every MP used above 3. If you create a spell glyph, you can store any spell of up to the same
level as the spell slot you use for the Glyph of Warding.
A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration. spell ends on target if it drops to 0 HP or if it takes a Magic action to end the spell on itself.
While in this form, target’s only method of movement is a Fly Speed of 10ft, and it can hover. Target can enter and occupy the space of another creature. Target has Resistance to Bludgeoning, Piercing, and Slashing dmg
Touch a willing creature. For the duration, target gains a Fly Speed of 60ft and can hover. When spell ends, target falls if it is still aloft unless it can stop the fall.
Upcasting: You can target one extra creature for every MP used above 3.
A bright streak flashes from you to a point you choose in range and then blossoms with a low roar into a fiery explosion. Each creature in a 20ft-radius Sphere centered on that point makes a DEX save, taking 8d6 Fire dmg on a fail or half dmg on a success.
Flammable objects in the area that aren’t being worn or carried start burning.
Upcasting: The dmg increases by 1d6 for every MP used above 3.
Touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration, target appears dead to outward inspection and to spells used to determine target’s status. Target has the Blinded and Incapacitated conditions, and its Speed is 0.
Target also has Resistance to all dmg except Psychic dmg, and it has Immunity to the Poisoned condition.
Each creature in a 30ft Cone must succeed on a WIS save or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a WIS save. On a success, spell ends on that creature.
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following dmg types: Acid, Cold, Fire, Lightning, or Thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 dmg of the chosen type when it hits.
Upcasting: If you use a level 5–6 spell slot, the bonus to attack rolls increases to +2, and the extra dmg increases to 2d4. If you use a level 7+ spell slot, the bonus increases to +3, and the extra dmg increases to 3d4.
Choose a creature, object, or magical effect in range. Any ongoing spell of level 3 or lower on target ends. For each ongoing spell of level 4 or higher on target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, spell ends.
Upcasting: You auto end a spell on target if the spell’s level is equal to or less than the level of the spell slot you use.
For the duration, sunlight spreads from a point in range and fills a 60ft-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an extra 60ft.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60ft Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight.
If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
You radiate a magical aura in a 30ft Emanation. While in the aura, you and your allies each deal an extra 1d4 Radiant dmg when hitting with a weapon or an Unarmed Strike.
Create 45 lbs of food and 30 litres of fresh water on the ground or in containers in range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hrs if uneaten.
You try to interrupt a creature in the process of casting a spell. The creature makes a CON save. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammo appropriate to the weapon) that launch forward and then disappear. Each creature of your choice you see in a 60ft Cone makes a DEX save, taking 5d8 Force dmg on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d8 for every MP used above 3.
Conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you see in range. The pack lasts for the duration, and you choose the spirits’ animal form, such as wolves, serpents, or birds.
You have Advantage on STR saving throws while you’re within 5ft of the pack, and when you move on your turn, you can also move the pack up to 30ft to an unoccupied space you see.
Whenever the pack moves within 10ft of a creature you see and whenever a creature you see enters a space within 10ft of the pack or ends its turn there, you can force that creature to make a DEX save. On a failed save, the creature takes 3d10 Slashing dmg. A creature makes this save only once per turn.
Upcasting: The dmg increases by 1d10 for every MP used above 3.
Create an Invisible sensor in range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action, you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
A storm cloud appears at a point in range you see above yourself. It takes the shape of a Cylinder that is 10ft tall with a 60ft radius.
When you cast the spell, choose a point you see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5ft of that point makes a DEX save, taking 3d10 Lightning dmg on a fail or half dmg on a success.
Until spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.
If you’re outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell’s dmg increases by 1d10.
Upcasting: The dmg increases by 1d10 for every MP used above 3.
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (spell ends instantly if you're already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60ft away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.
You return to the other plane at the start of your next turn and when spell ends if you're on the Ethereal Plane. You return to an open space of your choice you see within 10ft of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
Target hit by the strike takes an extra 3d8 Radiant dmg from the attack, and target has the Blinded condition until spell ends. At the end of each of its turns, the Blinded target makes a CON save, ending the spell on itself on a success.
Upcasting: The extra dmg increases by 1d8 for every MP used above 3.
Touch a creature, which must succeed on a WIS save or become cursed for the duration. Until the curse ends, target suffers one of the following effects of your choice:
Choose one ability. Target has Disadvantage on ability checks and saving throws made with that ability.
Target has Disadvantage on attack rolls against you.
In combat, target must succeed on a WIS save at the start of each of its turns or be forced to take the Dodge action on that turn.
If you deal dmg to target with an attack roll or a spell, target takes an extra 1d8 Necrotic dmg.
Upcasting: If you cast this spell using a level 4 spell slot, you can maintain Conc. on it for up to 10 mins. If you use a level 5+ spell slot, the spell doesn’t require Conc., and the duration becomes 8 hrs (level 5–6 slot) or 24 hrs (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
Choose any number of creatures in range. For the duration, each target has Advantage on WIS saves and Death Saving Throws and regains the maximum number of HP possible from any healing.
An aura radiates from you in a 30ft Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 HP to a creature in it.
Choose a pile of bones or a corpse of a Medium or Small Humanoid in range. Target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).
On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60ft of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hrs, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hrs, you must cast this spell on the creature again before the current 24-hr period ends. This use of the spell reasserts
your control over up to four creatures you have animated with this spell rather than animating a new creature.
Upcasting: You animate or reassert control over 2 extra Undead creatures for every MP used above 3. Each of the creatures must come from a different corpse or pile of bones.
Create a magical zone that guards against deception in a 15ft-radius Sphere centered on a point in range. Until spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there makes a CHA save. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
Conjure a mass of sticky webbing at a point in range. The webs fill a 20ft Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If the webs aren’t anchored between 2 solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5ft.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a DEX save or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a STR (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.
The webs are flammable. Any 5ft Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire dmg to any creature that starts its turn in the fire.
Touch another creature that is willing and create a mystic connection between you and target until spell ends. While target is within 60ft of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all dmg. Also, each time it takes dmg, you take the same amount of dmg.
spell ends if you drop to 0 HP or if you and target become separated by more than 60ft. It also ends if the spell is cast again on either of the connected creatures.
You call forth a bestial spirit. It manifests in an unoccupied space you see in range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 HP or when spell ends.
The creature is friendly to you & your allies. 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 movement to avoid danger.
Upcasting: Use the spell slot’s level for the spell’s level in the stat block.
Bestial Spirit
Small Beast, Neutral
AC 11 + the spell’s level
HP 20 (Air
only) or 30 (Land and Water only) + 5 for every MP used over 2
Speed 30ft.
You suggest a course of activity—described in no more than 25 words—to a creature you see in range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal dmg to target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or you could say, “Stop fighting, leave this library peacefully, and don’t return.”
Target must succeed on a WIS save or have the Charmed condition for the duration or until you or your allies deal dmg to target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, spell ends for target upon completing it.
Create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears in range in a space of your choice, and you can immediately make one melee spell attack against a creature within 5ft of the force. On a hit, target takes Force dmg equal to 1d8 plus your spellcasting ability mod..
As a Bonus Action on your later turns, you can move the force up to 20ft and repeat the attack against a creature within 5ft of it.
Upcasting: The dmg increases by 1d8 for every slot level above 2.
The ground in a 20ft-radius Sphere centered on a point in range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing dmg for every 5ft it travels.
The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Until spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. Target also gains a Climb Speed equal to its Speed.
Upcasting: You can target one extra creature for each spell slot level about 2.
For the duration, no sound can be created within or pass through a 20ft-radius Sphere centered on a point you choose in range. Any creature or object entirely inside the Sphere has Immunity to Thunder dmg, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Target hit by the strike takes an extra 2d6 Radiant dmg from the attack. Until spell ends, target sheds Bright Light in a 5ft radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.
Upcasting: The dmg increases by 1d6 for every MP used above 2.
A loud noise erupts from a point of your choice in range. Each creature in a 10ft-radius Sphere centered there makes a CON save, taking 3d8 Thunder dmg on a fail or half dmg on a success. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the dmg if it’s in the spell’s area.
Upcasting: The dmg increases by 1d8 for every MP used above 2.
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you see into the Ethereal Plane. Creatures and objects there appear ghostly.
Hurl 3 fiery rays. You can hurl them at one target in range or at several. Make a ranged spell attack for each ray. On a hit, target takes 2d6 Fire dmg.
Upcasting: Create one extra ray for every MP used above 2.
Touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3ft-by-5ft portal opens to an extradimensional space that lasts until spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when spell ends.
A beam of enervating energy shoots from you toward a creature in range. Target must make a CON save. On a success, target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, target has Disadvantage on STR-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its dmg rolls. Target repeats the save at the end of each of its turns, ending the spell on a success.
Touch a creature and end the Poisoned condition on it. For the duration, target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison dmg.
Up to 5 creatures of your choice who remain in range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 HP. A creature can’t be affected by this spell again until that creature finishes a Long Rest.
Upcasting: The healing increases by 1d8 for every MP used above 2.
You try to craft an illusion in the mind of a creature you see in range. Target makes an INT save. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10ft Cube and that is perceivable only to target for the duration. The phantasm includes sound, temperature, and other stimuli.
Target can take a Study action to examine the phantasm with an INT (Investigation) check against your spell save DC. If the check succeeds, target realizes that the phantasm is an illusion, and spell ends.
While affected by the spell, target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.
An affected target can even take dmg from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic dmg to target if it is in the phantasm’s area or within 5ft of the phantasm. Target perceives the dmg as a type appropriate to the
illusion.
You radiate a concealing aura in a 30ft Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to DEX (Stealth) checks and leave no tracks.
With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.
Mask (Creature). Choose a creature type other than target’s actual type. Spells and other magical effects treat target as if it were a creature of the chosen type.
False Aura (Object). You change the way target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object’s aura so that it appears to belong to a school of magic you choose.
A silvery beam of pale light shines down in a 5ft-radius, 40ft-high Cylinder centered on a point in range. Until spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60ft.
When the Cylinder appears, each creature in it makes a CON save. On a failed save, a creature takes 2d10 Radiant dmg, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a success, a creature takes half dmg only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.
Upcasting: The dmg increases by 1d10 for every MP used above 2.
Briefly surrounded by silvery mist, you teleport up to 30ft to an unoccupied space you see.
3 illusory duplicates of yourself appear in your space. Until spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other dmg and effects. spell ends when all 3 duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
You drive a spike of psionic energy into the mind of a creature you see in range. Target makes a WIS save, taking 3d8 Psychic dmg on a fail or half dmg on a success. On a failed save, you also always know target’s location until spell ends, but only while the 2 of you're on the same plane of existence. While you have this knowledge, target can’t become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
Upcasting: The dmg increases by 1d8 for every MP used above 2.
A shimmering green arrow streaks toward a target in range and bursts in a spray of acid. Make a ranged spell attack against target. On a hit, target takes 4d4 Acid dmg and 2d4 Acid dmg at the end of its next turn. On a miss, the arrow splashes target with acid for half as much of the initial dmg only.
Upcasting: The dmg (both initial and later) increases by 1d4 for every MP used above 2.
Touch a nonmagical weapon. Until spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and dmg rolls. spell ends early if you cast it again.
Upcasting: The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object you see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 mins. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30ft of the object. For example, you could instruct the mouth to speak when any creature moves
within 30ft of the object or when a silver bell rings within 30ft of it.
Describe or name an object that is familiar to you. You sense the direction to the object’s location if that object is within 1,000ft of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you if you have seen it up close—within 30ft—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can’t locate an object if any thickness of lead blocks a direct path between you and the object.
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 kms, if any are present.
a creature or loose object of your choice you see in range rises vertically up to 20ft and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 lbs. An unwilling creature that succeeds on a CON save is unaffected.
Target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change target’s altitude by up to 20ft in either direction on your turn. If you're target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move target, which must remain within the spell’s range.
When spell ends, target floats gently to the ground if it is still aloft.
Touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
MARTIN MOTTET
A human Druid casts Lesser Restoration to ease the suffering of a friend who was poisoned in battle
Choose an object you see in range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If target is held shut by Arcane Lock, that spell is suppressed for 10 mins, during which time target can be opened and closed.
When you cast the spell, a loud knock, audible up to 300ft away, emanates from target.
A creature you touch has the Invisible condition until spell ends. spell ends early immediately after target makes an attack roll, deals dmg, or casts a spell.
Upcasting: You can target one extra creature for every MP used above 2.
Choose a Humanoid you see in range. Target must succeed on a WIS save or have the Paralyzed condition for the duration. At the end of each of its turns, target repeats the save, ending the spell on itself on a success.
Upcasting: You can target one extra Humanoid for every MP used above 2.
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, you see in range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire dmg when spell is cast. Until spell ends, you can take a Bonus Action on each of your later turns to deal this dmg again if the object is in range.
If a creature is holding or wearing the object and takes the dmg from it, the creature must succeed on a CON save or drop the object if it can. If it doesn’t drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
Upcasting: The dmg increases by 1d8 for every MP used above 2.
A Line of strong wind 60ft long and 10ft wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a STR saving throw or be pushed 15ft away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2ft of movement for every 1ft it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Touch a corpse or other remains. For the duration, target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
Create a 5ft-diameter sphere of fire in an unoccupied space on the ground in range. It lasts for the duration. Any creature that ends its turn within 5ft of the sphere makes a DEX save, taking 2d6 Fire dmg on a fail or half dmg on a success.
As a Bonus Action, you can move the sphere up to 30ft, rolling it along the ground. If you move the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5ft tall and jump it across pits up to 10ft wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20ft radius and Dim Light for an extra 20ft.
Upcasting: The dmg increases by 1d6 for every MP used above 2.
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, target takes Fire dmg equal to 3d6 plus your spellcasting ability mod..
The flaming blade sheds Bright Light in a 10ft radius and Dim Light for an extra 10ft.
Upcasting: The dmg increases by 1d6 for every MP used above 2.
You sense any trap in range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause dmg or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
You summon an otherworldly being that appears as a loyal steed in an open space of your choice in range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is friendly to you & your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (read mounted combat rules). If you have the Incapacitated condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 HP or you die. When it disappears, it leaves behind anything it was wearing or carrying. When cast again, you decide
if you summon the steed that disappeared or a different one.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level
HP 5 + 10 per spell level (the steed has a number of Hit Dice [d10s] equal to the spell’s level)
Speed 60ft., Fly 60ft. (requires level 4+ spell)
 
You weave a distracting string of words, causing creatures of your choice you see in range to make a WIS save. Any creature you or your companions are fighting auto succeeds on this save. On a failed save, a target has a −10 penalty to Wisdom (Perception) checks and Passive Perception until spell ends.
For the duration, the spell enlarges or reduces a creature or an object you see in range (see the chosen effect below). A targeted object must be neither worn nor carried. If target is unwilling, it can make a CON save. On a success, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammo returns to normal size immediately after it hits or misses a target.
Enlarge. Target’s size increases by one category—from Medium to Large, for example. Target also has Advantage on STR checks and STR saving throws. Target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 dmg.
Reduce. Target’s size decreases by one category—from Medium to Small, for example. Target also has Disadvantage on STR checks and STR saving throws. Target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less dmg (this can’t reduce the dmg below 1).
Touch a creature and choose STR, DEX, INT, Wisdom, or CHA. For the duration, target has Advantage on ability checks using the chosen ability.
Upcasting: You can target one extra creature for every MP used above 2. You can choose a different ability for each target.
Touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until spell ends, target can take a Magic action to exhale a 15ft Cone. Each creature in that area makes a DEX save, taking 3d6 dmg of the chosen type on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d6 for every MP used above 2.
You activate one of the effects below. Until spell ends, you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30ft of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1ft of stone, dirt, or wood, 1 cm of metal or a thin sheet of lead.
Read Thoughts. Target a creature you see within 30ft of yourself or a creature within 30ft of yourself that you detected with the Sense Thoughts option. You learn what's most on target’s mind right now. If target doesn’t know any languages and isn’t telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into target’s mind. If you probe deeper, target makes a WIS save. On a failed save, you discern target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a success, spell ends. Either way, target knows that you're probing into its mind, and until you shift your attention away from
target’s mind, target can take an action on its turn to make an INT (Arcana) check against your spell save DC, ending the spell on a success.
For the duration, a willing creature you touch has Darkvision with a range of 150ft.
For the duration, magical Darkness spreads from a point in range and fills a 15ft-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.
Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15ft Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
a creature you see in range must succeed on a WIS save or have the Charmed condition for the duration. The creature succeeds auto if it isn’t Humanoid.
A spectral crown appears on the Charmed target's head, and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. Target can act normally on its turn if you choose no creature or if no creature is within its reach. Target repeats the save at the end of each of its turns, ending the spell on itself on a success.
On your later turns, you must take the Magic action to maintain control of target, or spell ends.
Touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. Until spell ends, the ammo can’t be physically uprooted, and whenever a creature other than you enters a space within 30ft of the ammo for the first time on a turn or ends its turn there, one piece of ammo flies up to strike it. The creature must succeed on a DEX save or take 2d4 Piercing dmg. The piece of ammo is then destroyed. spell ends when none of the ammo remains planted in the ground.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
Upcasting: The amount of ammo that can be affected increases by 2 for every MP used above 2.
A flame springs from an object that you touch. The effect casts Bright Light in a 20ft radius and Dim Light for an extra 20ft. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Conjure spinning daggers in a 5ft Cube centered on a point in range. Each creature in that area takes 4d4 Slashing dmg. A creature also takes this dmg if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this dmg only once per turn.
On your later turns, you can take a Magic action to teleport the Cube up to 30ft.
Upcasting: The dmg increases by 2d4 for every MP used above 2.
Each Humanoid in a 20ft-radius Sphere centered on a point you choose in range must succeed on a CHA save or be affected by one of the following effects (choose for each creature):
The creature has Immunity to the Charmed and Frightened conditions until spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration.
The creature becomes Indifferent about creatures of your choice that it’s Hostile toward. This indifference ends if target takes dmg or witnesses its allies taking dmg. When spell ends, the creature’s attitude returns to normal.
Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
a creature you see in range must succeed on a CON save, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, target repeats the save, ending the spell on itself on a success.
Upcasting: You can target one extra creature for every MP used above 2.
Touch a willing Beast. For the duration, you can perceive through the Beast’s senses as well as your own. When perceiving through the Beast’s senses, you benefit from any special senses it has.
Touch a willing creature. Until spell ends, target’s skin assumes a bark-like appearance, and target has an Armor Class of 17 if its AC is lower than that.
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 mins. The DM chooses the omen from the Omens table.
Omens
Omen 
You tap into your life force to heal yourself. Roll one or 2 of your unexpended HP Dice, and regain a number of HP equal to the roll’s total plus your spellcasting ability mod.. Those dice are then expended.
Upcasting: The number of unexpended Hit Dice you can roll increases by one for every MP used above 2.
Touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when spell is cast can open and close the object despite the lock. You can also set a password that, when spoken within 5ft of the object, unlocks it for 1 min.
A Tiny Beast of your choice you see in range must succeed on a CHA save, or it attempts to deliver a message for you (if target’s Challenge Rating isn’t 0, it auto succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-5 words. The Beast travels for the duration toward the specified location, covering about 25 kms per 24 hrs or 50 kms if the Beast can fly.
When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn’t reach its destination before spell ends, the message is lost, and the Beast returns to where you cast the spell.
Upcasting: The spell’s duration increases by 48 hrs for every MP used above 2.
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, colouration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your stats change. You can’t appear as a creature of a different size, and your basic shape stays the same
Choose up to 3 creatures in range. Each target’s HP maximum and current HP increase by 5 for the duration.
Upcasting: Each target’s HP increase by 5 for every MP used above 2.
Target takes an extra 1d6 Necrotic dmg from the attack, and it must succeed on a WIS save or have the Frightened condition until spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
A beam of crackling energy lances toward a creature in range, forming a sustained arc of lightning between you and target. Make a ranged spell attack against it. On a hit, target takes 2d12 Lightning dmg.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning dmg to target auto, even if the first attack missed.
spell ends if target is ever outside the spell’s range or if it has Total Cover from you.
Upcasting: The initial dmg increases by 1d12 for every MP used above 1.
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until spell ends. The servant springs into existence in an unoccupied space on the ground in range. It has AC 10, 1 HP, and a STR of 2, and it can’t attack. If it drops to 0 HP, spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15ft and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60ft away from you, spell ends.
You unleash a wave of thunderous energy. Each creature in a 15ft Cube originating from you makes a CON save. On a failed save, a creature takes 2d8 Thunder dmg and is pushed 10ft away from you. On a success, a creature takes half dmg only.
In addition, unsecured objects that are entirely within the Cube are pushed 10ft away from you, and a thunderous boom is audible within 300ft.
Upcasting: The dmg increases by 1d8 for every MP used above 1.
Your strike rings with thunder that is audible within 300ft of you, and target takes an extra 2d6 Thunder dmg from the attack. extraly, if target is a creature, it must succeed on a STR saving throw or be pushed 10ft away from you and have the Prone condition.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
This spell creates a circular, horizontal plane of force, 3ft in diameter and 1 cm thick, that floats 3ft above the ground in an open space of your choice you see in range. The disk remains for the duration and can hold up to 500 lbs. If more weight is placed on it, spell ends, and everything on the disk falls to the ground.
The disk is immobile while you're within 20ft of it. If you move more than 20ft away from it, the disk follows you so that it remains within 20ft of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10ft or more. For example, the disk can’t move across a 10ft-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100ft from the disk (typically because it can’t move around an obstacle to follow you), spell ends.
a creature of your choice you see in range makes a WIS save. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it’s capable of laughter, and it can’t end the Prone condition on itself.
At the end of each of its turns and each time it takes dmg, it makes another WIS save. Target has Advantage on the save if the save is triggered by dmg. On a success, spell ends.
Upcasting: You can target one extra creature for each spell slot level about 1.
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
JESPER EJSING
A human Druid uses Speak with Animals to chat with his best bear friend
Each creature of your choice in a 5ft-radius Sphere centered on a point in range must succeed on a WIS save or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If target fails the second save, target has the Unconscious condition for the duration. spell ends on a target if it takes dmg or someone within 5ft of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition auto succeed on saves against this spell.
Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15ft Cube. The image appears at a spot in range and lasts for the duration. The image is purely visual
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no dmg from Magic Missile.
A shimmering field surrounds a creature of your choice in range, granting it a +2 bonus to AC for the duration.
As you hit target, it takes an extra 1d6 Fire dmg from the attack. At the start of each of its turns until spell ends, target takes 1d6 Fire dmg and then makes a CON save. On a failed save, the spell continues. On a success, spell ends.
Upcasting: All the dmg increases by 1d6 for every MP used above 1.
You ward a creature in range. Until spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a WIS save or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.
spell ends if the warded creature makes an attack roll, casts a spell, or deals dmg.
You shoot a greenish ray at a creature in range. Make a ranged spell attack against target. On a hit, target takes 2d8 Poison dmg and has the Poisoned condition until the end of your next turn.
Upcasting: The dmg increases by 1d8 for every MP used above 1.
You remove poison and rot from nonmagical food and drink in a 5ft-radius Sphere centered on a point in range.
Until spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against target. Target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If target is already possessed, Charmed, or Frightened by such a creature, target has Advantage on any new saving throw against the relevant effect.
Create 3 glowing darts of magical force. Each dart strikes a creature of your choice you see in range. A dart deals 1d4 + 1 Force dmg to its target. The darts all strike simultaneously, and you can direct them to hit a creature or several.
Upcasting: The spell creates one more dart for every MP used above 1.
Touch a willing creature who isn’t wearing armor. Until spell ends, target’s base AC becomes 13 plus its DEX mod.. spell ends early if target dons armor.
Touch a creature. Target’s Speed increases by 10ft until spell ends.
Upcasting: You can target one extra creature for every MP used above 1.
Touch a willing creature. Once on each of its turns until spell ends, that creature can jump up to 30ft by spending 10ft of movement.
Upcasting: You can target one extra creature for every MP used above 1.
A creature you touch makes a CON save, taking 2d10 Necrotic dmg on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d10 for every MP used above 1.
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when spell is cast, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.
If the spell is dispelled, the original script and the illusion both disappear.
A creature that has Truesight can read the hidden message.
Touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they're. If the item was created by a spell, you learn that spell’s name.
If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
Create a shard of ice and fling it at a creature in range. Make a ranged spell attack against target. On a hit, target takes 1d10 Piercing dmg. Hit or miss, the shard then explodes. Target and each creature within 5ft of it must succeed on a DEX save or take 2d6 Cold dmg.
You magically mark a creature you see in range as your quarry. Until spell ends, you deal an extra 1d6 Force dmg to target whenever you hit it with an attack. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.
If target drops to 0 HP before this spell ends, you can take a Bonus Action to move the mark to a new creature you see in range.
Upcasting: Your Conc. can last longer with a spell slot of level 3–4 (up to 8 hrs) or 5+ (up to 24 hrs).
You place a curse on a creature you see in range. Until spell ends, you deal an extra 1d6 Necrotic dmg to target whenever you hit it with an attack. Also, choose one ability when spell is cast. Target has Disadvantage on ability checks made with the chosen ability.
If target drops to 0 HP before this spell ends, you can take a Bonus Action on a later turn to curse a new creature.
Upcasting: Your Conc. can last longer with a spell slot of level 2 (up to 4 hrs), 3–4 (up to 8 hrs), or 5+ (24 hrs).
A willing creature you touch is imbued with bravery. Until spell ends, the creature is immune to the Frightened condition and gains Temp. HP equal to your spellcasting ability mod. at the start of each of its turns.
Upcasting: You can target one extra creature for every MP used above 1.
The creature that dmgd you is momentarily surrounded by green flames. It makes a DEX save, taking 2d10 Fire dmg on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d10 for every MP used above 1.
A creature of your choice you see in range regains HP equal to 2d4 plus your spellcasting ability mod..
Upcasting: The healing increases by 2d4 for every MP used above 1.
As you hit the creature, this spell creates a rain of thorns that sprouts from your Ranged weapon or ammo. The attack's target and each creature within 5ft of it make a DEX save, taking 1d10 Piercing dmg on a fail or half dmg on a success.
Upcasting: The dmg increases by 1d10 for every MP used above 1.
Hurl a bolt of light toward a creature in range. Make a ranged spell attack against target. On a hit, it takes 4d6 Radiant dmg, and the next attack roll made against it before the end of your next turn has Advantage.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
Nonflammable grease covers the ground in a 10ft square centered on a point in range and turns it into Difficult Terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a DEX save or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 HP, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when spell ends.
Create a 20ft-radius Sphere of fog centered on a point in range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Upcasting: The fog’s radius increases by 20ft for every MP used above 1.
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast with a Challenge Rating of 0. Appearing in an unoccupied space in range, the familiar has the stats of the chosen form (see appendix B), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar is independent of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100ft of you, you can communicate with it telepathically. extraly, as a Bonus Action, you see through the familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.
Finally, when you cast a touch spell, your familiar can deliver the touch. Your familiar must be within 100ft of you, and it must take a Reaction to deliver the touch when spell is cast.
Combat. The familiar is friendly to you & your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as
normal.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
BRIAN VALEZA
Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
Choose up to 5 falling creatures in range. A falling creature’s rate of descent slows to 60ft per round until spell ends. If a creature lands before spell ends, the creature takes no dmg from the fall, and spell ends for that creature.
You gain 2d4 + 4 Temp. HP.
Upcasting: You gain 5 extra Temp. HP for every MP used above 1.
Objects in a 20ft Cube in range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a DEX save. For the duration, objects and affected creatures shed Dim Light in a 10ft radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
You take the Dash action, and until spell ends, you can take that action again as a Bonus Action.
Grasping plants sprout from the ground in a 20ft square in range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when spell ends.
Each creature (other than you) in the area when spell is cast must succeed on a STR saving throw or have the Restrained condition until spell ends. A Restrained creature can take an action to make a STR (Athletics) check against your spell save DC. On a success, it frees itself from the grasping plants and is no longer Restrained by them.
As you hit target, grasping vines appear on it, and it makes a STR saving throw. A Large or larger creature has Advantage on this save. On a failed save, target has the Restrained condition until spell ends. On a success, the vines shrivel away, and spell ends.
While Restrained, target takes 1d6 Piercing dmg at the start of each of its turns. Target or a creature within reach of it can take an action to make a STR (Athletics) check against your spell save DC. On a success, spell ends.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
Target takes an extra 2d8 Radiant dmg from the attack. The dmg increases by 1d8 if target is a Fiend or an Undead.
Upcasting: The dmg increases by 1d8 for every MP used above 1.
Until spell ends, your attacks with weapons deal an extra 1d4 Radiant dmg.
a creature of your choice you see in range hears a discordant melody in its mind. Target makes a WIS save. On a failed save, it takes 3d6 Psychic dmg and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a success, target takes half dmg only.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until spell ends. You seem 1ft shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you're disguised, a creature must take the Study action to inspect your appearance and succeed on an INT (Investigation) check against your spell save DC.
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30ft of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1ft of stone, dirt, or wood, 1 cm of metal, or a thin sheet of lead.
For the duration, you sense the presence of magical effects within 30ft of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1ft of stone, dirt, or wood, 1 cm of metal or a thin sheet of lead.
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30ft of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1ft of stone, dirt, or wood, 1 cm of metal or a thin sheet of lead.
A creature you touch regains a number of HP equal to 2d8 plus your spellcasting ability mod..
Upcasting: The healing increases by 2d8 for every MP used above 1.
You do one of the following:
Create Water. Create up to 10 litres of clean water in range in an open container. Alternatively, the water falls as rain in a 30ft Cube in range, extinguishing exposed flames there.
Destroy Water. You destroy up to 10 litres of water in an open container in range. Alternatively, you destroy fog in a 30ft Cube in range.
Upcasting: Create or destroy 10 extra litres of water, or the size of the Cube increases by 5ft, for every MP used above 1.
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 min to read one page of text. This spell doesn’t decode symbols or secret messages.
You try to compel a creature into a duel. a creature you see in range makes a WIS save. On a failed save, target has Disadvantage on attack rolls against creatures other than you, and it can’t willingly move to a space that is more than 30ft away from you.
spell ends if you make an attack roll against a creature other than target, if you cast a spell on an enemy other than target, if an ally of yours dmgs target, or if you end your turn more than 30ft away from target.
You speak a one-word command to a creature you see in range. Target must succeed on a WIS save or follow the command on its next turn. Choose the command from these options:
Approach. Target moves toward you by the shortest and most direct route, ending its turn if it moves within 5ft of you.
Drop. Target drops whatever it is holding and then ends its turn.
Flee. Target spends its turn moving away from you by the fastest available means.
Grovel. Target has the Prone condition and then ends its turn.
Halt. On its turn, target doesn’t move and takes no action or Bonus Action.
Upcasting: You can affect one extra creature for every MP used above 1.
You launch a dazzling array of flashing, colourful light. Each creature in a 15ft Cone originating from you must succeed on a CON save or have the Blinded condition until the end of your next turn.
Hurl an orb of energy at a target in range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against target. On a hit, target takes 3d8 dmg of the chosen type.
If you roll the same number on 2 or more of the d8s, the orb leaps to a different target of your choice within 30ft of target. Make an attack roll against the new target, and make a new dmg roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Upcasting: The dmg increases by 1d8 for every MP used above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
One Humanoid you see in range makes a WIS save. It does so with Advantage if you or your allies are fighting it. On a failed save, target has the Charmed condition until spell ends or until you or your allies dmg it. The Charmed creature is Friendly to you. When spell ends, target knows it was Charmed by you.
Upcasting: You can target one extra creature for every MP used above 1.
A thin sheet of flames shoots forth from you. Each creature in a 15ft Cone makes a DEX save, taking 3d6 Fire dmg on a fail or half dmg on a success.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
You bless up to 3 creatures in range. Whenever a target makes an attack roll or a saving throw before spell ends, target adds 1d4 to the attack roll or save.
Upcasting: You can target one extra creature for every MP used above 1.
Up to 3 creatures of your choice you see in range must each make a CHA save. Whenever a target that fails this save makes an attack roll or a saving throw before spell ends, target must subtract 1d4 from the attack roll or save.
Upcasting: You can target one extra creature for every MP used above 1.
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10ft Emanation originating from you makes a STR saving throw. On a failed save, a target takes 2d6 Necrotic dmg and can’t take Reactions until the start of its next turn. On a success, a target takes half dmg only.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
Protective magical frost surrounds you. You gain 5 Temp. HP. If a creature hits you with a melee attack roll before spell ends, the creature takes 5 Cold dmg. spell ends early if you have no Temp. HP.
Upcasting: The Temp. HP and the Cold dmg both increase by 5 for every MP used above 1.
Target a Beast you see in range. Target must succeed on a WIS save or have the Charmed condition for the duration. If you or one of your allies deals dmg to target, the spells ends.
Upcasting: You can target one extra Beast for every MP used above 1.
You set an alarm against intrusion. Choose a door, a window, or an area in range that is no larger than a 20ft Cube. Until spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60ft of the warded area.
Mental Alarm. You are alerted by a mental ping if you're within 1 km of the warded area. This ping awakens you if you’re asleep.
Burning radiance erupts from you in a 5ft Emanation. Each creature of your choice you see in it must succeed on a CON save or take 1d6 Radiant dmg.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You unleash a string of insults laced with subtle enchantments at a creature you see or hear in range. Target must succeed on a WIS save or take 1d6 Psychic dmg and have Disadvantage on the next attack roll it makes before the end of its next turn.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and dmg rolls instead of using STR or DEX. If the attack deals dmg, it can be Radiant dmg or the weapon’s normal dmg type (your choice).
Cantrip Upgrade. Whether you deal Radiant dmg or the weapon’s normal dmg type, the attack deals extra Radiant dmg when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
You point at a creature you see in range, and the single chime of a dolorous bell is audible within 10ft of target. Target must succeed on a WIS save or take 1d8 Necrotic dmg. If target is missing any of its HP, it instead takes 1d12 Necrotic dmg.
Cantrip Upgrade. The dmg increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Each creature in a 5ft Emanation originating from you must succeed on a CON save or take 1d6 Thunder dmg. The spell’s thunderous sound can be heard up to 100ft away.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Create a vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against target. On a hit, target takes 1d6 Piercing dmg, and if it is Large or smaller, you can pull it up to 10ft closer to you.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You manifest a minor wonder in range. Create one of the effects below in range. If you cast this spell multiple times, you can have up to 3 of its 1-min effects active at a time.
Altered Eyes. You alter the appearance of your eyes for 1 min.
Booming Voice. Your voice booms up to 3 times as loud as normal for 1 min. For the duration, you have Advantage on CHA (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change colour for 1 min.
Phantom Sound. Create an instantaneous sound that originates from a point of your choice in range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1 min.
You launch a mote of light at a creature or object in range. Make a ranged spell attack against target. On a hit, target takes 1d8 Radiant dmg, and until the end of your next turn, it emits Dim Light in a 10ft radius and can’t benefit from the Invisible condition.
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Choose a creature in range that has 0 HP and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range x2s when you reach levels 5 (30ft), 11 (60ft), and 17 (120ft).
You cast sorcerous energy at a creature or object in range. Make a ranged attack roll against target. On a hit, target takes 1d8 dmg of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the dmg. When you cast this spell, the maximum number of these d8s you can add to the spell’s dmg equals your spellcasting ability mod..
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against target. On a hit, target takes 1d8 Lightning dmg, and it can’t make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
A Club or Quarterstaff you're holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of STR for the attack and dmg rolls of melee attacks using that weapon, and the weapon’s dmg die becomes a d8. If the attack deals dmg, it can be Force dmg or the weapon’s normal dmg type (your choice).
spell ends early if you cast it again or if you let go of the weapon.
Cantrip Upgrade. The dmg die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
Flame-like radiance descends on a creature you see in range. Target must succeed on a DEX save or take 1d8 Radiant dmg. Target gains no benefit from Half Cover or 3-Quarters Cover for this save.
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Touch a willing creature and choose a dmg type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes dmg of the chosen type before spell ends, the creature reduces the total dmg taken by 1d4. A creature can benefit from this spell only once per turn.
A frigid beam of blue-white light streaks toward a creature in range. Make a ranged spell attack against target. On a hit, it takes 1d8 Cold dmg, and its Speed is reduced by 10ft until the start of your next turn.
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20ft radius and Dim Light for an extra 20ft. spell ends if you cast it again.
Until spell ends, you can take a Magic action to hurl fire at a creature or an object within 60ft of you. Make a ranged spell attack. On a hit, target takes 1d8 Fire dmg.
Cantrip Upgrade. The dmg increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Create a magical effect in range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to 3 of its non-instantaneous effects active at a time.
Sensory Effect. Create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire.
Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubicft.
Magic Mark. You make a colour, a small mark, or a symbol appear on an object or a surface for 1 hr.
Minor Creation. Create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no dmg and has no monetary worth.
You spray toxic mist at a creature in range. Make a ranged spell attack against target. On a hit, target takes 1d12 Poison dmg.
Cantrip Upgrade. The dmg increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12).
Create a sound or an image of an object in range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before spell ends.
Image. If you create an image of an object—such as a chair, muddyftprints, or a small chest—it must be no larger than a 5ft Cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
You try to temporarily sliver the mind of a creature you see in range. Target must succeed on an INT save or take 1d6 Psychic dmg and subtract 1d4 from the next saving throw it makes before the end of your next turn.
Cantrip Upgrade. The dmg increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You point toward a creature in range and whisper a message. Target (and only target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you're familiar with target and know it is beyond the barrier. Magical silence
This spell repairs a single break or tear in an object you touch, such as a broken chain link, 2 halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1ft in any dimension, you mend it, leaving no trace of the former dmg.
This spell can physically repair a magic item, but it can’t restore magic to such an object.
A spectral, floating hand appears at a point you choose in range. The hand lasts for the duration. The hand vanishes if it is ever more than 30ft away from you or if you cast this spell again.
When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30ft.
The hand can’t attack, activate magic items, or carry more than 10 lbs.
Touch one Large or smaller object that isn’t being worn or carried by someone else. Until spell ends, the object sheds Bright Light in a 20ft radius and Dim Light for an extra 20ft. The light can be coloured as you like.
Covering the object with something opaque blocks the light. spell ends if you cast it again.
Touch a willing creature and choose a skill. Until spell ends, the creature adds 1d4 to any ability check using the chosen skill.
You magically emanate a sense of friendship toward a creature you see in range. Target must succeed on a WIS save or have the Charmed condition for the duration. Target succeeds auto if it isn’t a Humanoid, if you’re fighting it, or if you have cast this spell on it within the past 24 hrs.
spell ends early if target takes dmg or if you make an attack roll, deal dmg, or force anyone to make a saving throw. When spell ends, target knows it was Charmed by you.
Hurl a mote of fire at a creature or an object in range. Make a ranged spell attack against target. On a hit, target takes 1d10 Fire dmg. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The dmg increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You exert control over the elements, creating one of the following effects in range.
Beckon Air. Create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5ft Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. Create a thin shroud of dust or sand that covers surfaces in a 5ft-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand.
Beckon Fire. Create a thin cloud of harmless embers and coloured, scented smoke in a 5ft Cube. You choose the colour and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 min.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1ft Cube to assume a crude shape (such as that of a creature) for 1 hr.
Hurl a beam of crackling energy. Make a ranged spell attack against a creature or object in range. On a hit, target takes 1d10 Force dmg.
Cantrip Upgrade. The spell creates 2 beams at level 5, 3 beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Whispering to the spirits of nature, you create one of the following effects in range.
OLGA DREBAS
A sprite casts Druidcraft
to make flowers blossom
Weather Sensor. Create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hrs. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
Fire Play. You light or snuff out a candle, a torch, or a campfire.
Create up to four torch-size lights in range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10ft radius.
As a Bonus Action, you can move the lights up to 60ft to a space in range. A light must be within 20ft of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, target takes 1d10 Necrotic dmg, and it can’t regain HP until the end of your next turn.
Cantrip Upgrade. The dmg increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Whenever a creature makes an attack roll against you before spell ends, the attacker subtracts 1d4 from the attack roll.