You conjure a spectral microphone. Speaking through it amplifies your voice to a booming level and lets you distort your voice. The distortion can change your voice's pitch, cause an echo, make it sound metallic, add a static noise layer, or any other simple audio effect. It can't completely duplicate another person's voice. You can change the mic's volume and change the nature of the distortion on your turn.
Your voice also projects through radio waves, letting you to be heard on comm sets and comms systems within 10 Kms.
Action: shout into the mic. When you do so, each creature you choose within 10 ft of you must make a CON save or take 1d4 thunder dmg.
The spell's dmg increases when you reach lvl 5 (2d4), lvl 11 (3d4), and lvl 17 (4d4).
You magically assist a creature in range, granting it the benefits of the Help action. If helped target succeeds the task by the start of your next turn, you gain 1d4 temp. HP, which last for 1 hr.
The number of temp. HP you gain increases when you reach lvl 5 (1d6), 11th level (1d8), and 17th level (1d10).
With a complex input gesture, you can manipulate a technological device you can see in range.
You can use this ability to perform any basic operation on the device, including, but not limited to, pressing an external button,
entering a dozen keystrokes of data,
performing an authorized operation (such as opening an unlocked door),
dimming or brightening a screen, or
muting a device that has a speaker.
You can't disconnect or reconnect wires, or perform an unauthorized operation, such as crashing a device or changing its password without knowing the original.
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 ft of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6).
Whenever a creature makes an attack roll against you before spell ends, the attacker subtracts 1d4 from the attack roll.
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 ft of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 ft or more before then, the target takes 1d8 thunder damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
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 regainHP 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).
You create a bonfire on ground that you can see within range. Until the spells ends, the magic bonfire fills a 5-ft cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
The bonfire ignites flammable objects in its area that aren't being worn or carried.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Whispering to the spirits of nature, you create one of the following effects in range.
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.
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 4 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.
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 1min.
Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1ft Cube to assume a crude shape (like that of a creature) for 1 hr.
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).
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 ft of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 ft of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Touch a willing creature and choose a skill. Until spell ends, the creature adds 1d4 to any ability check using the chosen skill.
You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 ft away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 ft away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 ft in a random direction if it can move and its speed is at least 5 ft. Roll a d4 for the direction: 1, north: 2, south: 3, east: or 4, west. This movement doesn't provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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.
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 ft of you. The target must succeed on a Strength saving throw or be pulled up to 10 ft in a straight line toward you and then take 1d8 lightning damage if it is within 5 ft of you.
Upcasting: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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 cast again.
When cast, 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.
This spell repairs a single break or tear in an object you touch, like 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.
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
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).
Create a sound or image of an object in range that lasts for the duration. The illusion ends if cast again.
If a creature takes a Study action to examine the sound or image, the creature can determine that its an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns it's an illusion,, 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—like 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, as things can pass through it.
Create up to 4 torch-size lights in range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the 4 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.
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.
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 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, like 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.
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).
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).
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.
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).
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).
Lightning springs from you to a creature 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).
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 cast, the max 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).
Choose a creature in range thats 0HP 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 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).
You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (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 1min.
Booming Voice. Your voice booms up to 3 times as loud as normal for 1min. For the duration, you have Advantage on CHA (Intimidation) checks.
Fire Play. You cause flames to flicker, brighten, dim, or change Colour for 1min.
Phantom Sound. Create an instantaneous sound that originates from a point of your choice in range, like a rumble of thunder, the cry of a raven, or ominous whispers.
Tremors. You cause harmless tremors in the ground for 1min.
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).
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).
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 itsHP, 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).
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 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).
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).
Up to 5 simple or martial weapons of your choice materialize in an unoccupied space you can see in range. The weapons are nonmagical, but are well-made and stylistically look however you would like. The weapons vanish when the spell ends.
Upcast: When cast using 2+ MP, you can summon 3 extra simple or martial weapons of your choice for each MP over 1 used.
Choose a creature you can see in range.
You take 1d20 necrotic damage, and target regains HP equal to amount of damage took.
You wave your hand and conjure a sophisticated arcane weapon, constructed of brilliant compressed light, which hovers in the air in an unoccupied space in range.
The weapon fires a crackling beam of energy at a target you choose in 60 ft of it, making a ranged spell attack using your spell attack bonus. The weapon is the point of origin for this attack, therefore, the attack can target a creature that isn't within your line of sight, as long as it is within the weapon's line of sight. hit = 3d6 force dmg. After this attack, this weapon dissipates.
Upcast: When cast using a 2+MP, You deal an extra 1d6 force dmg for every MP over 1 used.
You gain the ability to move objects through your thoughts. When cast, and as an action on each round for the duration, you can exert your will on one object you can see in range. You can try to move an object that weighs up to 500 lbs. The object must not be worn or carried by a creature, and you move it up to 30 ft in any direction, but not beyond the range of this spell. You can exert fine control on objects with this spell, such as manipulating a simple tool, opening a door, stowing or retrieving an item from an open container, or pouring the contents from a vial.
The first time you make a ranged weapon attack before the end of your next turn, you overload it with excess mana. For the attack, you can use your spellcasting ability mod., rather than Dexterity, for the attack and damage rolls. If the attack hits, all damage dealt by the attack becomes force damage, and target takes an extra 1d12 force damage from the attack.
Hit or miss, you are pushed back 15 ft from the direction you fired after you make the attack. This movement doesn't provoke opportunity attacks.
Upcast: When cast using 2 MP+, the extra damage increases by 1d12 for each MP over 1 used.
( )
You attempt to pacify a humanoid you can see in range. The target must make a WIS save. If it fails the save, it is pacified by you until the spell ends.
A pacified creature can’t attack, cast a spell that affects an enemy, or deal damage to another creature. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Upcast: When cast using 2+ MP, you can target an extra humanoid for each MP over 1 used. The humanoids must be within 30 ft of each other when you target them.
() For a moment, the colours around you shift in a rainbow swirl, before coming to rest far from their original hues.
The colours of all creatures and objects you choose in range change randomly and remain brightly and unnaturally coloured for the duration.
As well, each affected creature you choose must make a DEX saving throw.
Fail = creature has Disadv. on attacks until the end of its next turn.
A glowing barricade that can deflect projectiles appears at a point in range. The barricade appears in any orientation you choose: horizontally, vertically, or diagonally. The barricade can be up to 20 ft long, 3 ft high, and 1 inch thick. The barricade doesn't block line of sight, and creatures and objects can pass through it.
The barricade can be used as an obstacle to give half cover. When a creature is within 5 ft of the barricade, the barricade doesn't give cover to targets on the opposite side of the barricade.
( ) You summon a bicycle, moped, segway, or other moving machine you would be somewhat embarrased to chase or run away from someone in, in an unoccupied space within 5 ft of you. The vehicle can be no larger than a 5-ft cube, and it can only carry one creature that is Medium or smaller. The vehicle has a walking speed of 60 ft, which you can use while riding it, gived you have at least one free hand to operate the vehicle. You can end the spell early by using an action to dismiss it. When the spell ends, the vehicle vanishes.
You chomp down on the threads of magic left in the air after the triggering spell fails to affect you, swallowing the now latent magic and gaining one of the following effects of your choice:
You regain HP equal to 1d4 + your spellcasting ability mod..
Your speed increases by 15 ft until the end of your next turn.
Once before the end of your next turn, you can roll a d4 and add the number rolled to one ability check of your choice.
You make a grasping motion toward a creature in range, wrapping it with twisting shadowy ribbons. Target must succeed on a STR save or have the Grappled condition and be held in place for duration.
A Grappled creature can take an action to make a STR or DEX check (its choice) against your spell save DC. Success = it is no longer Grappled.
If target has attacked you or forced you to make a save within the last min and has never been damaged by you, it’s save has Disadv. Fail = you choose if target takes 1d8 Necrotic damage as part of the spell, and an extra 1d8 Necrotic damage at the start of each of its turns while Grappled by this spell. Spell ends if target is ever outside spell’s range.
Upcast: When cast using 2MP+, the initial damage increases by 1d8 for every MP over 1.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Upcasting: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
You set an alarm against intrusion. Choose a door, a window, or an area in range thats no larger than a 20ft Cube. Until spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When cast, 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.
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.
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.
Invoking Hadar, you cause tendrils to erupt from yourself. Each creature in a 10ft Emanation originating from you makes a STR saving throw. Fail =, a target takes 2d6 Necrotic dmg and can’t take Reactions until the start of its next turn. Success =, a target takes half dmg only.
Upcasting: The dmg increases by 1d6 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.
You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 ft of you that you can see.
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.
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.
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 ft in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
Upcasting: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Upcasting: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 ft of each other when you target them.
One Humanoid you see in range makes a WIS save. It does so with Advantage if you or your allies are fighting it. Fail =, 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.
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 max 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.
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.
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 try to compel a creature into a duel. a creature you see in range makes a WIS save. Fail =, 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.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or glyph, such as an arcane sigil, that isn't part of a written language.
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. 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.
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.
A creature you touch regains a number ofHP equal to 2d8 plus your spellcasting ability mod..
Upcasting: The healing increases by 2d8 for every MP used above 1.
a creature of your choice you see in range hears a discordant melody in its mind. Target makes a WIS save. Fail =, 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. Success =, target takes half dmg only.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
Until spell ends, your attacks with weapons deal an extra 1d4 Radiant dmg.
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.
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-ft-diameter portion requiring at least 1 minute to clear by hand.
Upcasting: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
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. Fail =, target has the Restrained condition until spell ends. 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. Success =, spell ends.
Upcasting: The dmg increases by 1d6 for every MP used above 1.
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. Success =, it frees itself from the grasping plants and is no longer Restrained by them.
You take the Dash action, and until spell ends, you can take that action again as a Bonus Action.
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 gain 2d4 + 4 Temp.HP.
Upcasting: You gain 5 extra Temp.HP for every MP used above 1.
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 a familiar, a spirit in an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider,, or other CR 0 Beast. It appears in range,and has the chosen form's stats, though its a Spirit,,instead of a Beast. Your familiar is independent of you, but it obeys you.
Telepathic Connection. While your familiar's within 100ft of you, you can communicate with it telepathically. Also, 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.
Also,When you cast a touch spell, your familiar can deliver it (must be within 100ft of you, and take a Reaction to use the spell).
Combat. The familiar is friendly to you & your allies, and uses your Initiative. It can’t attack,It can take other actions as normal.
One Familiar Only. If cast while you have a familiar,it instead adopts a new form.
Familiars take forms inspired by those who conjure them
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 (like one created by Gust of Wind) disperses it.
Upcasting: The fog’s radius increases by 20ft for every MP used above 1.
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 1HP, and the berry provides enough nourishment to sustain a creature for one day.
Uneaten berries disappear when spell ends.
Slick grease covers the ground in a 10-ft square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
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.
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 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.
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 0HP 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).
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 thats 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. Eg, 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 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.
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.
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 WIS (Perception or Survival) check you make to find it.
If target drops to 0HP 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 choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
Upcasting: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 ft of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
Upcasting: When you cast this spell using aspell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Touch an object throughout the spell’s casting. If the object is a magic item or 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.
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 thats Truesight can read the hidden message.
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.
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.
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 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.
A creature of your choice you see in range regainsHP equal to 2d4 plus your spellcasting ability mod..
Upcasting: The healing increases by 2d4 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.
You unleash a wave of thunderous energy. Each creature in a 15ft Cube originating from you makes a CON save. Fail =, a creature takes 2d8 Thunder dmg and is pushed 10ft away from you. 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.
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.
You remove poison and rot from nonmagical food and drink in a 5ft-radius Sphere centered on a point in range.
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 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.
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.
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 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.
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. Fail =, the spell continues. Success =, spell ends.
Upcasting: All the dmg increases by 1d6 for every MP used above 1.
A shimmering field surrounds a creature of your choice in range, granting it a +2 bonus to AC for the duration.
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 Homing Missile.
Create the image of an object, a creature, or other visible phenomenon thats no larger than a 15ft Cube. The image appears at a spot in range and lasts for the duration. The image is purely visual
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 info 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
a creature of your choice you see in range makes a WIS save. Fail =, 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. Success =, spell ends.
Upcasting: You can target one extra creature for each spell slot level about 1.
A stream of acid emanates from you in a line 30 ft long and 5 ft wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
Upcasting: When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
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. Eg, 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.
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.
A wave of thunderous force sweeps out from you. Each creature in a 15-ft cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 ft away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 ft away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 ft.
Upcasting: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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.
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, like elves, or that have Immunity to the Exhaustion condition auto succeed on saves against this spell.
For the duration, you understand the literal meaning of any language you hear or see signed. You also understand any written language you see, but you must be touching the surface on which the words are written. It takes about 1min to read one page of text. This spell doesn’t decode symbols or secret messages.
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, 1HP, and a STR of 2, and it can’t attack. If it drops to 0HP, 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, like 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.
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.
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.
You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 ft until the end of that turn.
You and up to 3 other willing creatures of your choice in range form an arcane bond, which magically pulls you forward when moving towards each other. For the duration, each target’s speed increases by 5 ft, and whenever an affected creature ends its turn, other targets of the spell can use their reaction to move up to half their speed in the direction of another affected creature.
Upcast: When cast using 3 MP+, you can target an extra creature for each MP over 2 used.
You let out a burst of electricity, shocking those nearby and temporarily overloading devices. Each creature within 5 ft of you must make a DEX save or take 3d8 lightning dmg, or half on a success. Each piece of magical tech in range is also disabled until the end of your next turn.
Upcast: Damage increases by 1d8 for each slot level above 2nd.
() You create an intricate arcane circle made of candles and sand centered on a point on the ground in range. The circle can have a radius of 10 ft or less.
If at any point before the spell ends a creature outside the circle can see or hear you through magical or nonmagical means, the candle’s flames will change colour.
If a spell or magical effect was used, you are aware of it and understand the extent of its effects.
() You swallow the oil consumed in the casting of the spell. Once before the spell ends, you can exhale the oil as a bonus action, igniting it as you expel it from your body.
Each creature in a 5-ft-wide, 30-ft-long line must make a DEX save. Fail= 2d10 Fire damage, or half as much damage on a success one.
Once you exhale the oil, the spell ends.
( ) You touch a creature or object of Medium size or smaller, muting target for the duration. If target is a creature and is unwilling, it can make a CON save to avoid this effect. A muted target can repeat the save at the end of each of its turns, ending effect on a success.
No sound can be created by target or objects they wear or carry, so long as the sound origin is within 10 ft of them.
Also, if target is a creature, you choose one of the following additional effects when cast:
(1) target can't cast spells that require verbal components or
(2) when target casts a spell, it can cast it without any verbal components, and any spell they cast produces no sound
This spell filters your presence from the minds of machines. Choose up to 5 willing creatures in range. These targets become silent and invisible to constructs. The spell ends for a target that attacks or casts a spell. Living constructs can make a WIS saving throw to resist the effect.
You draw out the potent scents trapped in all magic. Choose a magical effect you're aware of that’s in range. The effect releases a scent specific to the creature that created it. If you're familiar with the creature, you auto know the magical effect was created by them.
If you're not familiar with the creature, you can make an ability check using your spellcasting ability mod. and add your PB to it. Check the table below to see what info you can glean from the scent.
A line of roaring flame 30 ft long and 5 ft wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Upcasting: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Choose up to 3 creatures in range. Each target’sHP max and currentHP increase by 5 for the duration.
Upcasting: Each target’sHP increase by 5 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
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, like “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 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.
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 besides hacking. 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 1min.
You tap into your life force to heal yourself. Roll one or 2 of your unexpendedHP Dice, and regain a number ofHP 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.
You receive an omen from an otherworldly entity about the results of a course of action you plan to take within the next 30 mins. The DM chooses the omen from the Omens table.
Omens
Omen 
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.
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.
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.
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.
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.
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.
A flame springs from an object 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.
Touch up to 4 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 cast, 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 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 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.
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, like 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.
For the duration, a willing creature you touch has Darkvision with a range of 150ft.
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.
Choose an unoccupied 5-ft cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.
Any creature that ends its turn within 5 ft of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 ft away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.
As a bonus action, you can move the dust devil up to 30 ft in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-ft-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
Upcasting: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 ft for the spell's duration. An airborne creature affected by this spell safely descends at 60 ft per round until it reaches the ground or the spell ends.
Touch a creature and choose STR, DEX, INT, WIS, 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.
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. 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).
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. Fail =, a target has a −10 penalty to WIS (Perception) checks and Passive Perception until spell ends.
You summon a spirit that appears as a loyal steed or simple vehicle in an open space of your choice in range. It uses the Otherworldly Steed stat block. If you've already used this spell, the steed is replaced by a new one.
The steed resembles a Large, rideable animal or simple vehicle of your choice, like a horse,skateboard, a dire wolf, or an elk. When cast, choose it'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 functions as a controlled mount while you ride it. If you're Incapacitated, the steed takes its turn immediately after yours and, focuses on protecting you.
Disappearance. The steed disappears if it drops to 0HP or you die. When it disappears, it leaves anything it was wearing or carrying. When cast again,.
Otherworldly Steed
Large Celestial, Fey, or Fiend (Your Choice), Neutral
AC 10 + 1 per spell level
HP
5 + 10 per MP (steed has a # of Hit Dice [d10s] = spell’s level)
Speed 60ft., Fly 60ft. (requires 4MP+)
 
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 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.
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.
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, as days spent under the influence of this spell don’t count against the time limit of spells like Raise Dead.
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, like those of lanterns, to dance wildly and has a 50 % chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
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.
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 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 thats 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 cast, a loud knock, audible up to 300ft away, emanates from target.
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
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 (like 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.
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.
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, like 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.
You implant a message in an object in range—a message that's said when a trigger condition is met. Pick an object you see and that isn’t being worn or carried by another creature. Then speak the message, must be 25 words or less, but can be delivered over as long as 10mins. Finally, determine the triggering conditions to deliver your message.
When the trigger occurs, a magic mouth appears on the object and recites the message in your voice and volume you spoke. If the object you chose has a mouth or something mouth-like (ex, a statue mouth), the magical mouth appears there,. When cast, you can have the spell end after delivering the 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, but must be based on visual/audible conditions occuring within 30ft of the object. Eg,the condition for the mouth to speak is when any creature moves within 30ft or when a silver bell rings within 30ft.
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 choose a 5-ft-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 ft of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
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.
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. Fail =, 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.
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.
Briefly surrounded by silvery mist, you teleport up to 30ft to an unoccupied space you see.
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. Fail =, 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. 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.
You fill a 20-ft cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 ft before you roll.
d4 Effect
1 The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
2 Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
3 Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
4 Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.
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, like Scan 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.
Choose a manufactured metal object, like 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.
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.
You craft an illusion a creature you see in range's mind. Target makes an INT save. Fail =, you create a phantasmal object, creature,/other phenomenon no larger than 10ft Cube and perceivable only to target for duration. The phantasm includes sound, temp., & other stimuli.
Target can take a Study action to examine the phantasm with an INT(Investigation) check against your spell save DC. Success =, target realizes phantasm is an illusion, and spell ends.
While affected by the spell, target treats phantasm as if it were real and rationalizes illogical outcomes from interacting with it. Eg,target steps through a phantasmal bridge and survives the fall,believing the bridge exists and something caused it to fall.
Affected targets can take dmg if the phantasm represents a dangerous creature/hazard. On each turn, such phantasms deal 2d8 Psychic dmg to target if its within 5ft of the phantasm. Target perceives the dmg as appropriate to the illusion.
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 2d8HP. 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 touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Choose an area of nonmagical flame that you can see and that can fit within a 5-ft cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 ft of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-ft radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
A beam of enervating energy shoots from you toward a creature in range. Target must make a CON save. Success =, target has Disadvantage on the next attack roll it makes until the start of your next turn.
Fail =, 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.
A burst of cold energy emanates from you in a 30-ft cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
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.
Activate an effect below. Until spell ends, you can activate either as an action on later turns.
(1) Sense Thoughts. You sense the presence of thoughts within 30ft of you of creatures that know languages/are telepathic. You can’t read the thoughts, but know a thinking creature is present.
The spell's blocked by 1ft of stone,,or wood, 1cm of metal or lead.
(2)Read Thoughts. Target a creature you see within 30ft of you or a creature you just detected with Sense Thoughts. You learn what's most on target’s mind right now. If target doesn’t know any languages / isn’t telepathic, you learn nothing.
As an action on your next turn, you can probe deeper into target’s mind. If you do, target makes a WIS save. Fail =, you discern target’s reasoning, emotions, and something looming large in its mind (like worry, love, or hate). Success =, spell ends. Either way, target knows you're probing its mind, and,can take an action to make an INT(Arcana) check against your spell save DC, ending the spell on a success.
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.
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.
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
Upcasting: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
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.
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.
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.
You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-ft-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
Upcasting: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
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.
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 WIS (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering 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.
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. Eg, 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.
You call forth a bestial spirit. It manifests in an unoccupied space you see in range and uses the Bestial Spirit stat block. When cast, 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 0HP or when spell ends.
Its 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 psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action
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.
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 0HP 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.
A strong wind (20 miles per hour) blows around you in a 10-ft radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
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 (like 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.
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. Fail =, 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.
() Holding hands with willing creature,envision contract terms in your mind with objectives for you&target achievable in next 5 days,& a punishment for each involved creature if failed (needn’t be same). The # of objectives for either party is ∞. Eg, target performs task, and you give an item. Both agree to not intentionally impede the other.
Target sees contract terms & chooses: accept / decline. Decline = spell fails & MP isn’t used.
Accept=target's hand is marked for duration. If either party fails an objective, they must succeed on a CHA save (disadv), or be punished.
Punishment(s) can either: (1) control a creature’s actions for up to 1 hr. (2) cause a heart attack and they instantly die.
If dispel magic is cast to remove spell's effects ,it must use 2MP+ than MP used to cast this spell. Upcast: 5MP+ =,no max. # of days for objectives—spell lasts until all objectives are complete or dispelled.
You conjure a scintillating gauntlet of compressed energy and unleash a barrage of strikes. Make 3 melee spell attacks against a single target. 1st hit = 1d12 force dmg. 2nd hit = 2d12. 3rd hit = 3d12.
Upcast: At lvl 5 = +1 attack (4th hit = 4d12). At 7th+ level = +2 attacks (5th hit = 5d12).
A 100-ft-radius invisible sphere surrounds you. All wireless and radio connections within this sphere are suppressed. Machines relying on wireless or radio (e.g. walkie talkies) stop functioning and can't receive external signals.
Upcast: When cast using 4MP+, radius increases by 50 ft for MP over 3 used.
A shimmering band of light streaks toward a target in range and envelops it in a spectacular burst of light. Make a ranged spell attack against target. On a hit, target is restrained, and it is magically fixed in place until the end of its next turn.
You conjure an enormous glowing force, which wraps around a flying creature in range, and attempt to pull it out of the air. The target must make a DEX save.
Fail = it is pulled to the ground and takes falling damage as normal (1d6 bludgeoning damage for every 10 ft it falls, to a max. of 20d6).
Success= the creature drops halfway to the ground and takes no damage.
Emanating from a point in range, a noxious, 20-ft-radius sphere of colourless fumes creates a choking, eye-watering miasma that penetrates through creatures’ skin.
When a creature enters the spell’s area for the first time on its turn or starts its turn there, it must make a CON save. Fail =It takes 3d6 poison damage and becomes poisoned until the end of its next turn. Success = takes half damage and is not poisoned.
Whilst poisoned in this way, a creature has disadvantage on saves made to maintain its concentration.
Upcast: When cast using 4 MP+, the damage increases by 1d6 for each MP over 3 used.
Choose a bone pile or Medium/Small Humanoid corpse in range. Target becomes an Undead creature: a Skeleton (if bones) or Zombie (if corpse).
On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if it's within 60ft of you (if you control multiple, you can command any of them at the same time, ). You choose the action it'll take and where it'll move on its next turn, or issue a general command, like guard a door. If no commands issued, the creature takes the Dodge action and moves to avoid harm. Once given a task, it follows it until complete.
The creature is under your control for 24 hrs, after which it stops obeying any commands. To maintain control for another 24 hrs,cast this spell again. This spell reasserts your control for up to 4 creatures you've animated.
Upcasting: You animate/reassert control over 2 extra Undead creatures for every MP used above 3. Each creature must come from a different corpse or bone pile .
The billowing flames of a dragon blast from your ft, granting you explosive speed. For the duration, your speed increases by 20 ft and moving doesn’t provoke opportunity attacks.
When you move within 5 ft of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 ft for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.
This spell grants up to 10 willing creatures of your choice in range the ability to breathe in space and underwater until spell ends. Affected creatures also retain their normal mode of respiration.
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 2d6HP to a creature in it.
Choose any number of creatures in range. For the duration, each target has Advantage on WIS saves and Death Saving Throws and regains the max number ofHP possible from any healing.
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.
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.
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.
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 cast, 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.
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
Upcasting: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
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 (like behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When cast, 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 (like a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
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, like 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. Fail =, 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.
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.
You try to interrupt a creature in the process of casting a spell. The creature makes a CON save. Fail =, 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.
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 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.
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..
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, like 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.
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). Success =ful 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.
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.
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-ft cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-ft-square portion of the area requires at least 1 minute to clear by hand.
Upcasting: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
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. Success =, spell ends on that creature.
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.
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.
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
Upcasting: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
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 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 0HP 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
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.
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.
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.
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
Upcasting: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 ft of each other when you target them.
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.
You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
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 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.
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.
Create the image of an object,creature, or other phenomenon no larger than a 20ft Cube. It appears at a spot you see in range and lasts for duration. It seems real, including sounds, smells, and temp. appropriate to the thing depicted, but can’t deal dmg or cause conditions.
If you're in hologram's range,you can take a Magic action to cause the image to move in range. As it moves, you can alter its appearance so its movements appear natural. you can cause the illusion to make different sounds at different times, even make it carry on a conversation,
Physical interaction reveals it to be an hologram, . A creature that takes a Study action to examine it can determine its an illusion with a successful INT (Investigation) check against your spell save DC. If a creature discerns it's fake,, 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.
Up to 6 creatures of your choice you see in range regainHP equal to 2d4 plus your spellcasting ability mod..
Upcasting: The healing increases by 1d4 for every MP used above 3.
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 WIS (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 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.
You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 ft of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 ft of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
Upcasting: When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
For the duration, you hide a target 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.
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 1min to dismount. spell ends early if the steed takes any dmg.
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.
For the duration, the willing creature you touch has Resistance to one dmg type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
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.
Touch a creature thats died in the last min. That creature revives with 1HP. This spell can’t revive a creature thats died of old age, nor does it restore any missing body parts.
Send a short message of 25 words or less 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 % 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 you're blocked, and spell fails.
You alter time around up to 6 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 % chance 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.
You grant the semblance of life to a corpse of your choice in range, allowing it to answer questions you pose. The corpse needs 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 info, doesn’t comprehend anything thats happened as it died, and can’t speculate about future events.
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 info about creatures that have passed, weather, and other circumstances.
You can also turn Difficult Terrain caused by plant growth (like 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.
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 cast, 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. Fail =, the creature takes 3d8 Radiant dmg (if you're good or neutral) or 3d8 Necrotic dmg (if you're evil). 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 call forth spirits of the dead, which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 ft of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 ft of you has its speed reduced by 10 ft until the start of your next turn.
Upcasting: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
You call forth a Fey spirit. It manifests in an unoccupied space you see in range and uses the Fey Spirit stat block. When cast, 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 0HP or when spell ends.
Its 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.
 
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature determines when it drop to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after your. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and it uses its move to avoid danger.
Upcasting: When you cast the spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears on the stat block.
You call forth an Undead spirit. It manifests in an unoccupied space you see in range and uses the Undead Spirit stat block. When cast, 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 0HP or when spell ends.
Its 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 teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 ft of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 ft away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 ft of you when you cast this spell, and there must be an unoccupied space within 5 ft of your destination space for the creature to appear in. Otherwise, the creature is left behind.
Upcasting: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.
You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 ft long, up to 10 ft wide, and up to 10 ft tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 ft of it, and then it vanishes.
You touch a Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature you control until spell ends or the creature drops to 0 HP. See stat block (XGE p169).
As a bonus action, you can mentally command the creature if it is within 120 ft of you. (If you control multiple creatures with this spell, you can command any or all 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 during its next turn, or you can issue a simple, general command, such as: fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 HP, it reverts to its original form, and any remaining damage carries over to that form.
Upcasting: When cast using 4MP+, you can animate two extra objects for every MP over 3 used.
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.
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 regainHP 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.
You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 ft long, 10 ft high, and 10 ft thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 ft of movement for every 1 ft it moves there.
You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 ft long, 10 ft high, and 1 ft thick, or you can make a ringed wall up to 20 ft in diameter, 20 ft high, and 1 ft thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.
Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-ft-square section is frozen). Each 5-ft-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.
This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 ft per round.
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.
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).