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2, south

  • casting time 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).,DRU SOR WAR WIZ
  • range

Artificer 3, east

1 foot of stone, metal, or wood

Artificer or a thin sheet of lead blocks the spell.,ART BAR DRU SOR WIZ

1 inch of metal

Artificer or a thin sheet of lead.,CLE PAL

1 inch of metal

Artificer or a thin sheet of lead.,ART BAR CLE DRU PAL RAN SOR WAR WIZ

1 inch of metal

Artificer or a thin sheet of lead.,CLE DRU PAL RAN

it isn't accompanied by sound, smell, or other sensory effects.As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.,BAR SOR WIZ

Artificer

if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.,ART SOR WIZ

Artificer

1 inch of metal

Artificer or a thin sheet of lead. Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.,BAR SOR WIZ

it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell's other effects. At Higher Levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.,SOR WIZ

Artificer

0,Infestation,Conjuration Cantrip,1 action,30 feet,V, S, M,Instantaneous,(a living flea) 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 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north 0,Infestation,Conjuration Cantrip,1 action,30 feet,V, S, M,Instantaneous,(a living flea) 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 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north
0,Message,Transmutation Cantrip,1 action,120 feet,S, M,1 round,(a copper wire) You point toward a creature within range and whisper a message. The target (and only the 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 are familiar with the target and know it is beyond the barrier. Magical silence 0,Message,Transmutation Cantrip,1 action,120 feet,S, M,1 round,(a copper wire) You point toward a creature within range and whisper a message. The target (and only the 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 are familiar with the target and know it is beyond the barrier. Magical silence
1,Detect Evil and Good,1st Level Divination,1 action,Self (30 feet),V, S,Concentration, up to 10 minutes,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.The spell is blocked by 1 foot of stone, dirt, or wood 1,Detect Evil and Good,1st Level Divination,1 action,Self (30 feet),V, S,Concentration, up to 10 minutes,For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.The spell is blocked by 1 foot of stone, dirt, or wood
1,Detect Magic (ritual),1st Level Divination,1 action,Self (30 feet),V, S,Concentration, up to 10 minutes,For the duration, you sense the presence of magical effects within 30 feet 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 1 foot of stone, dirt, or wood 1,Detect Magic (ritual),1st Level Divination,1 action,Self (30 feet),V, S,Concentration, up to 10 minutes,For the duration, you sense the presence of magical effects within 30 feet 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 1 foot of stone, dirt, or wood
1,Detect Poison and Disease (ritual),1st Level Divination,1 action,Self (30 feet),V, S, M,Concentration, up to 10 minutes,(a yew leaf) For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.The spell is blocked by 1 foot of stone, dirt, or wood 1,Detect Poison and Disease (ritual),1st Level Divination,1 action,Self (30 feet),V, S, M,Concentration, up to 10 minutes,(a yew leaf) For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.The spell is blocked by 1 foot of stone, dirt, or wood
1,Silent Image,1st Level Illusion,1 action,60 feet,V, S, M,Concentration, up to 10 minutes,(a bit of fleece) You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual 1,Silent Image,1st Level Illusion,1 action,60 feet,V, S, M,Concentration, up to 10 minutes,(a bit of fleece) You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual
2,Alter Self,2nd Level Transmutation,1 action,Self,V, S,Concentration, up to 1 hour,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, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same 2,Alter Self,2nd Level Transmutation,1 action,Self,V, S,Concentration, up to 1 hour,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, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same
2,Detect Thoughts,2nd Level Divination,1 action,Self (30 feet),V, S, M,Concentration, up to 1 minute,(1 Copper Piece) You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.The spell is blocked by 1 foot of stone, dirt, or wood 2,Detect Thoughts,2nd Level Divination,1 action,Self (30 feet),V, S, M,Concentration, up to 1 minute,(1 Copper Piece) You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.The spell is blocked by 1 foot of stone, dirt, or wood
2,Tasha's Mind Whip,2nd Level Enchantment,1 action,90 feet,V,1 round,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 2,Tasha's Mind Whip,2nd Level Enchantment,1 action,90 feet,V,1 round,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

it has Immunity to the Prone condition

Artificer and it has Advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces.The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. Finally, the target can't attack or cast spells. At Higher Levels: Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.,SOR WAR WIZ

otherwise, the creature is left behind. At Higher Levels: At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.,SOR WAR WIZ

Artificer

it simply withers and dies. At Higher Levels: Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.,DRU SOR WAR WIZ

Artificer

2, east

  • casting time or 4, west.2-6The target doesn't move or take actions.7-8The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action.9-10The target chooses its behavior.At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success. At Higher Levels: Using a Higher-Level Spell Slot. The Sphere's radius increases by 5 feet for each spell slot level above 4.,BAR DRU SOR WIZ
  • range

Artificer 3, south

if the target is Huge or smaller, it has the Grappled condition (escape DC equal to your spell save DC). The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required).As a Bonus Action on your later turns, you can repeat the attack against a creature within 30 feet of the vine. At Higher Levels: Using a Higher-Level Spell Slot. The number of creatures the vine can grapple increases by one for each spell slot level above 4.,DRU RAN

Artificer

for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block

Artificer this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form. At Higher Levels: Using a Higher-Level Spell Slot. The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.,ART BAR SOR WIZ

you learn those facts as they pertain to the spell's area:Locations of settlementsLocations of portals to other planes of existenceLocation of one Challenge Rating 10+ creature (DM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an UndeadThe most prevalent kind of plant, mineral, or Beast (you choose which to learn)Locations of bodies of waterFor example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.,DRU RAN

Artificer

until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.,ART BAR SOR WIZ

Artificer

keep track of both until the target collects three of a kind.If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.,DRU SOR WIZ

Artificer

3,Gaseous Form,3rd Level Transmutation,1 action,Touch,V, S, M,Concentration, up to 1 hour,(a bit of gauze) A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage 3,Gaseous Form,3rd Level Transmutation,1 action,Touch,V, S, M,Concentration, up to 1 hour,(a bit of gauze) A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.While in this form, the target's only method of movement is a Fly Speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has Resistance to Bludgeoning, Piercing, and Slashing damage
3,Thunder Step,3rd Level Conjuration,1 action,90 feet,V,Instantaneous,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 feet 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 feet 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 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in 3,Thunder Step,3rd Level Conjuration,1 action,90 feet,V,Instantaneous,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 feet 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 feet 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 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in
4,Blight,4th Level Necromancy,1 action,30 feet,V, S,Instantaneous,A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save 4,Blight,4th Level Necromancy,1 action,30 feet,V, S,Instantaneous,A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save
4,Confusion,4th Level Enchantment,1 action,90 feet,V, S, M,Concentration, up to 1 minute,(three nut shells) Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.1d10Behavior for the Turn1The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north 4,Confusion,4th Level Enchantment,1 action,90 feet,V, S, M,Concentration, up to 1 minute,(three nut shells) Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below.1d10Behavior for the Turn1The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north
4,Grasping Vine,4th Level Conjuration,1 bonus action,60 feet,V, S,Concentration, up to 1 minute,You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine 4,Grasping Vine,4th Level Conjuration,1 bonus action,60 feet,V, S,Concentration, up to 1 minute,You conjure a vine that sprouts from a surface in an unoccupied space that you can see within range. The vine lasts for the duration.Make a melee spell attack against a creature within 30 feet of the vine. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine
5,Animate Objects,5th Level Transmutation,1 action,120 feet,V, S,Concentration, up to 1 minute,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier 5,Animate Objects,5th Level Transmutation,1 action,120 feet,V, S,Concentration, up to 1 minute,Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier
5,Commune with Nature (ritual),5th Level Divination,1 minute,Self (300 feet),V, S,1 minute,You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.Choose three of the following facts 5,Commune with Nature (ritual),5th Level Divination,1 minute,Self (300 feet),V, S,1 minute,You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.Choose three of the following facts
5,Skill Empowerment,5th Level Transmutation,1 action,Touch,V, S,Concentration, up to 1 hour,Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice 5,Skill Empowerment,5th Level Transmutation,1 action,Touch,V, S,Concentration, up to 1 hour,Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice
6,Flesh to Stone,6th Level Transmutation,1 action,60 feet,V, S, M,Concentration, up to 1 minute,(a cockatrice feather) You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive 6,Flesh to Stone,6th Level Transmutation,1 action,60 feet,V, S, M,Concentration, up to 1 minute,(a cockatrice feather) You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save.A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive

any creature that enters that square receives the suggestion mentally,BAR WIZ

Artificer

it has Immunity to the Prone condition

Artificer and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation.If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance.,DRU

however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.,BAR DRU WIZ

Artificer

keep track of both until the target collects three of a kind.7Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).8Special. The target is struck by two rays. Roll twice, rerolling any 8.,BAR SOR WIZ

Artificer

it has the Unconscious condition, doesn't age, and doesn't need food, water, or air.You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when the tarrasque awakens. This spell also ends if the target takes any damage.,WIZ

Artificer

if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph.You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10 minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn. Death. Each target makes a Constitution saving throw, taking 10d10 Necrotic damage on a failed save or half as much damage on a successful save. Discord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has Disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able. Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute. Sleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.,BAR CLE DRU WIZ

Artificer

2, southeast

  • casting time 4, southwest
  • range 5, west

  • components 6, northwest
  • duration 7, north

or 8, northeast. On Target. You and your group (or the target object) appear where you intended.,BAR SOR WIZ

Artificer 3, south

whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.Casting this spell on the same spot every day for a year makes this effect permanent.,CLE

Artificer

Hit Points

  • casting time alignment
  • range ability to communicate

  • components and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the Beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form.The target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.,DRU
  • duration

Artificer Hit Point Dice

6,Guards and Wards,6th Level Abjuration,1 hour,Touch,V, S, M,24 hours,(a silver rod worth 10+ GP) You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one of the following magical effects within the warded area:Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lastsMagic Mouth in two locationsStinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)Suggestion in one 5-foot square 6,Guards and Wards,6th Level Abjuration,1 hour,Touch,V, S, M,24 hours,(a silver rod worth 10+ GP) You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses. Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall. Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts. Other Spell Effect. Place one of the following magical effects within the warded area:Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lastsMagic Mouth in two locationsStinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)Suggestion in one 5-foot square
6,Wind Walk,6th Level Transmutation,1 minute,30 feet,V, S, M,8 hours,(a candle) You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover 6,Wind Walk,6th Level Transmutation,1 minute,30 feet,V, S, M,8 hours,(a candle) You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover
7,Mirage Arcane,7th Level Illusion,10 minute,Sight,V, S,10 days,You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.Creatures with Truesight can see through the illusion to the terrain's true form 7,Mirage Arcane,7th Level Illusion,10 minute,Sight,V, S,10 days,You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures.The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into Difficult Terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.Creatures with Truesight can see through the illusion to the terrain's true form
7,Prismatic Spray,7th Level Evocation,1 action,Self (60-foot Cone),V, S,Instantaneous,Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.Prismatic Rays1d8Ray1Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.2Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.3Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.4Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.5Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.6Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive 7,Prismatic Spray,7th Level Evocation,1 action,Self (60-foot Cone),V, S,Instantaneous,Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.Prismatic Rays1d8Ray1Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.2Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.3Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.4Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.5Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.6Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive
7,Sequester,7th Level Transmutation,1 action,Touch,V, S, M,Until dispelled,(gem dust worth 5,000+ GP, which the spell consumes) With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.If the target is a creature, it enters a state of suspended animation 7,Sequester,7th Level Transmutation,1 action,Touch,V, S, M,Until dispelled,(gem dust worth 5,000+ GP, which the spell consumes) With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.If the target is a creature, it enters a state of suspended animation
7,Symbol,7th Level Abjuration,1 minute,Touch,V, S, M,Until dispelled or triggered,(powdered diamond worth 1,000+ GP, which the spell consumes) You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place 7,Symbol,7th Level Abjuration,1 minute,Touch,V, S, M,Until dispelled or triggered,(powdered diamond worth 1,000+ GP, which the spell consumes) You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place
7,Teleport,7th Level Conjuration,1 action,10 feet,V,Instantaneous,This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.Teleportation OutcomeFamiliarityMishapSimilar AreaOff TargetOn TargetPermanent circle———01-00Linked object———01-00Very familiar01-0506-1314-2425-00Seen casually01-3334-4344-5354-00Viewed once or described01-4344-5354-7374-00False destination01-5051-00—— Familiarity. Here are the meanings of the terms in the table's Familiarity column:Permanent circle means a permanent teleportation circle whose sigil sequence you know.Linked object means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.Very familiar is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.Seen casually is a place you have seen more than once but with which you aren't very familiar.Viewed once or described is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.False destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city. Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east 7,Teleport,7th Level Conjuration,1 action,10 feet,V,Instantaneous,This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature.The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it.Teleportation OutcomeFamiliarityMishapSimilar AreaOff TargetOn TargetPermanent circle———01-00Linked object———01-00Very familiar01-0506-1314-2425-00Seen casually01-3334-4344-5354-00Viewed once or described01-4344-5354-7374-00False destination01-5051-00—— Familiarity. Here are the meanings of the terms in the table's Familiarity column:Permanent circle means a permanent teleportation circle whose sigil sequence you know.Linked object means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library.Very familiar is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell.Seen casually is a place you have seen more than once but with which you aren't very familiar.Viewed once or described is a place you have seen once, possibly using magic, or a place you know through someone else's description, perhaps from a map.False destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 Force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you might appear in another person's laboratory in the same city. Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east
7,Temple of the Gods,7th Level Conjuration,1 hour,120 feet,V, S, M,24 hours,(a holy symbol worth at least 5 gp) You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it 7,Temple of the Gods,7th Level Conjuration,1 hour,120 feet,V, S, M,24 hours,(a holy symbol worth at least 5 gp) You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it
8,Animal Shapes,8th Level Transmutation,1 action,30 feet,V, S,24 hours,Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type 8,Animal Shapes,8th Level Transmutation,1 action,30 feet,V, S,24 hours,Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take a Magic action to transform the targets again.A target's game statistics are replaced by the chosen Beast's statistics, but the target retains its creature type

you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.If the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.,WIZ

Artificer

it has the Unconscious condition, doesn't need food or air, and doesn't age.A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut—which happens only when an effect states that it does so—the target's body and astral form both die.A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.,CLE WAR WIZ

Artificer

keep track of both until the target collects three of a kind. Additional Effects: Spells can't be cast through this layer, which is destroyed by Bright Light shed by the Daylight spell.7Violet. Failed Save: The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice). Additional Effects: This layer is destroyed by Dispel Magic.,BAR WIZ

Artificer

alignment

  • casting time Intelligence, Wisdom, and Charisma scores
  • range Hit Points

  • components Hit Point Dice
  • duration proficiencies

and ability to communicate. If you have the Spellcasting feature, you retain it too.Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.,DRU WIZ

Artificer personality

the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might be achieved only in part, or you might suffer an unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a Legendary magic item or an Artifact might instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants might instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse itself, threaten the City of Sigil, or affect the Lady of Pain in any way, you see an image of her in your mind for a moment

Artificer she shakes her head, and your wish fails.The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.,SOR WIZ

8,Clone,8th Level Necromancy,1 hour,Touch,V, S, M,Instantaneous,(a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned) You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days 8,Clone,8th Level Necromancy,1 hour,Touch,V, S, M,Instantaneous,(a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned) You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days
9,Astral Projection,9th Level Necromancy,1 hour,10 feet,V, S, M,Until dispelled,(for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes) You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation 9,Astral Projection,9th Level Necromancy,1 hour,10 feet,V, S, M,Until dispelled,(for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes) You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation
9,Prismatic Wall,9th Level Abjuration,1 action,60 feet,V, S,10 minutes,A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.Prismatic LayersOrderEffects1Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.2Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).3Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.4Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.5Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.6Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive 9,Prismatic Wall,9th Level Abjuration,1 action,60 feet,V, S,10 minutes,A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute.The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. Antimagic Field has no effect on the wall, and Dispel Magic can affect only the violet layer.Prismatic LayersOrderEffects1Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage. Additional Effects: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage.2Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage. Additional Effects: Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).3Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 60 Force damage.4Green. Failed Save: 12d6 Poison damage. Successful Save: Half as much damage. Additional Effects: A Passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.5Blue. Failed Save: 12d6 Cold damage. Successful Save: Half as much damage. Additional Effects: The layer is destroyed if it takes at least 25 Fire damage.6Indigo. Failed Save: The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive
9,Shapechange,9th Level Transmutation,1 action,Self,V, S, M,Concentration, up to 1 hour,(a jade circlet worth 1,500+ GP) You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type 9,Shapechange,9th Level Transmutation,1 action,Self,V, S, M,Concentration, up to 1 hour,(a jade circlet worth 1,500+ GP) You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type
9,Wish,9th Level Conjuration,1 action,Self (300 feet),V,Instantaneous,Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.Alternatively, you can create one of the following effects of your choice:Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance 9,Wish,9th Level Conjuration,1 action,Self (300 feet),V,Instantaneous,Wish is the mightiest spell a mortal can cast. By simply speaking aloud, you can alter reality itself.The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect.Alternatively, you can create one of the following effects of your choice:Object Creation. You create one object of up to 25,000 GP in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground.Instant Health. You allow yourself and up to twenty creatures that you can see to regain all Hit Points, and you end all effects on them listed in the Greater Restoration spell.Resistance. You grant up to ten creatures that you can see Resistance to one damage type that you choose. This Resistance is permanent.Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours.Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features.Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an ally's failed saving throw or a foe's Critical Hit. You can force the reroll to be made with Advantage or Disadvantage, and you choose whether to use the reroll or the original roll.Reshape Reality. You may wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance