You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
You invigorate up to three creatures within range with improved accuracy. Each target gains +1 bonus to attack rolls it makes with Ranged weapons. Additionally, the normal and long range of Ranged weapons wielded by a target are doubled for the spell’s duration.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. You target a weapon of your choice within range and scrawl onto it a rune written in blood.
For the duration, while you wield this weapon, it weeps a phantasmal red ichor when within 30 feet of an Undead creature. Additionnally, once per turn, when you damage an Undead creature with the weapon, you deal extra Radiant damage. To determine this damage, roll the number of Hit Point Dice you expended to cast the spell.
Using a Higher-Level Spell Slot. You expend an additional Hit Point Die for each spell slot level above 1. In addition, your concentration can last longer with a spell slot of level 2 (up to 10 minutes) pr 3+ (up to 1 hour).
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A willing target takes Fire damage equal to a roll of the expended Hit Point Die. If the target has the Poisoned condition, that condition immediately ends.
You detach your hand at the wrist, transforming it into a spider. While the spider is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Magic action, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you have no awareness of your own surroundings..
If the spider is killed or doesn’t return to you before the spell ends, your hand is restored, but you take 1d6 points of psychic damage. As a Bonus Action, you can command the spider to return to you. Once it arrives, it reattaches as your hand and the spell ends.
You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds silvery Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This light is only visible to the creatures you specified during the casting of the spell, all other creatures perceive the area affected by the light as they regularly would.
You create a duplicate of a text or image. During the spell’s duration, you can take a Magic action to trace your hand over any non-magical text or image on a surface within range. You copy the text or image onto a new medium that you provide, such as another book or parchement. This spell copies a single page with each Magic action. When copying a spell book, you can do so using the same method as you would replace a spell book, except the time and gp requirements are both halved.
When you cast this spell, a flexible exoskeleton covered in thorn’s appears around a willing target within range. The target gains 3d6 Temporary Hit Points. If a creature hits the target with a melee attack roll before the spell ends, that creature takes Piercing damage equal to the number of temporary Hit Points lost as a result of the attack. This spell ends early if the target has no remaining Temporary Hit Points granted by this spell.
Using a Higher-Level Spell Slot. The target gains an additional 2d6 Temporary Hit Points for each spell slot level above 1.
As part of casting this spell, you must expend one Hit Die or the spell automatically fails. A creature you can see within 30 feet of you must make a Constitution saving throw. On a failed save, the target takes Thunder damage and has Disadvantage on Dexterity (Stealth) checks from its blood vibrating loudly. To determine this damage, roll the Hi Point Die expended to cast this spell.
The target repeats the save at the end of each of turns, ending the spell on a success.
Using a Higher-Level Spell Slot. You increase the damage by expending an additional Hit Die for each spell slot level above 1.
You touch a nonmagical weapon. Until the spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 Necrotic damage at the start of each of its turn for the spell duration. A creature can only have one festering wound at a time.
If the creature receives healing, the spell and recurring damage ends
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot above 2.
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. Roll the Hit Point Dice expended to cast the spell and create a red wisp with a number of Hit Points equal to the roll plus your spellcasting ability modifier. The wisp circles your head. It has an AC equal to 10 plus your spellcasting ability modifier, and uses your saving throws.
Each time you roll damage for a spell while the wisp circles you, you can reroll one of the damage dice. You must use the new roll, and the wisp takes damage equal to the new roll. If the wisp is reduced to 0 Hit Points, the spell ends.
Using a Higher-Level Spell Slot. You can expend one additional Hit Point Die for each spell slot level above 2.
A wave of force leaves your palms, targeting a creature within range. The target makes a Constitution saving throw. On a failed save, the creature takes a 2d6 Force damage and has the Stunned condition until the end of its next turn. On a successful save, the creature takes the damage only.
Using a Higher-Level Spell Slot. One additional creature can be targeted for each spell slot above 2.
(a vial of oil and water) When you cast this spell, choose one Simple or Martial weapon. A replica of the chosen weapon, made of iridescent energy, appears in your hands. For the duration, you are proficient with that weapon and whenever you attack with the weapon, you can use your spellcasting ability modifier for the attack and damage rolls instead of using Strength or Dexterity. Attacks made with this weapon don’t require ammunition, and if you throw the weapon as part of a ranged attack, it returns to your hand immediately after resolving the attack. The damage dealt by this weapon is Force instead of the weapon’s normal damage type.
Using a Higher-Level Spell Slot. The damage of the weapon increases by 1d4 for each spell slot level above 2. If you cast the spell using a level 5+ spell slot, the duration becomes 8 hours.
As part of casting this spell, you must expend two Hit Point Dice or the spell automatically fails. You draw lifeforce from those injured around you to create a swirling shield of blood. You gain 5 Temporary Hit Points for each creature within a 30 feet of you that is below its Hit Points maximum (including you) to a maximum of 15 Temporary Hit Points. While you have Temporary Hit points from this spell, you have Half Cover. When the spell ends, all Temporary Hit Points from it are lost.
Using a Higher-Level Spell Slot. The maximum number of Temporary Hit Points you gain increases by 5 for each two spell slot levels above 2.
When you cast this spell, you target one nonmagical weapon within range. That weapon becomes magical and gains a special benefit based on the creature type of the blood used as the Material component for this spell. The item requires Attunement, and only the creature attuned to this weapon gains these benefits.
Aberration. Your attacks with weapons deal an extra 1d6 Psychic damage on a hit. In addition, you can telepathically speak with any creature that has taken at least 1 point of damage from this weapon in the last 24 hours, provided you are both on the same plane.
Celestial. Your attacks with weapons deal an extra 1d6 Radiant damage on a hit. In addition, you can use a Bonus Action to cause the weapon to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. You can end this effect by using another Bonus Action.
Dragon.Your attack rolls with this weapon can score a Critical Hit on a roll of 19 or 20 on the d20. In addition, you have Advantage on saving throws you make to avoid or
end the Frightened condition.
Fey. You attacks with weapons deal an extra 1d4 Force damage on a hit. In addition, once per turn when you hit a creature within 30 feet with this weapon, you can teleport to an unoccupied space you can see within 5 feet of it.
Fiend. You attacks with weapons deal an extra 1d6 Necrotic damage on a hit. You can use a Bonus Action to change this extra damage to Cold or Fire.
When you cast this spell, you attune to the magic weapon. The spell’s duration lasts as long as you have Attunement to the weapon. During the spell’s duration, the magic item is susceptible to the Dispel Magic spell. If you maintain Attunement to the magic weapon for 1 year, the enchantment becomes permanent and this spell ends.
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. Roll the expended Hit Point Dice and extract a number of pounds of iron from your blood equal to the roll’s total.
You fashion this iron into nonmagical metal objects. The combined wight of these objects must be equal or less than the number rolled on the expended Hit Point Dice.
The quality of these created objects is poor but functional.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die and create additional iron for each spell slot level above 3.
When you cast this spell, you give an abbreviated lecture on a topic of your choosing to 10 willing creatures of your choice within range. When you do so, choose one spell you know or have prepared, on skill you are proficient in, or one language you can speak, read, and write. Each chosen creature is temporarily imparted with a portion of your knowledge.
If you chose a spell, each creature’s spell list, and it doesn’t count against the creature’s number of prepared spells. If you chose a skill, each targeted creature gains proficiency in that skill. If you chose a language, each targeted creature can speak, read, and write that language.
The creature loses the knowledge of the spell, proficiency, or language when this spell ends. If a creature is targeted by this spell while under the effect of a previous casting of the spell, the previous casting immediately ends.
Using a Higher-Level Spell Slot. The duration of the spell increases with a spell slot level of 4 (3 days), 5 or 6 (10 days), 7 or 8 (30 days), or 9 (1 year).
You attempt to copy and cast a spell of level 3 or lower that you can see being cast. You can only copy spells cast by creatures, and you can’t copy your own spell.
If the triggering spell is level 2 or lower, you automatically copy and cast the spell. If the spell is level 3 or higher, you must succeed on an ability check using your spellcasting ability (DC 10 plus the triggering spell’s level) to copy and cast the spell.
When casting a copied spell, you don’t expend a spell slot and you don’t need any components. Treat the spell as if you were its original caster, using your own spellcasting ability modifier and save DC, and casting it at the lowest level it can be cast.
Using a Higher-Level Spell Slot. Treat the level of the spell slot used as the maximum level of spell you can copy and cast.
As part of casting this spell you must expend three Hit Point Dice or the spell automatically fails. You touch a creature that has died within the last 10 minutes and return it to life with 1 hit point. In addition, roll the Hit Point Dice you expended to cast the spell, and the creature gains Temporary Hit Points equal to the roll.
At the start of each of the target creature’s turns, it loses 1 temporary Hit Point granted by this spell. While the creature has Temporary Hit Points granted by this spell, it moves with unnatural vigor, gaining a +2 bonus to D20 Tests.. Once it loses the Temporary Hit Points granted by this spell, the creature gains 1 Exhaustion level.
This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.
As part of casting this spell, you must expend three Hit Point Dice or the spell automatically fails. You smear the material component with your blood. The object shudders and becomes a poppet under your control.
The poppet has an AC equal to 10 plus your proficiency bonus and your spellcasting ability modifier and it has 30 Hit Points. If your poppet is ever reduced to 0 Hit Points or is more than 1 mile away, the spell ends immediately. As a Bonus Action, you can command your poppet to move 30 feet, and you can see and hear through it until the start of your next turn.
As a Magic action, you can cause the poppet to detonate in an explosion of blood, ending this spell. Roll the Hit Point Dice expended to cast this spell. Each creature in a 30-foot-radius sphere centered on the poppet makes a Dexterity saving throw, taking Necrotic damage equal to the roll on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. You can expend an additional Hit Point Die for each spell slot level above 3. Additionally, the duration of this spell increases by 1
hour for each spell slot level above 3.
You consume the brain of a dead creature, gaining access to its memories. The creature must have a brain and can’t be Undead. The spell fails if the corpse has been dead (and not preserved) for more than 3 days.
Until the spell ends, you can attempt to recall a memory, such as family history, recent events, building layouts, passwords, details of the creature’s death, and similar information. To recall a memory, you take a Magic action and make an ability check using your spellcasting ability modifier. The DC equals the corpse’s Intelligence ability score.
Once you take a Magic action to recall information, you can’t attempt to recall that specific piece of information again.
A momentary bubble of iridescent energy shimmers in the air between you and a foe. The triggering spell is redirected to a creature of your choice that you can see within 60 feet. If the spell is level 5 or lower, you are no longer a target of the spell and the chosen creature is instead. If the spell is level 6 or higher, make an ability check using your spellcasting ability (DC 10 pluss the spell’s level). On a successful check, you are no longer a target of the spell and the chosen creature is instead. On a failed check, you remain the target of the triggering spell.