Tendrils erupt from your body. All creatures in a 10-foot emanation make a Strength save, taking 2d6 Necrotic damage and losing their Reactions until their next turn on failing, only take half damage if they succeed. The damage scales normally.
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When you take acid, cold, fire, lightning, or thunder damage, you may use a reaction to capture that element. You have resistance to the triggering damage type immediately and until the start as your next turn.
The first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the absorbed type. This damage scales normally.
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Fire a shimmering green arrow at a target in range, which bursts. Make a ranged spell attack, which deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of its next turn. If you miss, it takes half the immediate damage only. Both damages scale normally.
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Explode a bubble of acid in range for 1d6 Acid damage. The damage scales as a cantrip. Creatures in a 5-foot-radius sphere must roll a Dexterity save to avoid damage.
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Up to three creatures in range increase maximum and current Hit Points by 5 for the duration (scales by 5 per level).
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A door, window or 20-foot cube triggers an alarm when touched or entered. When cast, you can choose creatures that won't trigger the alarm, and choose whether the alarm is a mental ping (you must be within a mile) or a ten-second handbell audible within 60 feet.
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You alter yourself. You can become aquatic, profoundly change your appearance, or gain natural weapons that augment your unarmed attack.
See the Player's Handbook for exact rules.
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Charm a Beast in range if it fails a Wisdom save for the duration or until you or your allies hurt it.
Number of targets scales normally.
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Charm a Tiny Beast in range if it fails a Charisma save (it succeeds if its CR isn't 0). Specify a location you've been to, a general description of a recipient the animal can understand, and a message up to 25 words long.
The Beast travels about 25 miles a day (double if it flies) towards that location, finds the recipient and delivers the message, unless the spell's duration ends. The duration scales an additional 48 hours per spell level.
See the Player's Handbook for exact rules.
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Shapeshift any willing creatures in range into Large or smaller Beasts of your choice under CR 4. As a Magic action on later turns, you can transform them again. Targets retain mental ability scores, Hit Points, speech and alignment, but otherwise are limited by their new form, and they gain Temporary Hit Points that they use to maintain form.
See the Player's Handbook for exact rules.
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Animate the remains of a Medium or Small Humanoid. Bones become a Skeleton, a corpse becomes a Zombie. The number of targetable remains scales normally.
You can issue a command to all dead you've animated as a bonus action. They will attempt to obey until the command is fulfilled.
After 22 hours, they will stop obeying you. You can recast this spell while they're still obedient to reassert control over up to four animated dead for 22 more hours. The number of targets to reassert control over scales by 2 per spell level.
See the Player's Handbook for exact rules.
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Choose a certain number of freestanding objects in range, as per the Player's Handbook. They use the Animate Object stat block (their damage scales normally). They share your initiative and take their turn immediately after you.
You may mentally send a command to any of them within 500 feet as a Bonus Action. If they drop to 0 Hit Points, the spell ends on that object and the remaining damage carries over.
See the Player's Handbook for exact rules.
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Exude an aura in a 10-foot emanation. Only Constructs and Undead may pass or reach through it. You may still be targeted by ranged attacks and spells.
If you move in a way that forces a living creature to pass through the barrier, the spell ends.
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Exude an aura in a 10-foot emanation. Spells cannot be cast inside or target inside the field. Magic options stop working, teleportation and planar travel stop, and areas of effect do not extend into it.
Only ongoing spells cast by deities or Artifacts are unsuppressed. Dispel Magic has no effect. Antimagic Fields do not nullify each other.
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As you cast the spell, choose a Huge or smaller creature or object in range, a kind of creature, and whether the effect is antipathy or sympathy.
When the selected type of creature comes within 120 feet of the target, and it fails a Wisdom save, it will become Frightened or Charmed by the target and will spend all its movement moving towards or away from it, rerolling the save when more than 120 feet away or if the target damages it. On a save, the creature is immune to the spell for 1 minute.
See the Player's Handbook for exact rules.
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Create an Invisible and invulnerable eye hovering in range. You may move it 30 feet as a bonus action, passing through openings as small as an inch across. You see through the eye, which has 30 feet of darkvision.
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Summon two circular portals in a Large unoccupied space within 10 feet of you and another within range. The portals are two-dimensional glowing rings full of mist perpendicular to the ground. Choose which side of each is open. Anything that enters the open side of one exits the open side of the other.
You may rotate the portals as a Bonus Action.
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Magically lock a closed door, window, gate, container or hatch. It cannot be unlocked by any nonmagical means. You may designate creatures when you cast the spell that can open and close the object, or set a password that unlocks the object for a minute when spoken within 5 feet of it.
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Immediately spend one or two Hit Point Dice, regaining the roll plus your spellcasting modifier in Hit Points. The number of dice scale normally.
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Surround yourself in frost, gaining 5 Temporary Hit Points, which scale by 5 per spell level. If you are hit by a melee attack, the attacker takes 5 cold damage, which also scales by 5 per spell level. The spell ends if you run out of Temporary Hit Points.
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Project yourself and up to eight willing creatures into the Astral Plane. The bodies are left in suspended animation.
The astral form is identical to the body, except there is a silver cord between the shoulders. If cut, the creature instantly dies.
The spell can be dismissed, and also ends if the astral form loses all its Hit Points, causing the body to wake up. If the astral form exits the Astral Plane, the body follows the silver cord and appears on the new plane, waking up immediately.
See the Player's Handbook for exact rules.
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Receive an omen from from an otherworldy entity regarding something you're just about to do. The will respond with Weal and/or Woe. The results are not set.
Every time you cast this spell before taking a Long Rest, the chance of receiving no response increases by 25%.
See the Player's Handbook for exact rules.
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Exude an aura in a 30-foot emanation. You and your allies in the aura have Resistance to Necrotic damage, and your Hit Point maximums cannot be reduced. Allies with 0 Hit Points regains 1 Hit Point at the start of their turn in the aura.
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Exude an aura in a 30-foot emanation. You and your allies have Resistance to Poison damage and Advantage on saving throws to avoid or end effects that involve the Blinded, Charmed, Deafened, Frightened, Paralyzed, Porsoned, or Stunned conditions.
See the Player's Handbook for exact rules.
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Exude an aura in a 30-foot emanation. Immediately, and at the start of your turns, restore 2d6 Hit Points to one creature in the aura.
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Trace the magical pathways in the agate, and then touch a Beast or Plant creature with an Intelligence of 3 or less or a natural plant.
An awakened creature gains an intelligence of 10 and the ability to speak a language you know. An awakened plant becomes a creature and the DM chooses its stats.
The target is Charmed for 30 days or until hurt by you or your allies. Then it chooses its attitude toward you.
See the Player's Handbook for exact rules.
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Target three creatures you can see in range and make them roll a Charisma save. The number of targets scales normally. Targets that fail the save lose 1d4 off their future attack and save rolls for the duration.
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Cast after hitting a target with a Melee weapon or Unarmed Strike. The target you hit takes an extra 5d10 Force damage. If this reduces them to 50 Hit Points or lower, they must roll a Charisma save to avoid being shunted into a demiplane and being Incapacitated for the duration. When the spell ends, it reappears as close to where it vanished as possible.
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Force a creature you can see in range to roll a Charisma save to avoid being shunted into a demiplans and being Incapacitated for the duration. The number of targets scales normally.
When the spell ends, the target typically reappears as close to where it vanished as possible. Aberrations, Celestials, Elementals, Fey and Fiends that spend the full minute banished instead teleport to a random location on a plane associated with their creature type.
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Touch a willing creature. Their skin turns bark-like, and their AC rises to 17 if it's lower than that.
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Any number of creatures in range have Advantage on Wisdom saves and Death saves for the duration, and they regain the maximum possible number of Hit Points from all healing.
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Touch a willing Beast. You can perceive through the Beast's senses as well as your for the duration, including its special senses.
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Blast the mind of a creature you see in range, making it roll an Intelligence save. If it fails, it takes 10d12 Psychic damage and it cannot cast spells or take the Magic action. It repeats the save every 20 days to end the effect, which can also be ended by Greater Restoration, Heal or Wish spells.
If it succeeds, it only takes half damage.
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Touch a creature to make it roll a Wisdom save to avoid being cursed for the duration. The duration scales exponentially, and the curse effects may include Disadvantage on attacks against you or specific ability checks, extra damage against the target, or messing up the target's combat ability.
See the Player's Handbook for exact rules.
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Fill a 20-foot square on the ground with black tentacles. The area is Difficult Terrain.
On casting, as well as once per turn when entering the area or ending their turn there, creatures in the area must roll a Strength save to avoid taking 3d6 Bludgeoning damage and being Restrained.
A Restrained creature can take an action to make an Athletics check against your spell save, ending the condition on themselves on a success.
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Create a wall of whirling energy blades within range. It may be up to 100 feet long if straight, or a ring 60 feet in diameter. It is up to 20 feet high and 5 feet thick. It provides Three-Quarters Cover and is difficult terrain.
Once per turn, a creature that starts, enters or ends its turn there must make a Dexterity save or take 6d10 Force damage, taking half if they succeed.
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All attack rolls against you for the duration lose 1d4 off the roll.
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Bless up to three creatures in range. The number of targets scales normally. For the duration, the targets may add 1d4 to their attack rolls and saves.
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Force a creature you can see in range to make a Constitution save, taking 8d8 Necrotic damage on failure or half that on a success. The damage scales normally. Plant creatures automatically fail the save.
Alternatively, you can just instantly kill a nonmagical plant, such as a tree or shrub.
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Cast after hitting a target with a Melee weapon or Unarmed Strike. The hit creature takes an extra 3d8 Radiant damage from the attack, and is Blinded for the duration. The damage scales normally. The target may roll a Constitution save at the end of its turns to end the spell early.
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Force a creature you can see in range to roll a Constitution save. The number of targets scales normally. On failure, the targets are Blinded or Deafened for the duration. They may reroll the save at the end of their turns to end the spell on itself early.
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For the duration, you have a half chance of vanishing into the Ethereal Plane. You can perceive the plane you left in grayscale, but only things in the Ethereal Plane can see and interact with you.
You reappear when your turn starts, or when the spell ends, at a spot you choose that you can see within 10 feet of the place you vanished.
See the Player's Handbook for the exact rules.
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Blur your body, giving attack rolls against you Disadvantage unless the attacker sees you with Blindsight or Truesight.
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Conjure a cauldron filled with bubbling liquid on an unoccupied space within 5 feet of you on the ground for the duration. It's immoble and vanishes at the end of the spell. Choose a Common or Uncommon potion that the liquid imitates.
You and your allies may reach in and pull out a magical vial of the liquid. The vial vanishes after drinking from it or when the spell is cast again.
The cauldron contains as many potions as your spellcasting modifier, with a minimum of one, and the spell ends when it's empty.
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Throw a sheet of flames. All creatures in a 15 foot cone sourcing from you roll a Dexterity save, taking 3d6 Fire damage if they fail the save. The damage scales normally. On a success, they take half damage.
Loose flammable items in the cone start burning.
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Spawn a storm cloud within range where you can see it. Created storm clouds are cylinders 10 feet tall and 60 feet in radius. Alternatively, if you are outdoors during a storm, you take control of the existing storm.
On casting, and as a Magic action on later turns, you may cause lightning to strike a spot under the cloud. All creatures within 5 feet of the strike roll a Dexterity save, taking 3d10 Lightning damage on a failure, and half that on a success. The damage scales normally, and if you are controlling an existing storm, this also increases the damage by 1d10.
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All Humanoids in a 20-foot-radius sphere centered in range roll a Charisma save. You choose whether those that fail become immune to the Charmed and Frightened conditions for the duration (and those conditions are suppressed if they're already present), or if they become Indifferent to creatures of your choice for the duration or until antagonized directly.
See the Player's Handbook for the exact rules.
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Launch a lightning bolt at a target you see in range. Up to three bolts leap at additional targets up to 30 feet from the first target. The number of secondary bolts scales normally. Targets can be hit by only one bolt once.
All targets roll a Dexterity save. They take 10d6 Lightning damage on a failure, and half that on a success.
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Make a creature you see in range roll a Wisdom save. It rolls with Advantage if fighting you or your allies. The number of creatures you can target scales normally. On a failure, it is charmed and Friendly to you until the spell ends or you or your allies damage it. When the spell ends, it knows you charmed it.
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Make a Humanoid you see in range roll a Wisdom save. It rolls with Advantage if fighting you or your allies. The number of creatures you can target scales normally. On a failure, it is charmed and Friendly to you until the spell ends or you or your allies damage it. When the spell ends, it knows you charmed it.
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Touch a target and make a melee spell attack. On a hit, the target takes 1d10 Necrotic damage and cannot regain Hit Points until the end of your next turn. The damage scales as a cantrip.
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Hurl an Acid, Cold, Fire, Lightning, Poison, or Thunder orb at a target in range and roll a ranged spell attack. On a hit, the target takes 3d8 chosen damage. The damage scales normally.
If two or more damage dice match, the orb bounces at another target within 30 feet of the first. Choose an new damage type if you like, roll a new attack roll and roll a new damage roll. The maximum number of bounces is equal to the spell level.
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Bathe all creatures in a 60-foot-radius sphere centered in range with negative energy. They must roll a Constitution save, taking 8d8 Necrotic damage on a failure and half that on a success. The damage scales, adding 2d8 per level.
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Emanate an aura 30 feet in radius. You and your allies in the aura have Advantage on saving throws against spells and other magical effects, and if the save's success would cut received damage, it nullifies it instead.
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Create an Invisible sensor in a familiar location or obvious location in range. The sensor does not move and is intangible and invulnerable. Anything that can see the sensor sees a luminous orb the size of your fist.
On casting, you can choose if you can see or hear, based on available material components. You can sense as if you were in the sensor's space. As a Bonus action, if you have both material components, you may switch the sense.
See the Player's Handbook for the exact rules.
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Touch a creature, or 1 cubic inch of its flesh. An inert duplicate grows in the vessel component and matures for 120 days. You may choose how old the clone is, being the same age or younger than the target. It endures indefinitely if the vessel is unopened.
If the target dies while a viable clone exists, and the soul is free and willing, it may transfer to the clone. It is identical in all ways as the time of the spell except for equipment and perhaps age. The original remains become inert and cannot be revived while the soul is elsewhere.
See the Player's Handbook for the exact rules.
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Conjure a 20-foot-radius sphere of sickly yellow-green fog centered in range. It lasts for the duration or until dispersed by strong wind. Its area is Heavily Obscured.
Each creature that enters the sphere, ends its turn there, or is engulfed by it must roll a Constitution save once per turn, taking 5d8 Poison damage on a failure and half that on a success. The damage scales normally.
The cloud moves 10 feet away from you at the start of each of your turns.
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Conjure spinning daggers in a 5-foot cube centered in range. All creatures in range take 4d4 Slashing damage once per turn when the cube moves into their space, when they enter the cube, or end their turn there. The damage scales, adding 2d4 per level. You may teleport the cube up to 30 feet on later turns as a Magic action.
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Flash all creatures in a 15-foot cone originating from you with colorful light. They must roll a Constitution save to avoid being Blinded until the end of your next turn.
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Speak a one-word command: Approach, Drop, Flee, Grovel, or Halt, at a creature you can see in range. The number of targets scales normally. The target must succeed on a Wisdom save, or else follow the command on its next turn.
See the Player's Handbook for the exact rules.
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Contact a deity or divine proxy and ask up to three yes-or-no questions before the spell ends. You receive correct answers.
Divine beings are not necessarily omniscient, so you may receive a neutral response or a short phrase instead of yes or no.
Every time you cast this spell before taking a Long Rest, the chance of receiving no response increases by 25%.
See the Player's Handbook for exact rules.
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Request knowledge of the surrounding area from the nature spirits around you. Outdoors, the range is 3 miles, in caves and natural underground settings, the range is 300 feet. The spell fails in locations where nature has been replaced by construction.
Choose 3 facts to learn about the area in range, such as locations of settlements, portals, unnatural creatures of great power, prevalent natural features, or locations of bodies of water.
See the Player's Handbook for exact rules.
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Compel a creature you can see in range into a duel. If it fails a Wisdom save, it has Disadvantage on all attack rolls against creatures other than you, and cannot willingly move more than 30 feet away from you.
If you attack a different creature, cast a spell on a different enemy, move more than 30 feet away from the target, or if the target is damaged by your ally, the spell ends.
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Understand the literal meaning of any language you hear (or see signed) for the duration, and understand any written language you see on a surface you touch, reading about a page per minute. You don't automatically decode symbols or secret messages.
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Choose any creatures you can see in range. They must roll a Wisdom save to avoid being Charmed. Use your Bonus Action to designate a direction horizontal to you. All Charmed creatures must use as much of its movement as possible to move in that direction along the safest route. It repeats the save after moving to break the spell on itself.
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Unleash a blast of cold air. All creatures in a 60-foot cone originating from you makes a Constitution save, taking 8d8 Cold damage on a failure and half that on a success. The damage scales normally.
Creatures killed by the spell becomes a frozen statue until it thaws.
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Confuse each creature in a 10-foot-radius sphere centered in range. The sphere's radius scales by 5 feet per level. They must succeed on a Wisdom save, or lose Bonus Actions and Reactions for the duration, and they roll a d10 to determine their behaviour at the start of each turn. Affected targets may reroll the save to end the spell on itself.
See the Player's Handbook for the exact rules.
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Conjure a Large pack of spectral, intangible nature spirits in animal form in an unoccupied space in range. Choose their form, such as wolves, serpents or birds. They last for the duration.
When you're within 5 feet of the pack, you gain Advantage on Strength saves. When you move, you may move the pack up to 30 feet to an unoccupied space you can see.
When a creature is approached, approaches, or ends their turn within 10 feet of the pack, you can make them roll a Dexterity save to avoid 3d10 Slashing damage. The damage scales normally.
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Brandish the component weapon and launch similar spectral weapons (or ammunition if appropriate) in a 60-foot cone originating from you. All creatures you choose in the cone make Dexterity saves, taking 5d8 Force damage on a failure and half that on a success. The damage scales normally. The spectral weapons then vanish.
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Conjure a spirit from the Upper Planes, which manifests as a 10-foot radius, 40-foot-high Cylinder full of Bright Light centered in range. When you move, you can also move the Cylinder up to 30 feet.
Whenever the Cylinder engulfs a creature, or when it enters the Cylinder or ends its turn there, you may once per turn bathe it in healing light (healing it for 4d12 plus your spell modifier) or searing light (forcing it to roll a Dexterity save or take 6d12 Radiant damage, taking half on a success). The healing and damage scale normally.
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Conjure a Large intangible spirit of the Elemental Planes in an unoccupied space in range for the duration. Choose the element, which determines its damage type, from air (Lightning), earth (Thunder), fire (Fire) or water (Cold).
Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can make it roll a Dexterity save to avoid 8d8 damage and being Restrained by the spirit. The spirit can only attack and restrain one creature at a time. The target rerolls the save at the start of its turn, escaping on a success, or taking 4d8 damage on a failure. All damage scales by 2d8 per level.
See the Player's Handbook for the exact rules.
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Conjure a Medium spirit of the Feywild in an unoccupied space you can see within range for the duration. It looks like a Fey creature of your choice. As a Bonus Action on later turns, you may teleport the spirit to a unoccupied space you can see within 30 feet of its current space.
When it appears on casting or when teleported, it may make a melee spell attack against a creature within 5 feet of it. On a hit, the creature takes 3d12 plus your spell modifier in Psychic damage, and the target is Frightened of you and the spirit until the start of your next turn. The damage scales by 2d12 per level.
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Conjure spirits of the Elemental Planes, which flit around you in a 15-foot emanation for the duration. Any attack you make against a creature in the emanation deals 2d8 extra Acid, Cold, Fire or Lightning damage, as chosen when you attack. The damage scales by 2d8 per level.
Ground in the emanation is Difficult Terrain for your enemies.
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Brandish the component weapon, and choose a point in range. Hundreds of similar spectral weapons (or ammunition) fall in a 40-foot radius and 20-foot-high Cylinder centered on that point. Creatures you choose in the Cylinder roll a Dexterity save, taking 8d8 Force damage on a failure, or half that on a success. The spectral weapons then vanish.
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Conjure nature spirits that flit around you in a 10-foot emanation for the duration. If you move so a creature is in the emanation, or if a creature moves into it or ends their turn there, you can force them once per turn to roll a Wisdom save, taking 5d8 Force damage on a failure and half that on a success. The damage scales normally.
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Mentally contact a demigod, sage's spirit, or some other knowedgeable entity from another plane at risk of mental breakdown. When you cast this spell, make a DC 15 Intelligence save.
On a success, you ask up to five questions during the duration. The entity will try to answer with one word.
On a failure, take 6d6 Psychic damage and become Incapacitated until you finish a Long Rest or have Greater Restoration cast on you.
See the Player's Handbook for the exact rules.
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Inflict a magical contagion. Choose an ability. The target must succeed on a Constitution save, or else they take 11d8 Necrotic damage, are Poisoned for the duration, and have Disadvantage on all saves made with the chosen ability.
At the end of each turn, the target rerolls the save until it has 3 successes, ending the spell, or 3 failures, making the spell last for 6 days.
If anything tries to end the Poisoned condition on the target, it must succeed on a Constitution save or the Poisoned condition continues.
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Cast a spell of level 5 or lower that you can cast in an action targeting yourself. This becomes the contingent spell, expending its spell slot as well as Contingency's spell slot. The spell doesn't take effect until a chosen trigger occurs.
As soon as the trigger happens, the spell takes effect whether you want it to or not, and then Contingency ends.
You can only target yourself with the contingent spell, you can only have one contingent spell at a time, and the whole spell ends if you ever don't have the material component on your person.
See the Player's Handbook for the exact rules.
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A heatless flame that consumes no fuel springs from an object you touch. It casts Bright Light for 20 feet and Dim Light for an additional 20 feet. It can be covered but not smothered or quenched.
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Control all the water in a 100-foot cube in range for the duration. You may cause a flood, part the water, redirect the flow, or spin a whirlpool. As a Magic action, you can repeat the effect or choose a different one.
See the Player's Handbook for the exact rules.
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Control the weather for 5 miles around you. You must be outside, and the spell ends if you go indoors.
On casting, you adjust the conditions bit by bit. It takes the weather 1d4 x 10 minutes to change the weather. You may change the precipitation, temperature, and wind simultaneously. You may change the weather again once the new conditions are stabilized.
See the Player's Handbook for the exact rules.
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Bury up to four nonmagical arrows or bolts in the ground. The number you can bury scales by two per level. They can't be uprooted for the the duration. Designate allied creatures on casting.
Whenever a creature other than you or a designated ally enters a space within 30 feet of the ammunition, or ends its turn there, one piece of ammunition shoots at it. It must succeed on a Dexterity save or take 2d4 Piercing damage. The ammunition is destroyed. The spell ends when all the ammunition is fired.
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When you see a creature in range casting a spell using Verbal, Somatic, or Material components, you may try to interrupt it with a Reaction. The target makes a Constitution save. On failure, the spell dissapates, and the the casting Action, Bonus Action or Reaction is wasted. If the spell used a spell slot, it's not expended.
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Create 45 pounds of food and 30 gallons of fresh water on the ground or in containers in range. The food looks how you like, but is bland and nourishing, and the water is clean. The food spoils after 22 hours.
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Conjure 10 gallons of clean water. It appears in an open container in range, or falls as rain in a 30-foot cube in range, putting out exposed flames. The amount of water scales by 10 gallons per level, increasing the size of the cube by 5 feet per level.
Alternatively, annihilate up to 10 gallons of water in an open container in range, or destroy fog in a 30-foot cube in range. The scaling is the same as above.
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Turn up to three corpses of Medium or Small Humanoids into Ghouls. You can only cast this at night.
You may mentally command any creatures you animated within 120 feet as a Bonus Action. The command may be a complete upcoming turn, or a general standing command.
The animated creatures stop obeying your commands after 22 hours. You may cast this spell again to reassert control over existing creatures rather than raise new ones. The number and type of creatures you may animate or reassert control over scales.
See the Player's Handbook for the exact rules.
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Pull wisps of shadow to create an object made of vegetable or mineral matter that fits in a 5-foot cube. The maximum dimensions scale normally.You must have seen the object's form and material before.
The duration depends on the rarity of the material, ranging from a minute to a day.
See the Player's Handbook for the exact rules.
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Force a non-Humanoid creature to roll a Wisdom save to avoid being Charmed.
If Charmed, a spectral crown appears on its head. It must use its action before moving to make a melee attack against a creature other than itself that you choose. If you choose no creature or there are no targets in reach, it acts normally. It repeats the save and the end of its turns to end the spell.
You must take the Magic action to maintain control of the creature on your later turns.
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Radiate an aura in a 30-foot emanation. You and your allies in the aura deal 1d4 extra Radiant damage with weapons and Unarmed Strikes.
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Touch a creature, healing it for 2d8 plus your spellcasting modifier in Hit Points. The healing scales by 2d8 per level.
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Create up to four torch-sized lights within range, which appear as you like. Alternatively, you may combine them into one Medium somewhat Humanoid form. Whichever form they have, they shed Dim Light for 10 feet.
You mave move the lights up to 60 feet as a Bonus Action. Individual lights must stay within 20 feet of the others, and if they move out of range, they wink out.
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Fill a 15-foot-radius sphere centered in range with magical Darkness. It cannot be illuminated natually and Darkvision cannot see through it.
You may instead cast the spell on a loose object, making it the source of the darkness, which fills a 15-foot emanation. Covering the object blocks the darkness.
This spell's area dispells any spell of level 2 or lower that produces Bright or Dim Light.
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Give a willing creature you touch Darkvision for the duration. The vision range is 150 feet.
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Fill a 60-foot-radius sphere centered in range with Bright Light. It counts as sunlight. The sphere sheds Dim Light for an extra 60 feet.
You may instead cast the spell on a loose object, making it the source of sunlight, which fills a 60-foot emanation (and sheds further as before). Covering the object blocks the sunlight.
This spell's area dispells any spell of level 3 or lower that produces magical darkness.
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Immunize a creature you touch from death for the duration. If the target takes damage that would drop it to 0 Hit Points, it instead drops to 1 Hit Point and the spell ends.
Alternatively, if the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target and the spell ends.
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Condense a bead of yellow light at a chosen point in range. The base damage it can inflict is 12d6, and this damage scales normally. Additionally, every time your turn ends while the spell is active, the damage increases by another 1d6.
A creature may attempt to throw the bead by rolling a Dexterity save.
When the spell ends, the bead explodes, dealing its cumulative Fire damage to all creatures in a 20-foot radius, and lighting all loose flammable objects on fire. Creatures roll a Dexterity save to take half damage.
See the Player's Handbook for the exact rules.
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Create a Medium door on a flat solid surface you can see in range. It can be opened and closed, and it goes to a demiplane that is an empty 30-foot cube room made of wood or stone. When the spell ends, the door vanishes. Objects stay in the demiplane. Creatures may stay or choose to be shunted prone out the door as it vanishes.
When you cast the spell, you may connect to a previous demiplane, a new one, or if you know the nature and contents of another creature's demiplane, you can connect to that one instead.
See the Player's Handbook for the exact rules.
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Emit energy in a 30-foot emanation. Creatures you choose must roll a Constitution save. On a failure, they take 5d6 Thunder damage, as well as 5d6 Radiant or Necrotic damage, and are knocked Prone. On a success, they take half damage and aren't knocked over.
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Detect the location of any Aberration, Celetial, Elemental, Fey, Fiend, or Undead within 30 feet of you for the duration, as well as any Hallowed locations. The spell is blocked by a foot of stone, dirt or wood, as well as an inch of metal or a sheet of lead.
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Detect whether magical effects are within 30 feet of you for the duration. You may use a Magic action if they are present to see a faint aura around any visible creature or object bearing the magic, and if it is a spell effect, you learn the spell's school of magic. The spell is blocked by a foot of stone, dirt or wood, as well as an inch of metal or a sheet of lead.
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Detect the location and nature of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of you for the duration. The spell is blocked by a foot of stone, dirt or wood, as well as an inch of metal or a sheet of lead.
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Sense the presence of thoughts within 30 feet of creatures that share a language with you or are telepathic. You don't read the thougnts. The spell is blocked by a foot of stone, dirt or wood, as well as an inch of metal or a sheet of lead.
Alternatively, you may instead target one creature within 30 feet of you that you to learn its dominant thoughts. You can use a Magic action to switch between sensing generally and targeting a creature.
As a Magic action while targeting one creature, you may attempt to probe deeper ihto their thoughts. It makes a Wisdom save to avoid this.
See the Player's Handbook for the exact rules.
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Teleport to a location in range. It can be a place you see, a place you can visualize, or a place you can describe via distance and direction. You may teleport a creature within 5 feet as you as well.
If you or the other creature would arrive in a space occupied by a creature, or filled in by walls or objects, all teleporting creatures take 4d6 Force damage and the teleportation fails.
See the Player's Handbook for the exact rules.
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Change the appearance of your person and belongings for the duration. You can adjust your height by 1 foot, as well as your weight. You must have the same arrangement of limbs.
Changes will not hold up to physical inspection, and creatures that Study you and succeed on an Investigation check against your spell save will realize you are disguised.
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Blast a creature, object, or creation of magical force in range with a green ray.
Large nonmagical objects and magical forces are immediately disintegrated. Huge and larger objects have a 10-foot-cube portion disintegrated into gray dust.
Targeted creatures roll a Dexterity save. On a failure, they take 10d6 + 40 Force damage. This damage scales by 3d6 per level. If this damage reduces the creature to 0 Hit Points, it and all nonmagical items on its person are disintegrated. The target can only be revived by True Resurrection or a Wish spell.
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Give Celestials, Elementals, Fey, Fiends, and Undead Disadvantage on attack rolls against you for the duration.
You may use a Magic action to touch a creature possessed, Charmed or Frightened by such a creature. The target is freed from these effects and the spell ends.
Alternatively, you can use a Magic action to target such a creature within 5 feet of you. It must succeed on a Charisma save to avoid being sent back to its home plane. Undead are sent to the Shadowfell and Fey are sent to the Feywild.
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Target a creature, object, or magical effect in range and automatically end any ongoing spells of the casting level or lower. For more powerful spells, you must make a spellcasting ability check against DC 10 + the target spell's level, ending it on a success.
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Fill the head of a creature you can see in range with a discordant melody and make them roll a Wisdom save. On a failure, they take 3d6 Psychic damage and must immediately use their reaction to move as far away from you as they can using the safest route. The damage scales normally. On a success, they only take half damage.
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Contact a god or their servants, asking one question about a specific goal, event, or activity that will occur within 7 days. The DM will offer a true reply, typically in a short phrase or cryptic rhyme. The answer is not ironclad and things may occur to change the outcome.
Every time you cast this spell before taking a Long Rest, the chance of receiving no response increases by 25%.
See the Player's Handbook for exact rules.
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Your attacks with weapons deal an extra 1d4 Radiant damage on a hit for the duration.
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Cast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 2d8 Radiant damage from the attack. The damage scales normally, and also increases by 1d8 if the target is a Fiend or an Undead.
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Utter the Divine Word from the Upper Planes. Each creature you choose in range rolls a Charisma save. On a failure, creatures with 50 Hit Points or fewer suffer effects ranging from deafening to death.
Additionally, regardless of Hit Points, if a target is a Celesial, Elemental, Fey or Fiend, it is banished back to its own plane of origin if it's not already there, and it cannot return to the current plane for 22 hours by any means short of a Wish spell.
See the Player's Handbook for exact rules.
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Force a Beast you can see in range to roll a Wisdom save to avoid being Charmed for the duration. It rolls the save with Advantage if you or your allies are fighting it. It rerolls the save any time it takes damage, ending the spell on a success. The length of the spell scales.
While charmed, you maintain a telepathic link to the target while on the same plane of existence. On your turn, you may issue simple commands to the target without an action. It will try to complete the task on its turn. If it has no standing task, it acts as it likes, protecting itself. Commanding it to take a Reaction costs your own Reaction.
See the Player's Handbook for exact rules.
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Force a creature you can see in range to roll a Wisdom save to avoid being Charmed for the duration. It rolls the save with Advantage if you or your allies are fighting it. It rerolls the save any time it takes damage, ending the spell on a success. The length of the spell scales.
While charmed, you maintain a telepathic link to the target while on the same plane of existence. On your turn, you may issue simple commands to the target without an action. It will try to complete the task on its turn. If it has no standing task, it acts as it likes, protecting itself. Commanding it to take a Reaction costs your own Reaction.
See the Player's Handbook for exact rules.
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Force a Humanoid you can see in range to roll a Wisdom save to avoid being Charmed for the duration. It rolls the save with Advantage if you or your allies are fighting it. It rerolls the save any time it takes damage, ending the spell on a success. The length of the spell scales.
While charmed, you maintain a telepathic link to the target while on the same plane of existence. On your turn, you may issue simple commands to the target without an action. It will try to complete the task on its turn. If it has no standing task, it acts as it likes, protecting itself. Commanding it to take a Reaction costs your own Reaction.
See the Player's Handbook for exact rules.
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Touch a willing creature and bestow Acid, Cold, Fire, Lightning, or Poison breath on them for the duration. The target may use a Magic action to exhale a 15-foot cone of draconic breath. Each creature in that area rolls a Dexterity save, taking 3d6 damage on a failure and half that on a success. The damage scales normally.
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Put yourself or a creature you touch in a trance as a dream messenger to a creature you know on the same plane of existence. The messenger is Incapacitated and has a Speed of 0.
When the target is asleep, the messenger enters the target's dreams and converses with them through the spell's duration. The messenger can affect the dream's content, can emerge at any time, and the target remembers the dream perfectly on awakening. The messenger can make the dream a nightmare, deliver only ten words, and make the target roll a Wisdom save, losing all rest benefits and taking 3d6 Psychic damage on a failure.
See the Player's Handbook for exact rules.
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The mark of the Friends of the World. Simple favors of nature that are effortless for her allies.
Creates an array of small effects, such as sensations, fire play, blooms, and weather prediction. See the Player's Handbook for exact rules.
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Start an intense tremor in the ground in a 100-foot-radius from a point you can see in range. The ground there is Difficult Terrain. On casting the spell, and at the end of each of your turns for the duration, each creature on the ground of the area rolls a Dexterity save to avoid being knocked Prone.
Additionally, you open fissures in the ground at the end of the casting turn, which may cause creatures to fall in.
You also cause 50 Bludgeoning damage to all structures in the area at the end of your turns until the spell ends.
See the Player's Handbook for exact rules.
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Hurl a beam of crackling energy. Make a ranged spell attack against a creature or object in range. The target takes 1d10 Force damage on a hit. The number of beams, not the damage, scales as a cantrip. Roll a separate attack roll for each beam.
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Exert control over the elements, causing gentle manipulations of air, earth, fire, or water. Alternatively, you may sculpt a small amount of an element into a crude shape. See the Player's Handbook for exact rules.
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Infuse a nonmagical weapon with elemental magic. Choose Acid, Cold, Fire, Lightning or Thunder damage. The weapon has a +1 bonus to attack rolls and deals 1d4 extra damage of your chosen type and it counts as a magic weapon. The attack bonus and extra damage both scale.
See the Player's Handbook for exact rules.
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Touch a creature and give them Advantage on Strength, Dexterity, Intelligence, Wisdom, or Charisma ability checks for the duration. The number of creatures scales normally, and you can choose different abilities for each target.
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Enlarge or reduce a creature or loose object. A creature can roll a Constitution save to resist. Items on the changed creature change with it and they return to normal early if dropped or thrown.
The target's size increases or decreases by one category, and they receive Advantage on Strength checks and saves if enlarged and Disadvantage if reduced. Their attacks with their size-changed weapons and Unarmed Attacks increase by 1d4 if enlarged and decrease by 1d4 if reduced.
See the Player's Handbook for exact rules.
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Cast after hitting a target with a Melee weapon or Unarmed Strike. Grasping vines appear on the target and they make a Strength save to avoid being Restrained. Large and larger creatures have Advantage.
Restrained targets take 1d6 Piercing damage at the start of their turns. This damage scales normally. The target, or another creature in reach, can use an Action to roll a Strength ability check against your spell save, ending the spell on a success.
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Fill a 20-foot square in range with grasping plants. The area is Difficult Terrain.
Each creature in the area on casting besides you must roll a Strength save to avoid being Restrained for the duration. Creatures can use an Action to roll a Athletics check against your spell save, ending the Restrained condition on a success.
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Distract creatures you choose that you can see in range. They roll a Wisdom save to avoid a -10 penalty to Perception checks and Passive Perception for the duration. Creatures you or your companions are fighting succeed on the save.
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Step into the Ethereal Plane where it overlaps with your current plane. The number of targets scales by three per level, and they must be within 10 feet of you. Navigate the Border Ethereal in any direction, spending an extra foot of movement when moving up or down. You see the plane you left in grayscale up to 60 feet away. You are only affected by things on the Ethereal Plane.
When the spell ends, you return to the plane you left in the corresponding location to where you are now in the Border Ethereal. The spell ends instantly if cast in the Ethereal Plane or on a plane that doesn't border it.
See the Player's Handbook for exact rules.
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Take the Dash action. You may keep taking it as a Bonus Action for the duration.
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Blacken your eyes. On casting and as a Magic action for the duration, you may target a creature within 60 feet of you that hasn't resisted this casting yet and make them roll a Wisdom save.
On a failure, you can put them to sleep for the duration, frighten them and make them flee, or sicken them.
See the Player's Handbook for exact rules.
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Convert raw materiaals into products of the same material. Choose raw materials you can see in range and fabricate a Large or smaller object if you have sufficient raw materials. Mineral substances can only make Medium objects or smaller.
You cannot create creatures or magic objects. Objects that require high skill and Artisan's Tools require that you be proficient with those tools.
See the Player's Handbook for exact rules.
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Light all the objects and creatures that fail a Dexterity save in a 20-foot cube in range. Affected targets shed blue, green, or violet Dim Light in a 10-foot radius, cannot benefit from being Invisible, and attacks against them have advantage if the attacker can see them.
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Conjure a phantom watchdog in an unoccupied spot you can see in range for the duration or until you get more than 300 feet away from it. Only you can see it. Specify a password if you like. On later turns, you may move the hound 30 feet as a Bonus Action.
Any Small or larger creature that moves within 30 feet without speaking the password upsets the hound and it starts barking loudly. The hound has Truesight up to 30 feet.
At the start of your turn, the hound will try to bite an enemy within 5 feet of it. The enemy must roll a Dexterity save to avoid 4d8 Force damage.
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Mask a willing creature or object for the duration. If you cast the spell on the same target every day for 20 days, it becomes permanent.
A masked creature appears to be a different creature type of your choice, such as a Beast or Fiend.
A masked object appears to be magical if it is not, nonmagical if it is, or of a different school of magic that you choose than it actually is.
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Gain 2d4 + 4 Temporary Hit Points. These scale by 5 per level.
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Force all creatures in a 30-foot cone originating from you to roll a Wisdom save to avoid dropping whatever it's holding and become Frightened for the duration.
Frightened creatures take the Dash action and move away from you by thee safest route on each turn unless there is nowhere to move. If it cannot see you at the end of its turn, it rerolls the save to end the spell on itself.
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When you or a creature you can see in range falls, you may magically catch them as a Reaction. Choose up to five falling creatures in range and slow their descent to 60 feet per round for the duration. If a creature lands during the duration, it takes no damage from the fall and the spell ends on it.
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Put a willing creature into a cataleptic state indistinguishable from death. It appears dead to outward inspection and spells used to determine its status for the duration. It is Blinded and Incapacitated and its Speed is 0.
The target also has Resistance to all damage except Psychis, and has Immunity to being Poisoned.
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Summon a familiar to your service. The spirit takes the form of a CR 0 Beast, such as a raven, cat, lizard, weasel, or spider. It appears in an unoccupied space in range. It has the stat block of its chosen form, but is your choice of a Celestial, Fey, or Fiend rather than a Beast. It acts on its own, but obeys you.
The familiar has a telepathic connection to you, and can deliver touch-range spells for you using its Reaction. It cannot attack, but behaves as an ally in combat.
You can have one familiar at a time, further castings change its form.
See the Player's Handbook for exact rules.
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Summon an otherworldly loyal steed to an unoccupied space within range. It uses the Otherworldly Steed stat block, and you can have one at a time. The stat block scales.
The steed appears as a Large rideable animal of your choice, such as a horse, dire wolf, or camel. You choose whether it is a Celestial, Fey or Fiend, which affects the stat block.
In combat, it shares your initiative count and is an ally. If you are incapacitated, it takes its turn after yours and acts to protect you. It vanishes when it drops to 0 Hit Points, and you may summon the same steed or a new one when you cast the spell again.
See the Player's Handbook for exact rules.
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Magically sense the most direct physical route to a familiar location you name. The spell fails if the destination is on another plane of existence, is moving, or unspecific.
As long as you are on the same plane of existence for the duration, you will know how far it is and in what direction, and where there are choices of paths, you know which is most direct.
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Sense any traps within range and line of sight. Traps are objects and mechanisms intended to cause damage or danger, such as an Alarm spell or mechanized pit trap, but not a hidden sinkhole.
You learn a trap is present and its general nature, but not its location.
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Hurl negative energy at a creature you see in range. It rolls a Constitution save, taking 7d8 + 30 Necrotic damage on a failure and half that on a success.
If a Humanoid dies from this spell, they rise at the start of your next turn as a Zombie that obeys your verbal orders.
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Shoot a fiery streak to a point you choose in range. Each creature in a 20-foot-radius sphere centered on that point rolls a Dexterity save, taking 8d6 Fire damage on a failure and half that on a success. This damage scales normally.
Loose flammable objects in the sphere start burning.
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Hurl a mote of fire at a creature or object in range. Make a ranged spell attack, dealing 1d10 Fire damage on a hit. The damage scales as a cantrip. If the target is a loose flammable object, it starts burning.
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Wreathe your body in wispy flames for the duration, shedding Bright Light for 10 feet and Dim Light for 10 more. Choose if it's a hot or cold fire.
The hot shield grants you Resistance to Cold damage and deals 2d8 Fire damage to a creature within 5 feet of you that hits you with a melee attack roll. The cold shield grants resistance to Fire damage and deals 2d8 Cold damage.
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Summon a storm of fire in range. The storm consists of up to ten 10-foot cubes, arranged contiguously as you like. Creatures in the storm roll a Dexterity save, taking 7d10 Fire damage on a failure and half that on a success.
Loose flammable objects in the storm start burning.
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Evoke a fiery blade in your free hand the size and shape of a scimitar for the duration. It vanishes if released, and can be brought back as a Bonus Action.
You can make a melee spell attack with it as a Magic action. It deals 3d6 + your spellcasting modifier in Fire damage. The damage scales normally.
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Call down a pillar of fire on a point in range. All creatures in a 10-foot-radius 40-foot-high Cylinder centered on that point roll a Dexterity save, taking 5d6 Fire damage and 5d6 Radiant damage on a failure and half that on a success. Both damages scale normally.
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Create a 5-foot-diameter sphere of fire in an unoccupied space in range. You can move it as a Bonus Action up to 30 feet. It sheds Bright Light for 20 feet and Dim Light for another 20 feet and lights loose flammable objects on fire.
When hit by the sphere, or when ending their turn within 5 feet of the sphere, creatures roll a Dexterity save, taking 2d6 Fire damage on a failure and half that on a success. The damage scales normally.
See the Player's Handbook for exact rules.
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Attempt to turn a creature you can see in range into stone. It makes a Constitution save. On a failure, it is Restrained for the duration. On a success, their Speed is 0 until the start of your next turn as they recover.
A Restrained target rerolls the save at the end of each of its turns until it has three successes or failures. at which point the spell ends if it succeeds or it becomes Petrified for the duration if it fails. If you maintain Concentration for the whole minute, the Petrification is permanent until magically ended.
See the Player's Handbook for exact rules.
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Create a horizontal disk of force, 3 feet in diameter and 1 inch thick, hovering 3 feet above the ground in an unoccupied space in range for the duration. It can hold 500 pounds, with the spell ending if it's overloaded.
When you move more than 20 feet away from the disk, it follows you to stay within 20 feet. It can cross uneven terrain and float up and down stairs, but it cannot navigate sudden elevation changes of 10 feet or more. If you manage to get more than 100 feet from the disk, the spell ends.
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Touch a willing creature. The numger of targets scales normally. The targets gain a Fly Speed of 60 feet and they can hover for the duration. When the spell ends, they will fall it they are still aloft.
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Create a 20-foot-radius sphere of fog centered on a point in range. The area is Heavily Obscured. It lasts for the duration unless it is dispersed by a strong wind.
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Create a ward against magical travel, covering up to 40,000 square feet of floor space up to a height of 30 feet above the floor. Absolutely all interplanar travel is blocked in the area.
On casting, you may choose as many as you like from Aberrations, Celestials, Elementals, Fey, Fiends, and Undead, as well as Radiant or Necrotic damage and a password if desired. When creatures of the chosen type enters the area without speaking the password, or ends its turn there, it takes 5d10 of the chosen damage.
If you cast the spell in the same place 20 days in a row, it is permanent and consumes the material component.
See the Player's Handbook for exact rules.
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Evoke an immobile and Invisible cubic prison in range. It's composed of magical force and can be a 20-foot cube made of bars or a 10-foot solid cube that prevents all spells and matter from passing through.
Any creature not completely inside the area is shunted out, otherwise they are trapped. They cannot leave without magic, the cage extends into the Ethereal Plane, and attempts to teleport out require passing a Charisma save to avoid wasting the spell. The cage cannot be dispelled by Dispel Magic.
See the Player's Handbook for exact rules.
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A willing creature sees into the immediate future for the duration. It has Advantage on all D20 Tests and other creatures have Disadvantage on attack rolls against it for the duration. The spell ends if you cast it again.
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Wreathe your body in cool light for the duration. You shed Bright Light for 20 feet and Dim Light for another 20. You have Resistance to Radiant damage and your melee attacks deal an extra 2d6 Radiant damage.
You may take a Reaction when damaged by a creature you can see within 60 feet of you to make it roll a Constitution save. If it fails, it is Blinded until the end of your next turn.
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Give a willing creature the ability to ignore Difficult Terrain, and they are unable to have their Speed reduced or become Paralyzed or Restrained. The number of targets scales normally.
The targets also have a Swim Speed equal to their Speed, and they can use 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or Grapples.
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Hurl a globe to a point in range, where it explodes in a 60-foot-radius sphere. You may choose to hold in instead, later throwing it 40 feet or slinging it to the sling's range, shattering it, or leaving it on a surface to explode 1 minute later.
Creatures in the explosion roll a Constitution save, tading 10d6 Cold damage on a failure or half that on a success. The damage scales normally.
If it hits water, it freezes a 30-foot square 6 inches deep for one minute, Restraining creatures swimming on the surface unless they can make an Athletics check against your spell save to break free.
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Make a creature you can see in range roll a Wisdom save to avoid being Charmed. It succeeds automatically if you are fighting it, or if you have cast this spell on it in the last day. The spell ends early if the target takes any damage, or if you make an attack, deal damage, or force a save on anyone.
The target realizes that you Charmed it when the spell ends.
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Turn a willing creature and its carried items into a misty cloud for the duration. The number of targets scales normally.
The gaseous creature can only move with a Fly Speed of 10, and can hover. It can occupy the same space as another creature and move through narrow openings, but liquids act like solid surfaces to it. It has Resistance to physical damages, cannot be knocked Prone, and has Advantage to physical saves. It cannot talk, attack, cast spells or manipulate objects. Objects that it carries in its mist form cannot be used or dropped.
See the Player's Handbook for exact rules.
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Conjure a portal linking an unoccupied space you can see in range to a precise location on a different plane of existence. The portal is a circle 5 to 20 feet in diameter, oriented as you like. The portal at each end has a front and back. Travel through is instantaneous and can only be done through the front of the portal, through which the destination can be seen.
You may open a portal to a specific entity you correctly name instead of a location. Planar rulers may block portals to their domains.
See the Player's Handbook for exact rules.
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Command a creature you can see in range to do or not do something. It rolls a Wisdom save to avoid being Charmed, and automatically succeed if it cannot understand your command. You cannot make a suicidal command.
While Charmed, the creature takes 5d10 Psychic damage once a day if it acts in a manner directly counter to your command. The duration scales, lasting 293 days at level 7 or 8, and being permanent at level 9.
The spell may be ended by Remove Curse, Greater Restoration, or Wish.
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Touch a corpse or other remains. It stops decaying and cannot become Undead for the duration. This also stops the timer on its time spent dead, giving more time for spells to resurrect it.
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Summon a monstrous centipede, spider, or wasp in an unoccupied space you can see in range. It uses the Giant Insect stat block. The stat block scales. The insect disappears when it drops to 0 Hit Points or when the spell ends.
It is your ally, and shares you Initiative count, taking its turn immediately after yours. You don't need to use an Action to verbally command it.
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All Charisma checks you make can have your roll replaced with a 15 for the duration. No matter what you say, magic methods to determine if you are lying indicate that you are telling the truth.
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A shimmering barrier appears around a 10-foot emanation centered on you. It is immobile. Any spells of level 5 or lower originating outside the globe cannot hit or affect targets inside of it, including areas of effect. The maximum level of blocked spell scales by 1 per level.
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Inscribe a glyph on a surface or object that can be closed. It can be no more than 10 feet in diameter. If the surface or object is moved more than 10 feet without triggering the glyph, the spell ends harmlessly.
A Perception check against your spell save will detect the barely perceptible glyph.
You choose the nature of the glyph's trigger, including creature types and passwords, and whether it is an explosive rune or a spell-storing glyph. Both effects scale.
See the Player's Handbook for exact rules.
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Conjure ten berries in your hand. They are magical. As a Bonus Action, a creature can eat a berry to restore 1 Hit Point and be fully fed for a day. Uneaten berries vanish when the spell ends.
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Conjure a vine from a surface in an unoccupied space you can see in range for the duration.
On casting, and as a Bonus Action on later turns, you can make a melee spell attack against a creature within 30 feet of the vine. This attack deals 4d8 Bludgeoning damage and pulls the creature up to 30 feet towards the vine. If it is Huge or smaller, the vine Grapples it. Only one creature can be Grappled at a time, and you can make the vine release a Grappled creature without an action. The number of targets that can be grappled scales normally.
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Cover a 10-foot square of ground within range with nonflammable grease for the duration. It is Difficult Terrain. Creatures that are present on casting, as well as when they enter or end their turn in the area, must roll a Dexterity save to avoid falling Prone.
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Turn a creature Invisible for the duration.
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Create a Large shimmering magic hand in an unoccupied space you can see in range. The hand lasts for the duration, and moves as you command by imitating your own hand. It has an AC of 20, as many Hit Points as your maximum, and doesn't occupy its space.
On casting, and as a Bonus Action on later turns, you may cause the hand to strike, push, interpose, or grab a creature. The hand's damage scales.
See the Player's Handbook for exact rules.
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Touch a creature and immediately remove an effect from it. The effects you can remove include 1 Exhaustion level, Charmed, Petrified, a curse, an ability reduction, or a Hit Point maximum reduction.
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Summon a large spectral guardian that hovers in an unoccupied space you can see in range for the duration. It occupies the space, is invulnerable, and appears in a form appropriate for your deity.
Enemies that move within 10 feet of the guardian once per turn, or start their turn there, make a Dexterity save, taking 20 Radiant damage on a failure or half that on a success. The guardian vanishes after dealing 60 damage in total.
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Ward up to 2500 square feet of floor space, as a 50-foot square, twenty-five contiguous 10-foot squares, or a hundred contiguous 5-foot squares. You can specify individuals that are exempt from the spell's effects, and may specify a password that makes a speaker immune to the effects as well. If you cast the spell every day for 293 days, it becomes permanent until dispelled.
The spell creates four distinct effects, all four of which must be dispelled individually to end the spell. These effects are foggy and confusing corridors, magically locked and hidden doors, webbed stairs, and a stored spell.
See the Player's Handbook for exact rules.
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Give a willing creature a 1d4 bonus to all ability checks using a skill of your choice for the duration.
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Hurl a bolt of light at a creature in range. Roll a ranged spell attack. It deals 4d6 Radiant damage, and your next attack roll made against it by the end of your next turn has Advantage. The damage scales normally.
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Blast strong wind in a line 60 feet long and 10 feet wide from you in the direction you choose. As a Bonus Action on later turns, you can change the line's direction. On casting, and if they end their turn in the line, creatures in it must roll a Strength save or be pushed 15 feet away from you along the line. Creatures in the line must spend 2 feet of movement for every foot spent moving towards you.
The gust disperses gas and vapor, extinguishes unprotected flames, and has a half chance of extinguish protected flames.
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Cast after hitting a target with a Ranged weapon. The weapon or ammunition sprouts an abundance of thorns. The target and all creatures within 5 feet of it roll a Dexterity save, taking 1d10 Piercing damage on a failure and half that on a success. The damage scales normally.
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Touch a point and infuse the area around it with holy or unholy power. The area can have a radius of up to 60 feet. The spell fails if part of the area is already Hallowed.
Choose creature types from Aberration, Celestial, Elemental, Fey, Fiend, or Undead. The chosen types cannot willingly enter the Hallowed ground, and possessions as well as Charmed and Frightened effects caused by the chosen creature types stop working in the area. There is an extra effect as well, including things like courageousness, darkness, daylight, fear, resistance, and others.
See the Player's Handbook for exact rules.
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Change the appearance for a 150-foot cube in range to look, sound and smell like a different natural terrain. This doesn't affect manufactured structures, equipment, or animals in the area. The tactile characteristics of the terrain are also unchanged, so creatures that actually enter the area will probably notice the illusion. If it's not apparent from contact, an Investigation check against your spell save will reveal it is an illusion, at which point it becomes a vague image superimposed over the real terrain to the creature that sees through it.
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Target a creature, and hit it with virulent magic, making it roll a Constitution save. On a failure, it takes 14d6 Necrotic damage and has its maximum Hit Points reduced by the damage it took. It cannot be reduced below 1 Hit Point this way. On a success, it only takes half damage.
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Hasten a willing creature you can see in range. For the duration, its Speed is doubled, and it gains a +2 bonus to its AC, Advantage on Dexterity saves, and a second Action on its turn with which it can use to Attack, Dash, Disengage, Hide, or Utilize. The creature can still only Attack once per turn.
When the spell ends, the target is hit by lethargy and has a Speed of 0 and the Incapacitated condition until the end of its next turn.
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Wash a creature you can see in range with healing energy, restoring 70 Hit Points and ending Blinded, Deafened, and Poisoned conditions on the target. The healing scales by 10 per level.
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Choose a creature you can see in range, restoring 2d4 + your spellcasting modifier in Hit Points to it. The healing scales by 2d4 per level.
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Choose a manufactured metal object you can see in range an make it glow red hot. Any creature in physical contact with the object takes 2d8 Fire damage on casting, and you can use a Bonus Action on later turns to deal this damage again. The damage scales normally.
If a creature is holding or wearing the object and takes the damage, it must succeed on a Constitution save to avoid dropping the object if it can. If it doesn't, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
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When you take damage from a creature you can see in range, you may lash out at it with green flames as a Reaction. It rolls a Dexterity save, taking 2d10 Fire damage on a failure and half that on a success. The damage scales normally.
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Conjure a feast that appears on a surface in an unoccupied 10-foot cube next to you. Up to twelve creatures may partake in the feast, which takes an hour to consume and vanishes at the end of the hour.
If a creature fully partakes in the feast, it gains Resistance to Poison damage, Immunity to the Frightened and Poisoned conditions, and gains 2d10 Hit Points as well as increasing its Hit Point maximum by that amount. These effects last 22 hours.
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Imbue a willing creature with bravery for the duration. It is immune to being Frightened and gains Temporary Hit Points equal to your spellcasting modifier at the start of its turns.
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Curse a creature you can see in range. Choose an ability. You deal an extra 1d6 Necrotic damage to the target when you hit it with an attack roll, and it has disadvantage on the chosen ability checks. The Concentration scales, lasting up to 4 hours at level 2, 8 hours at level 3, and 22 hours at level 5.
If the target drops to 0 Hit Points before the spell ends, you can take a Bonus Action on a later turn to move the curse to a new creature.
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Make a creature you can see in range roll a Wisdom save to avoid falling Prone and Incapacitated, laughing uncontrollably if it can. It cannot get up for the duration. The number of targets scales normally.
The target may repeat the save at the end of its turn, and may repeat it with Advantage if damaged, ending the spell on itself on a success.
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Force a creature you can see in range to roll a Wisdom save to avoid being Paralyzed for the duration. The number of targets scales normally. The targets repeat the save at the end of its turns to end the spell on itself.
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Force a Humanoid you can see in range to roll a Wisdom save to avoid being Paralyzed for the duration. The number of targets scales normally. The targets repeat the save at the end of its turns to end the spell on itself.
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Emit an aura in a 30-foot emanation. Creatures of your choice in the aura have Advantage on all saves, and other creatures have Disadvantage on attack rolls against them. When a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must roll a Constitution save to avoid being blinded until the end of its next turn.
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Pull moisture from all plants and creatures in a 30-foot cube centered in range. Nonmagical plants instantly wither and die. Creatures that are not constructs or undead in the area must roll a Constitution save, which plant creatures and water elementals roll with disadvantage. Targets take 12d8 necrotic damage on a failure, or half that on a success.
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Open a gateway to the Far Realm. Magical Darkness fills a 20-foot radius sphere centered in range for the duration. The sphere is Difficult Terrain and filled with whispers and horrible slurps audible 30 feet away. No light of any kind can illuminate it and creature in it are Blinded.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there rolls a Dexterity save to avoid taking 2d6 Acid damage. The damages scale by 1d6 per level, but not at the same time. You can choose which damage gets a scaling bonus for each level.
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Mark a creature you can see in range as your quarry for the duration. You deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll, and you have Advantage on any Perception or Survival checks you make to find it. The Concentration scales, lasting up to 8 hours at level 3 and 22 hours at level 5.
If the quarry drops to 0 Hit Points before the spell ends, you may use a Bonus Action to mark a new creature in range without recasting the spell.
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Create a twisting pattern of colors in a 30-foot cube in range for moment, which promptly vanishes. Creatures in the area who see the pattern roll a Widsom save to avoid being Charmed for the duration. Charmed creatures have a Speed of 0 and is Incapacitated.
The spell ends on an affected creature if they take any damage or if someone else uses their action to shake them out of the stupor.
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Create a shard of ice and fling it at a creature in range. Make a ranged spell attack, which deals 1d10 Piercing damage. This damage does not scale.
Whether you hit or miss, the shard explodes. The target and all creatures within 5 feet of it must roll a Dexterity save to avoid 2d6 Cold damage. This damage scales normally.
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Bring hail in a 20-foot-radius 40-foot-high Cylinder centered in range. All creatures in the area rolls a Dexterity cave, taking 2d10 Bludgeoning damage and 4d6 Cold Damage on a failure and half that on a success. The Bludgeoning damage scales normally.
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Touch an object or creature for the entire casting time. You learn what spells are affecting it. If it's a magic object, you learn what it does, how to use it, if it needs Attunement, and how many charges it has. If the object was created by a spell, you learn which one.
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Write on a suitable writing material and cloak the writing with an illusion for the duration. Designate creatures when you cast the spell. You, those creatures, and any creature with Truesight can read the writing normally. To others, the writing is either an unintelligible jumble of magical runes or is an alternate message.
If the spell is dispelled, both the illusory script and the original writing vanish.
See the Player's Handbook for exact rules.
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Force the target to make a Wisdom save. On a success, it is immune to the spell for 22 hours. On a failure, the target is imprisoned in a way you choose. It does not need to breathe, eat, or drink, and it stops aging. It cannot be located by divination and it cannot teleport. On casting, you also choose the trigger that will end the imprisonment, which must be an observable action that is likely to occur within the next decade. Otherwise, it can only be ended with a Level 9 Dispel Magic spell.
The nature of the imprisonment may include burial in a force-globe, chaining to the ground, entrapment in a demiplane, shrinking into a gem, or just perpetual sleep.
See the Player's Handbook for exact rules.
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Fill a 20-foot-radius sphere centered in range with embers and smoke for the duration. It's Heavily Obscured and can be dispersed by a strong wind. The cloud moves 10 feet away from you at an angle you choose at the start of your turn.
When the cloud appears or moves into a creature's space, or once per turn when a creature enters or ends its turn in the cloud, it rolss a Dexterity save, taking 10d8 Fire damage on a failure and half that on a success.
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Force a creature to make a Constitution save, taking 2d10 Necrotic damage on a failure and half that on a success. The damage scales normally.
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Fill a 20-foot radius sphere centered on on a point you can see in range with swarming locusts for the duration. The sphere is Lightly Obscured and Difficult Terrain.
On appearing, and once per turn when entering the sphere or ending their turn there, a creature in the sphere rolls a Constitution save, taking 4d10 Piercing damage on a failure and half that on a success. The damage scales normally.
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Touch the material component and an object weighing 10 pounds or less and whose longest dimension is 6 feet or less. An Invisible mark is inscribed on the sapphire. Only one object can be attached to a sapphire.
As a Magic action, you can speak the name of the object and crush the sapphire. The object instantly appears in your hand, crossing any physical or planar distance, ending the spell. If another creature is holding or carrying the object, it doesn't transport it, but you immediately learn who and where that creature is.
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Make a creature Invisible for the duration, or until the creature makes an attack roll, deals damage, or casts a spell. The number of targets scales normally.
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Force a creature you can see in range to roll a Wisdom save. If it succeeds, it spends all its movement on its next turn dancing comically.
If it fails, it is Charmed, spends all its movement for the duration dancing comically in place, has Disadvantage on Dexterity saves and attacks, and other creatures have Advantage on attack rolls against it. The creature may use an action to reroll the save, ending the spell on a success.
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Empower a willing creature so that, once per turn, it can jump 30 feet with a 10-foot run-up for the duration. The number of targets scales normally.
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Attempt to magically unlock, unstick or unbar a door, container or other object in range. If it has multiple locks, only one unlocks. Arcane Locks are suppressed for ten minutes. On casting, a loud knocking sound can be heard up to 300 feet away.
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Name or describe a famous person, place, or object. The spell brings to your mind a summary of the significant lore about that thing. The spell fails if the thing in question isn't actually famous.
The lores might be important details, amusing revelations, or secret lore never widely known. The more you already know about the subject, the more precise the new received lore will be. The information is always accurate, but may be figurative or poetic.
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End one Blinded, Deafened, Paralyzed, or Poisoned condition on a creature.
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Levitate a creature or loose object weighing up to 500 pounds that you can see in range up to 20 feet in the air. Unwilling creatures can roll a Constitution save to resist.
The target can only move by being pushed or by pushing or pulling against fixed objects or surfaces as if they are climbing. You can change the target's altitude by 20 feet on your turn as a Magic action, or as part of your movement if you are the target. When the spell ends, the target floats down gently.
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Touch a Large or smaller loose object. It sheds Bright Light for 20 feet and Dim Light for 20 more in a color you like for the duration. The light can be blocked by covering the item. The spell ends if you cast it again.
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Cast immediately after attacking a target with a Ranged weapon. Whether you hit or miss, the weapon or ammunition becomes a bolt of lightning. Instead of taking any damage or effects from the normal attack, the target takes 4d8 Lightning damage on a hit or half that on a miss. All creatures within 10 feet of the target roll a Dexterity save, taking 2d8 Lightning damage on a failure and half that on a success. All the damage scales normally.
The weapon or ammunition then returns to normal.
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Blast everything in a 100-foot-long, 5-foot-wide line originating from you with a stroke of lightning. All creatures in the line roll a Dexterity save, taking 8d6 Lightning damage on a failure and half that on a success. The damage scales normally.
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Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest one if it's within 5 miles.
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Describe or name a creature familiar to you. You sense the direction to the creature's location if it's within 1000 feet of you, including the direction of its movement.
Alternatively, you may seek the nearest creature of specific kind you have seen within 30 feet of you at least once, such as a unicorn.
The spell cannot find creatures in a different form, such as Polymorphed, or if any lead blocks the direct path to the creature.
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Describe or name an object familiar to you. You sense the direction to the object's location if it's within 1000 feet of you, including the direction of its movement.
The object you choose must be one you have seen within 30 feet of you at least once. Alternatively, it can seek the nearest of its kind, such as jewelry, or a kind of tool.
The spell cannot find any object where any lead blocks the direct path to the object.
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Increash a creature's Speed by 10 feet for the duration. The number of targets scales normally.
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Increase the AC of a willing creature without armor to 13 + its Dexterity modifier. The spell ends early if the target dons armor.
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Conjure a floating hand in range for the duration. It vanishes if you cast the spell again or if it is ever more than 30 feet away.
On casting, and as a Magic action on later turns, you can make the hand manipulate an object, open a door or container, pour out a vial, or stow or retrieve an item from an open container. On later turns, you can also move the hand 30 feet as part of the action. It cannot attack, activate magic items, or carry more than 10 pounds.
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Create a 10-foot-radius, 20-foot-tall Cylinder of magical energy and glowing runes centered on a grounded point you can see in range.
Choose creature types from Celestials, Elementals, Fey, Fiends, and Undead. The chosen types of creature have significant disadvantages against creatures inside the circle.
The duration of the spell scales by 1 hour per level.
See the Player's Handbook for exact rules.
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Fall into a catatonic state as your soul enters the Material component. You are aware of your surroundings as if in the container's space. You can only project your soul up to 100 feet out of the container to return to your living body or to possess a Humanoid's body.
A target that fails a Charisma save swaps places with you in the containter. You control the body.
You may return to the jar if you are within 100 feet of it. The jar is destroyed when the spell ends and vice versa.
See the Player's Handbook for exact rules.
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Throw three glowing darts of magical force. The number of darts scales by 1 per level. The darts strike creatures you choose that you can see in range simultaneously, and you can hit the same creature multiple times. The darts deal 1d4 + 1 Force damage.
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Implant a message in a loose object in range, as well as a trigger. When the trigger occurs, the object will speak the message in your voice at your speaking volume. The message can be up to 25 words, delivered over up to 10 minutes. You can have the spell end after delivering the message, or continue on permanently.
See the Player's Handbook for exact rules.
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Infuse a nonmagical weapon, making it magical with a +1 bonus to attack and damage rolls. This bonus scales to +2 at level 3 and +3 at level 6. The spell ends if you cast it again.
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Conjure a shimmering door 5 feet wide and 10 feet tall in range for the duration. It's imperceptible when closed, and you can open or close it when within 30 feet of it. You and creatures you designate on casting may enter. It leades to an extradimensional mansion with a magnificent foyer and numerous inviting chambers beyond.
The floor plan cannot exceed 50 contiguous 10-foot cubes. It has furnishings and enough food to feed 100 people a nine-course banquet. Anything removed from the mansion vanishes. A staff of 100 ghostly servants attends any that enter. When the spell ends, all creatures and objects brought in are expelled.
See the Player's Handbook for exact rules.
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Create an image of an object, creature, or other visible thing that fits in a 20-foot cube for the duration. It looks, smells, and sounds real, with appropriate ambient temperature, but it cannot deal damage or cause conditions. If cast at level 4 or more, the image becomes permanent and no longer requires concentration.
As a Magic action, you can move the illusion. It appears to move naturally. You may also change the sound it makes.
Physical interaction reveals it is an illusion, as does a Study action with a successful Investigation check against your spell save.
See the Player's Handbook for exact rules.
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Fill a 30-foot-radius sphere centered on a point you can see in range with healing energy. Choose up to six creatures in the sphere. They each regain 5d8 + your spellcasting modifier in Hit Points. This healing scales normally.
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Flood the area around you with healing energy. Divide up 700 Hit Points among any creatures you choose in range, healing them for the amount you designate and remove any Blinded, Deafened and Poisoned conditions from them.
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Choose up to six creatures you can see in range. They regain 2d4 + your spellcasting modifier in Hit Points. This healing scales normally.
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Suggest a course of action within 25 words. Choose up to twelve creatures you can see in range. If they can hear and understand you, and the suggestion seems reasonable and not obviously dangerous to the creatures or their allies, they roll a Wisdom save to avoid being Charmed for the duration, or until you and your allies damage them.
They will pursue the suggestion as well as they can, with the spell ending early if they achieve the desired result early.
The duration scales, going to 10 days at level 7, 20 days at level 8, and 294 days at level 9.
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Banish a creature you can see in range into a labyrinthine demiplane. It is there for the duration. It may take a Study action to roll a DC 20 Investigation check to attempt an escape, ending the spell if it succeeds and reappearing where it vanished.
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Step into a stone object or surface that is large enough to contain you. You are undetectable without magic. You cannot see what's outride the stone, and you have Disadvantage when hearing. You may use spells on yourself. You may only move by spending 5 feet of movement to exit the stone, ending the spell.
If the stone is damaged to the point that you cannot fit in it anymore, you are expelled Prone and you take 6d6 Force damage. If it's fully destroyed at once, or transmuted, you are expelled Prone and take 50 Force damage.
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Repair a single break in an object up to 1 foot in any dimension. You leave no trace of former damage. You cannot restore magic to an item this way.
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Point at a creature in range and whisper a message only it can hear. It may reply in kind. You can cast this through walls if you know where the target is, but it is blocked by 1 foot of wood, stone, or metal, any lead, or magical silence.
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Throw down blazing orbs at four points in range. Each impact fills a 40-foot-radius sphere centered on that point with stone and fire. Creatures in these spheres must roll a Dexterity save, taking 20d6 Fire damage and 20d6 Bludgeoning damage on a failure and half that on a success. They only take damage once, even if spheres overlap.
Nonmagical objects take damage as well, and catch fire if flammable.
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Make a creature Immune to Psychic damage and the Charmed condition. It cannot have its thought, emotions, alignment, or location magically detected. No spell can gather information about the target, observe it, or control it - not even Wish.
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Sliver the mind of a creature in range. It rolls an Intelligence save to avoid 1d6 Psychic damage and losing 1d4 from its next saving throw before the end of your next turn. The damages scales as a cantrip.
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Drive psionic energy into the mind of a creature you see in range. It rolls a Wisdom save, taking 3d8 Psychic damage on a failure and half that on a success. The damage scales normally. If the target is successfully spiked, you know its location for the duration while on the same plane of existence, and it cannot hide from you. It has no benefit against you from Invisibility.
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Create a sound or image in range for the duration. The spell ends if you cast it again. A creature can Study the illustion, rolling an Investigation check against your spell save to see through it.
Sounds may range from a whisper to a scream in volume and may be of anything you like, and may be continuous or discrete.
Images must be able to fit in a 5-foot cube, cannot create sound, light, smell, or other sensory effects. Attempts to touch it pass through.
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Alter the appearance of up to a square mile of terrain to look, sound, smell, and even feel like a different one. You may alter the appearance of, hide, or add structures. You cannot affect creatures in the area.
You can turn clear ground into Difficult Terrain (or vice versa) and add obstacles. Illusory obstacles that are removed from the area vanish.
Truesight allows a creature to see through the illusion, but it still can physically interact with it.
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Summon three illusory duplicates that share your space and move with you for the duration, duplicating your movements. They shift unpredictably and it is impossible to track the correct you.
Each time you are hit with an attack, roll a d6 for each remaining duplicate. If any rolls a 3 or higher, a duplicate is destroyed and the attack misses. They are unaffected by other damage and effects. The spell ends when all duplicates are destroyed, and Blinded creatures, as well as those with Blindsight or Truesight, are unaffected by the spell.
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Become Invisible at the same time that an illusory douple appears where you are standing for the duration. The invisibility ends if you make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it behave as you like. It is intangible and invulnerable. You may see through its eyes and hear through its ears as if you were located where it is.
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Disappear in silvery mist and teleport up to 30 feet to an unoccupied space you can see.
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Attempt to reshape the memories of a creature you can see in range. It rolls a Wisdom save, and has Advantage if you are fighting it. If it fails, it is Charmed for the duration, and is Incapactitated and unaware of its surroundings, although it can hear you.
Speak to the target to adjust a memory sometime in the last 22 hours, such as getting rid of it, making a new one, or changing details. The age of the memory scales to 6 days at level 6, 20 days at level 7, 293 days at level 8, or the creature's lifetime at level 9.
If the memory is too contradictory, it may not affect the creature's behaviour. The memory is restored by Remove Curse or Greater Restoration.
See the Player's Handbook for exact rules.
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Shine a silver beam of pale moonlight in a 5-foot-radius, 40-foot-high cylinder centered on a point in range. Dim Light fills it, and you can take a Magic action to move the Cylinder up to 60 feet.
When the light shines on a creature, or once per turn when the creature enters or ends its turn in the light, it rolls a Constitution save. On a failure, it takes 2d10 Radiant damage and shape-shifted creatures return to their true form and cannot shape-shift until they leave the light. The damage scales normally. On a success, it only takes half the damage.
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Reshape the dirt, sand or clay in an area of terrain up to 40 feet per side in range. The changes can't exceed half of the area's largest dimension. It takes 10 minutes for these changes to be complete, meaning you generally cannot trap or injure creatures with the ground's movement.
At the end of each ten minutes, you can choose a new area in range to affect. Stone and plants shift to accomodate the terrain but cannot be reshaped.
See the Player's Handbook for exact rules.
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Hide a target from Divination spells. The target can be a willing creature, a place, or an object up to 10 feet in any dimension. It cannot be targeted by Divination spells or seen on scrying sensors.
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Open a passage at a point you can see on a wooden, plaster or stone surface within range for the duration. It may be up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage does not compromise structural stability.
When the spell ends, anything still in the passage is ejected on the side that you cast the spell on.
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Radiate an aura in a 30-foot emanation for the duration. You and creatures you choose in the aura have a +10 bonus to Stealth checks and leave no tracks.
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Craft an illusion that fits a 10-foot cube in the mind of a creature you can see in range. It rolls an Intelligence save to avoid falling for the phantasmal illusion. The illusion is only perceivable by the target and includes sound, temperature, and similar stimuli. The target can take a Study action to roll an Investigation check against your spell save to end the spell.
While affected by the illusion, it treats it as real and rationalizes any illogical outcomes. A hazardous phantasm can cause 2d8 Psychic damage if the creature is within 5 feet of it.
See the Player's Handbook for exact rules.
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Tap into the nightmares of a creature you can see in range. It rolls a Wisdom save to avoid being menaced by phantasms of its worst fears. It takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration on a failure, and only half the damage on a success. The damage scales normally.
The target rerolls the save at the end of its turns, taking the Psychic damage on a failure and ending the spell on a success.
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Summon a Large quasi-real horse-creature to an unoccupied space of your choice that you can see in range. You choose the details of its appearance. It has a saddle, bit and bridle, which vanish if taken more than 10 feet away from the steed.
The steed can be ridden, and it uses the Riding Horse stat block except that it has a speed of 100 feet and can travel 13 miles per hour.
When the spell ends, it fades over the course of a minute, allowing the rider to dismount. The spell ends early if the steed takes any damage.
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Request aid of an otherworldly entity that you know. The entity sends a Celestial, Elemental, or Fiend loyal to it to help you, which manifests in an unoccupied space in range. You may request a specific creature, but it is not guaranteed.
The entity is its own person and is not compelled to do anything. You will likely need to communicate with it to bargain or convince it to do a task for you. Payment may range from treasure to tasks to donations to temples. Most entities have steep prices, but may waive the bargain if the task aligns with their interests.
If it won't agree to a bargain, the entity leaves. If it agrees to a task, it does the task, reports to you, and returns home.
See the Player's Handbook for exact rules.
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Bind a Celestial, Elemental, Fey, or Fiend to your service. It must be range for the entire casting, which may require a Magic Circle. The target rolls a Charisma save, or is bound to serve you. If it was summoned or created by another spell, that spell's duration is extended to match if needed. The duration scales, lasting 10 days at level 6, 20 days at level 7, 145 days at level 8, and 294 days at level 9.
The creature must follow your commands as best as it can, and reports to you if you're on the same plane, and returns to the binding location otherwise. A Hostile creature will try to twist your commands to its own ends.
See the Player's Handbook for exact rules.
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Link hands with up to eight willing creatures and get transported to a different plane of existence as determined by the material component.
You may specify a general target to appear near in or near it. If you know the sigil sequence of a teleportation circle on that plane of existence, you may go there instead.
See the Player's Handbook for exact rules.
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Channel vitality into plants.
If you spent an action casting the spell, all normal plants in a 100-foot-radius sphere centered in range become thick and overgrown. Every foot of movement in the area costs an extra 4 feet of movement. You can exclude areas or channels in the sphere.
If you spent eight hours casting the spell, all plants in a half-mile radius of a point in range are enriched for 293 days. They yield double their normal harvest. They can only be affected by one spell of this kind a year.
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Spray toxic mist at a creature in range. Make a ranged spell attack against the target, dealing 1d12 Poison damage on a hit. The damage scales as a cantrip.
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Transform a creature you can see in range into a Beast. The target may roll a Wisdom save to resist. The target shape-shifts into any Beast you choose that has the same CR or lower as the target (or level if the target has no CR). The target retains its alignment, personality, creature type, Hit Points and Hit Point Dice, but otherwise adopts the stat block of the chosen Beast. The target gains Temporary Hit Points matching that of its new form's Hit Points, and the spell ends if the target runs out of Temporary Hit Points.
The target can only perform actions its new anatomy allows, and cannot speak or cast spells. The target's gear melds into its new form and cannot be used.
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Divide 120 Temporary Hit Points among up to six creatures you can see in range.
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Restore all Hit Points to a creature you can see in range, and end any Charmed, Frightened, Paralyzed, Poisoned, or Stunned conditions it has. The target may use a Reaction to stand up if it is Prone.
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Compel a creature you can see in range to die. If it has 100 Hit Points or fewer, it dies, otherwise suffering 12d12 Psychic Damage.
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Overwhelm a creature you can see in range. If it has 150 Hit Points or fewer, it becomes Stunned, otherwise having a speed of 0 until the start of your next turn. The Stunned target rolls a Constitution save at the end of its turns until it succeeds, ending the condition.
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Immediately give up to five creatures in range for the whole casting the benefits of a short rest, as well as an additional 2d8 Hit Points. This healing scales normally.
A creature must take a Long Rest before it can benefit from this spell again.
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The mark of the Manipulators of the Weave. Simple parlor tricks that come naturally to the magically adept.
Create an array of small effects, such as sensations, cleaning, fire play, or momentary conjuration. See the Player's Handbook for exact rules.
University brats learn they can light a torch with a word and then they forget how to light one normally.
-Madge, cook for the Royal Academy
Fill a 60-foot cone originating from you with prismatic light. All creatures in the cone roll a Dexterity save, as well as 1d8 to determine the color they are affected by.
Consult the Player's Handbook for the colors' effects.
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Conjure a vertical, opaque wall of shifting colors centered in range, up to 90 feet long, 30 feet high and 1 inch thick for the duration. Alternatively, make it a 30-foot-diameter globe centered in range. The spell fails if a creature exists in the wall's space on casting. Designate creatures that are unharmed by the wall. The wall casts 100 feet of Bright Light and 100 more of Dim Light.
Undesignated creatures that move within 20 feet of the wall or start their turn there roll a Constitution save to avoid being Blinded for 1 minute. Any creature that passes through the wall is affected by the 7 color layers.
Consult the Player's Handbook for the layers' effects, and how to destroy them.
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Secure a cube up to 100 feet on each side for the duration. The maximum size of the cube scales by 100 feet per level. You choose the properties of the spell, including soundproofing, vision blocking at the edges, antidivination, antiteleportation, or antiplanar travel.
Casting this spell on the same spot every day for 293 days makes the spell permanent.
See the Player's Handbook for exact rules.
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Conjure a flame in your hand for the duration. It casts 20 feet of Bright Light and 20 more of Dim Light. The spell ends if you cast it again or use a Magic action to throw the flame.
If you throw it, make a ranged spell attack against a target within 60 feet of you. On a hit, the target takes 1d8 Fire damage. The damage scales as a cantrip.
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Create an illusion in range that fits in a 30-foot cube and is imperceptible until a trigger occurs. You may script the illusion's sounds and behavior for up to a 5 minute performance.
After being triggered and performing its programming, the illusion goes dormant for 10 minutes before rearming.
Physical interaction reveals the illusion as things pass through it. A creature may Study the illusion and roll an Investigation check against your spell save to see through it, making the illusion faded to that creature.
See the Player's Handbook for exact rules.
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Create an illusory duplicate of yourself at a location you have seen in range. The illusion is intangible, and if it takes any damage, it vanishes and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As a Magic action, you may move it up to 60 feet and make it behave and speak as you would.
Physical interaction reveals the illusion as things pass through it. A creature may Study the illusion and roll an Investigation check against your spell save to see through it, making the illusion faded to that creature.
See the Player's Handbook for exact rules.
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Grant a willing creature Resistance to one of Acid, Cold, Fire, Lightning, or Thunder damage.
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Protect a willing creature against all Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. Such creatures have Disadvantage on attack rolls against the target, and it cannot be possessed, Charmed, or Frightened by them. If the target is already possessed, Charmed, or Frightened by such a creature, it has Advantage on rolls made to end those effects.
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End the Poisoned condition on a creature. It has Resistance to Poison damage and Advantage on saves to avoid or end the Poisoned condition for the duration.
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Remove poison and rot from nonmagical food and drink in a 5-foot-radius sphere centered in range.
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Revive a dead creature that has been dead no longer than 10 days and was not Undead when it died. It returns to life with 1 Hit Point and with all poisons cured.
The spell closes mortal wounds, but doesn't restore missing body parts. If the creature is missing body parts critical to survival, the spell fails.
Coming back to life is an ordeal. The target has a -4 penalty to D20 Tests. This penalty reduces by 1 with each long rest until it becomes 0.
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Shoot a creature with enervating energy. It rolls a Constitution save. On a success, it has Disadvantage on the next attack roll it makes until the start of your next turn. On a failure, it has Disadvantage on all Strength-based D20 Tests for the duration, and it loses 1d8 off all its damage rolls.
The target repeats the save at the end of each of its turns, ending the spell on a success.
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Make a ranged spell attack against a creature in range, shooting them with a blue-white beam. On a hit, it takes 1d8 Cold damage and has its speed reduced by 10 feet until the start of your next turn. The damage scales as a cantrip.
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Make a ranged spell attack against a creature in range, shooting them with a greenish ray. On a hit, it takes 2d8 Poison damage and is Poisoned until the end of your next turn. The damage scales normally.
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Surround yourself with unearthly majesty in a 10-foot emanation. Once per turn when this area moves into a creature, or when a creature enters the area or ends its turn there, you may make it roll a wisdom save. It takes 4d6 psychic damage and falls prone on a failure, and you may push them up to 10 feet away. On a success, they take half the damage only.
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Heal a creature for 4d8 + 15 Hit Points. It continues to regain 1 Hit Point at the start of its turns for the duration.
After 2 minutes, severed body parts regrow.
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Touch a dead Humanoid, or a piece of one, that has been dead no longer than 10 days. Form a new Humanoid body of a random species and call for the soul to enter it.
The reincarnated creature makes any necessary species creation choices. It recalls its former life, and retains its capabilities except for those given by its previous species.
See the Player's Handbook for exact rules.
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Break all curses affecting a creature or object. If the target is a cursed magic item, the curse remains, but its owner's Attunement is broken.
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Conjure a shimmering sphere to enclose a Large or smaller creature or object in range. An unwilling creature may roll a Dexterity save to avoid being enclosed. Absolutely nothing may pass through the barrier, although an enclosed creature may breathe. It is immune to all damage, and no external attacks or spells may affect the creature inside or vice versa.
The globe is perfectly sized to the thing inside it and is weightless. A creature inside may use an Action to roll the sphere at half its speed, and the globe may be picked up and carried by other creatures.
The globe may be destroyed by a Disintegrate spell without damaging anything inside.
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Choose a willing creature and a damage type from Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. Once per turn when the creature takes that kind of damage during the duration, the damage is reduced by 1d4.
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Revive a dead creature that has been dead no longer than a century, did not die of old age, and was not Undead when it died. It returns to life with all its Hit Point and with all poisons cured. The spell closes mortal wounds and restores missing body parts.
Coming back to life is an ordeal. The target has a -4 penalty to D20 Tests. This penalty reduces by 1 with each long rest until it becomes 0.
If the creature was dead longer than 293 days, it taxes you. You can't cast spells and have Disadvangate on D20 Tests until you take a Long Rest.
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Reverse gravity in a 50-foot-radius 100-foot-high cylinder centered in range. Unanchored creatures and objects fall to the top ot the cylinder.
Creatures in the cylinder may roll a Dexterity save to grab a fixed object within reach to avoid falling.
Creatures and objects that don't hit anything hover at the top of the cylinder for the duration, and fall again when the spell ends.
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Revive a creature that has died in the last minute. It returns to life with 1 Hit Point. The spell fails if it died of old age, and cannot restore missing body parts.
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Touch the material component. One end of the rope snakes upwards until it's fully hanging or it touches the ceiling. At the upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts for the duration. This space can be reached by climbing the rope, which can be pulled into or dropped from it.
The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't enter or exit the space, but creatures inside can see out the portal. Everything inside drops out when the spell ends.
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Flaming radiance falls on a creature you can see in range. It must roll a Dexterity save to avoid 1d8 Radiant damage, and cannot benefit from cover for the save. The damage scales as a cantrip.
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Ward a creature in range for the duration. Creatures that target the warded creature for attacks or damaging spells must roll a Wisdom save to do so, choosing a new target or losing the attack or spell on a failure. This does not protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack, casts a spell or deals damage.
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Fill a line 30 feet long and 5 feet wide originating from you with roaring flame. Creatures in the line roll a Dexterity save, taking 3d8 fire damage on a failure or half that on a success. The damage scales normally.
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You hurl three fiery rays. The number of rays scales normally. You can hurl them at one target in range or several. Roll a ranged spell attack for each ray, dealing 2d6 Fire damage on a hit.
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See and hear creature you choose or location you have seen on the same plane of existence as you. If targeting a location, a sensor appears at the location and doesn't move.
A creature you target feels uneasy and make a Wisdom saving throw with modifications based on your physical connection and how well you know them. On a successful save, you can't target them with this spell for 22 hours. On a failure, you see them through an Invisible and intangible sensor within 10 feet of the target, which follows them for the duration.
Consult the Player's Handbook for the rules and save modifiers.
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Cast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 1d6 Fire damage. At the start of its turns for the duration, the target takes 1d6 Fire damage and rolls a Constitution save, ending the spell on a success. All damage scales normally.
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Hide a chest and its contents, up to 12 cubic feet, on the Ethereal Plane.
As a Magic action, you can summon or send back the chest to and from its hiding spot by touching the replica. The spell ends if the replica is destroyed or if you cast the spell again.
After 60 days, there is a cumulative 5% chance the spell will end at the end of each day. If the chest is on the Ethereal Plane when the spell ends, it remains there until found.
See the Player's Handbook for exact rules.
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See creatures and objects that are Invisible as if they were visible, and see into the Ethereal Plane, which appears ghostly.
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Give an illusory appearance to each creature you choose that you can see in range for the duration. An unwilling target can resist with a Charisma save. The targets look however you would like, including being up to a foot taller or shorter, or heavier or lighter. The new form must have the same arrangement of limbs as the target.
The appearance doesn't hold up to physical scrutiny, as a hand will bass through an added hat, for example. A creature may also Study a target to roll an Investgation check against your spell save, becoming aware that the target is disguised on a success.
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Send a short message of up to 25 years to a creature you've met or had described to you by someone that met it. The target hears the message in its mind, understands it, recognizes you as the sender if it knows you, and can answer in kind immediately.
The creature may block you from reaching it again with this spell for eight hours, causing further castings to fail.
This spell crosses planes of existence, but has a 5% chance of failing to arrive when crossing planes. You know if the delivery fails.
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Sequester an object or willing creature. It is invisible, and cannot be targetd by Divination spells or detected by magic or scrying sensors. A sequestered creature is Unconscious, does not need food, water or air, and and does not age.
You can set a condition for the spell to end, which must occur or be visible within 1 mile of the target. The spell also ends if the target takes damage.
See the Player's Handbook for exact rules.
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Shape-shift into another creature for the duration. You may use a Magic action to change to another form. It must be a sosrt of creature you have seen before whose CR is equal or less than your level or CR, and it cannot be a Construct or Undead.
You retain your creature type, alignment, personality, Intelligence, Wisdom, Charisma, Hit Points, Hit Point Dice, proficiencies, and ability to communicate. You can still cast spells, and can choose if you drop your equipment or shifts to fit your new form. You gain Temporary Hit Points equal to your new form's Hit Points, and the spell ends if you run out.
See the Player's Handbook for exact rules.
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Cause a loud bang to happen at a point in range. All creatures in a 10-foot-radius sphere centered on that point roll a Constitution save, taking 3d8 Thunder damage on a failure and half that on a success. The damages scales normally. Constructs have Disadvantage on the save. Loose nonmagical objects take the damage as well.
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When you are hit by an attack roll or targeted by a Magic Missile, you may raise an imperceptible shield as a Reaction. Until the start of your next turn, you have a +5 bonus to your AC, including against the triggering attack, and you take no damage from Magic Missile.
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Surround a creature in range with a shimmering field, granting it a +2 bonus to AC for the duration.
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Imbue a Club or Quarterstaff you hold with nature's power. You can use your spellcasting ability instead of Strength for attack and damage rolls of melee attacks using that weapon for the duration. Additionally, the weapon's damage can be its normal type or Force damage, and the damage die becomes a d8. The damage die scales as a cantrip, becoming a d10 when you reach level 5, a d12 at level 11, and 2d6 at level 17.
The spell ends if you cast it again or let go of the weapon.
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Cast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 2d6 Radiant damage. This damage scales normally. The target sheds Bright Light for 5 feet for the duration, it cannot benefit from being Invisible, and attack rolls against it have Advantage.
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Shock a creature with lightning from your fingers. Make a melee spell attack against the target, dealing 1d8 Lightning damage on a hit, and the target can't make Opportunity attacks until its next turn. The damage scales as a cantrip.
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Fully silence a 20-foot-radius sphere centered in range. Anything fully inside the sphere has Immunity to Thunder damage, and creatures inside it are Deafened and cannot cast spells with a Verbal component.
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Create an image of your choice that fits in a 15-foot cube in range for the duration. The image is only visual with no other sensory effects. As a Magic action, you can make it move somewhere else within range. The movement can look natural.
Physical interaction reveals the illusion as things pass through it. A creature may Study the illusion and roll an Investigation check against your spell save to see through it, making the illusion faded to that creature.
See the Player's Handbook for exact rules.
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Create a simulacrum of a Beast or Humanoid that is within 10 feet of you for the entire casting. Finish by touching both the creature and a pile of snow the same size as the creature. The snow becomes a creature with the same statistics as the original creature, except it is a Construct, it has half the maximum Hit Points, and it cannot make its own simulacrum.
The simulacrum is Friendly to you and creatures you designate. It follows orders and acts on your turn. It can't gain levels or take rests. The only way to restore its Hit Points is to repair it during a Long Rest, which costs money.
See the Player's Handbook for exact rules.
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Put creatures you choose in a 5-foot-radius sphere centered in range to sleep. They roll a Wisdom save to avoid becoming Incapacitated. It must then roll the save again at the end of its next turn to avoid falling Unconscious for the duration. The spell ends on the target if they take damage or another creature within 5 feet of it takes an action to shake it awake.
Creatures that don't sleep or are Immune to Exhaustion automatically succeed on this spell's saves.
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Call down sleet in a 40-foot-radius, 20-foot tall cylinder centered in range for the duration. The area is Heavily Obscured and exposed flames in the area are doused. The ground is Difficult Terrain. When a creature enters or starts its turn in the cylinder, it must roll a Dexterity save to avoid falling Prone and losing Concentration.
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Alter time around up to six creatures you choose in a 40-foot cube within range. They roll a Wisdom save to avoid being affected for the duration. Affected creatures have their Speed halved, their AC and Dexterity saves have a -2 penalty, and they cannot take Reactions. On their turns, they can take an action or a Bonus Action, but not both, and they can only attack once with the Attack action. There's a 25% spells they cast with Somatic components will fail.
At the end of their turns, they may reroll the save to end the spell on themselves.
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Roll a ranged attack against a creature or object in range. On a hit, it takes 1d8 damage. You choose if the damage is Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. The damage scales as a cantrip.
If one of the damage dice is an 8, add another d8. This can keep repeating until the number of extra damage dice matches your spellcasting modifier.
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Choose a creature in range with 0 Hit Points and isn't dead. It becomes Stable. The range of the spell scales as a cantrip, doubling to 30 feet when you reach level 5, to 60 feet at level 11, and 120 feet at level 17.
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Comprehend and verbally communicate with Beasts for the duration. You may use all the Influence action's options with them.
Beasts are usually not complex, having little to say about topics aside from survival or companionship, but they can usually tell you about nearby locations, monsters and what they've perceived in the last day.
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Give a faint semblance of life to a corpse in range that has a mouth. The spell fails if it was Undead when it died or if it was the target of this spell in the last 10 days.
For the duration, you can ask the corpse up to 5 questions. It only knows what it knew in life and the languages it knew. Soulless corpses are limited, so the corpse will be brief, cryptic, unlearning, and unable to speculate. It may lie if it recognizes you as an enemy.
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Imbue plants in an immobile 30-foot emanation with limited sentience and animation. They can communicate with you and will follow your commands.
You can question them about events that occurred in the area in the last day. You can make the plants turn the area into Difficult Terrain where they are, or turn Difficult Terrain caused by the plants into normal terrain for the duration. They cannot uproot, but they can move their stalks, branches and tendrils for you.
Plant creatures in the area can also communicate with you as if you have a common language.
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Create a spectral sword hovering in range for the duration. You may immediately attack with it. On later turns, you may move the sword up to 30 feet and attack again as a Bonus Action.
The sword's attacks are melee spell attacks against targets within 5 feet of the sword, dealing 4d12 + your spellcasting modifier in Force damage on a hit.
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Give a willing creature the ability to move up, down and across vertical surfaces and along ceilings without using its hands. It gains a Climb Speed equal to its speed. The number of targets scales normally.
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Fill the ground in a 20-foot sphere centered in range with spikes and thorns. The area becomes Difficult Terrain for the duration, and movement through the area causes 2d4 Piercing damage for every 5 feet traveled.
The area is disguised to appear natural, so any creature that cannot see the area on casting must use the Search action and succeed on a Perception or Survival roll against your spell save to recognize the hazard.
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Summon protective spirits that flit around you in a 15-foot emanation for the duration. The appear angelic or fey if you aren't evil, and fiendish if you are. Designate creatures that aren't affected by them.
Undesignated creatures' Speed is halved in the emanation. Once per turn when the emanation moves into a creature's space, or if it moves into the emanation or ends its turn there, it rolls a Wisdom save, taking 3d8 Radiant damage on a failure and half that on a success. The damage is Necrotic if you are evil. The damage scales normally.
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Create a floating spectral force weapon hovering in range for the duration. You may immediately attack with it. On later turns, you may move the weapon up to 20 feet and attack again as a Bonus Action.
The weapon's attacks are melee spell attacks against targets within 5 feet of the sword, dealing 1d8 + your spellcasting modifier in Force damage on a hit. This damage scales normally.
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ast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 4d6 Psychic damage. This damage scales normally. The target rolls a Wisdom save to avoid being Stunned until the end of your next turn.
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Launch a mote of light at a creature or object. Make a ranged spell attack. On a hit, the target takes 1d8 Radiant damage. This damage scales as a cantrip. The target emits 10 feet of Dim Light and can't benefit from being Invisible until the end of your next turn.
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Flourish the Material component weapon and vanish. Choose up to five creatures you can see in range and make a melee spell attack against each, dealing 6d10 Force damage on each hit. You then reappear in an unoccupied space within 5 feet of one of the targets.
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Create a 20-foot-radius sphere of yellow gas centered in range for the duration, or until it is dispersed by a strong wind. It is Heavily Obscured.
Creatures that start their turn in the sphere roll a Constitution save to avoid being Poisoned. Creatures poisoned by this spell cannot take actions or Bonus Actions.
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Touch a stone object of Medium size or smaller, or a section of stone up to 5 feet in any dimension. You may form it into any shape you like. The object you make may have two hinges and a latch, but no further mechanical detail is possible.
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Give a willing creature Resistance to Bludgeoning, Piercing and Slashing damage for the duration.
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Unleash a storm of flashing light and thunder in a 10-foot-radius 40-foot-high cylinder centered on a point you can see in range. Creatures in the storm are Blinded, Deafened and cannot cast spells with a Verbal component.
When the storm appears, and once per turn when a creature enters the storm or ends its turn there, creatures in the storm must roll a Constitution save, taking 2d10 Radiant damage and 2d10 Thumder damage on a failure and half that on a success. These damages scale normally.
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Summon a horrific storm 300 feet in radius centered in range. Each turn has assorted damaging effects on creatures and objects under the stormcloud.
Consult the Player's Handbook for the storm's effects on each turn.
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Suggest a course of action within 25 words to a creature you can see in range. If it can hear and understand you, and the suggestion seems reasonable and not obviously dangerous to the creature or its allies, it rolls a Wisdom save to avoid being Charmed for the duration, or until you and your allies damage them.
It will pursue the suggestion as well as it can, with the spell ending early if it achieves the desired result early.
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Call forth an aberrant spirit. It manifests in an unoccupied space that you can see in range. It uses the Aberrant Spirit stat block. The stat block scales. Choose if it is a Beholderkin, Mind Flayer, or Slaad, which affects the stat block. The creature resembles that kind of Aberration.
The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
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Call forth a bestial spirit. It manifests in an unoccupied space that you can see in range. It uses the Bestial Spirit stat block. The stat block scales. Choose if it is of the Air, Land, or Water, which affects the stat block. The creature resembles an animal of that environment
The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
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Call forth a Celestial spirit. It manifests in an unoccupied space that you can see in range. It uses the Celestial Spirit stat block. The stat block scales. Choose if it is an Avenger or Defender, which affects the stat block. An Avenger has a bow, a Defender has a mace and shield.
The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
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Call forth the spirit of a Construct. It manifests in an unoccupied space that you can see in range. It uses the Construct Spirit stat block. The stat block scales. Choose if it is made of Clay, Metal, or Stone, which affects the stat block. The creature resembles a statue of that material.
The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
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Call forth a draconic spirit. It manifests in an unoccupied space that you can see in range. It uses the Draconic Spirit stat block. The stat block scales. Choose if its breath weapon deals Acid, Cold, Fire, Lightning, or Poison damage.
The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
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Call forth an elemental spirit. It manifests in an unoccupied space that you can see in range. It uses the Elemental Spirit stat block. The stat block scales. Choose if it is of Air, Earth, Fire, or Water, which affects the stat block. The creature resembles a bipedal form wreathed in that element.
The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
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Call forth a fey spirit. It manifests in an unoccupied space that you can see in range. It uses the Fey Spirit stat block. The stat block scales. Choose if it is Fuming, Mirthful, or Tricksy, which affects the stat block. The creature resembles a fey creature you choose.
The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
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Call forth a fiendish spirit. It manifests in an unoccupied space that you can see in range. It uses the Fiendish Spirit stat block. The stat block scales. Choose if it is a Demon, Devil, or Yugoloth, which affects the stat block. The creature resembles that kind of Fiend.
The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
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Call forth an Undead spirit. It manifests in an unoccupied space that you can see in range. It uses the Undead Spirit stat block. The stat block scales. Choose if it is a Ghostly, Putrid, or Skeletal, which affects the stat block. The creature resembles that kind of Undead.
The creature is a ally to you, shares your Initiative, moves immediately after you, and obeys your verbal commants. It disappears when it drops to 0 hit points or when the spell ends.
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Launch a sunbeam in a 5-foot-wide 60-foot-long line originating from you. Creatures in the line roll a Constitution save, taking 6d8 Radiant damage and being Blinded until the start of your next turn on a failure, and taking only half the damage on a success.
For the duration, you may shine another line of light as a Magic action, and a mote of brilliant radiance hovers over you, shedding Bright Light for 30 feet and Dim Light for 30 more. This is sunlight.
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Fill a 60-foot-radius sphere centered in range with a flash of sunlight. Creatures in the sphere roll a Constitution save, taking 12d6 Radiant damage and being Blinded for a for minute on a failure, and taking only half the damage on a success.
Creatures Blinded by this spell reroll the save at the end of their turns to end the effect early.
This spell dispels all spell-created Darkness in its area.
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On casting, and as a Bonus action on later turns for the duration, make two attacks with a weapon that fires Arrows or Bolts. The ammunition is created magically as you need it. The damage dealt is that of a non-magical piece of ammunition, and the created ammunition immediately disintegrates after hitting or missing.
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Inscribe a harmful glyph either on a surface or in an object you can close.It can be no more than 10 feet in diameter. If the surface or object is moved more than 10 feet without triggering the glyph, the spell ends harmlessly.
A Perception check against your spell save will detect the barely perceptible glyph.
You choose the nature of the glyph's trigger, including creature types and passwords, and the effect of the glyph when it triggers, which fills a 60-foot-radius sphere.
See the Player's Handbook for exact rules and effects.
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Blast a 20-foot-radius sphere centered in range with psychic energy. Creatures in the sphere make an Intelligence save, taking 8d6 Psychic damage on a failure and half that on a success.
On a failure, the target has muddled thoughts for 1 minute, losing 1d6 off all attack rolls, ability checks, and Concentration saves. The target may roll an Intelligence save at the end of its turns to end the effect.
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Gain telekinetic abilities. As a Magic action on later turns for the duration, you can target a creature or object in range. You may have one target at a time.
You may force a Huge or small creature to roll a Strength save to avoid being moved 30 feet in range, being Restrained and hovering until the end of your next turn.
You may also move a Huge or smaller loose object 30 feet in range. You may exert fine control. If it's being worn or held by a creature, they must roll a Strength save to avoid you pulling it away.
See the Player's Handbook for exact rules.
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Forge a telepathic link among up to eight willing creatures you choose in range for the duration. Targets must be able to speak in a language to be affected.
The targets can communicate telepathically, regardless of language. This extends over any distance, but not to other planes of existence.
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Create a telepathic link to a willing creature you are familiar with on the same plane of existence for the duration or until you are on different planes.
You may share words, images, sounds, and other sensory messages. The other creature recognizes you as the one on the other end of the link. The spell enables understanding regardless of shared language.
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Transport you and up to eight willing creatures you can see in range, or a single Large or smaller object you can see in range not held by an unwilling creature, to a destination you are aware of on the same plane of existence as you. The DM rolls a 1d100 to see whether the teleportation is successful, if it misses the target and by how much, or if there is a mishap.
Mishaps deal 3d10 Force damage and can happen multiple times. Your familiarity improves your chances of success, and can be improved by targeting a permanent circle or having an object from the target area.
See the Player's Handbook for exact rules and the Outcome table.
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Draw a 5-foot-radius circle on the ground inscribed with sigils that connects to a permanent teleportation circle you know the sequence for on the same plane of existence as you. A portal opens until the end of your next turn, which instantly teleports you to the target circle.
Casting the spell in the same place daily for 293 days make it permanent. Important places like temples may have permanent circles. When you learn the spell, you learn two sigil sequences for the material plane, and you can study new sequences for 1 minute to memorize them.
See the Player's Handbook for exact rules.
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The mark of the Miracle Workers. Little signs and wonders that any cleric can call for at a moment's notice.
Create an array of small effects, such as eye or voice alteration, brief telekinetics, fire play, illusory sounds, or momentary tremors. See the Player's Handbook for exact rules.
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Lash out with a thorny vine at a creature in range. Make a melee spell attack against the target, dealing 1d6 Piercing damage and pulling Large or smaller targets up to 10 feet towards you on a hit. The damage scales as a cantrip.
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Make creatures in a 5-foot emanation around you roll a Constitution save, taking 1d6 Thunder damage on a failure. The damage scales as a cantrip. The spell can be heard 100 feet away.
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Cast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 2d6 Thunder damage. The damage scales normally. If the target is a creature, it must roll a Strength save to avoid being thrown 10 feet away from you and knocked prone.
The blast can be heard 300 feet away.
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Blast all creatures in a 15-foot cube centered on you with thunderous energy, making them roll a Constitution save, taking 2d8 Thunder damage and being pushed 10 feet away from you on a failure and only half the damage on a success. The damage scales normally.
Loose objects entirely in the cube are pushed as well, and the blast can be heard 300 feet away.
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Stop time for everyone except you. Taked 1d4 + 1 turns in a row. The spell ends immediately if you affect another creature or things it holds or wears, or if you move 1000 feet away from the spot you cast the spell.
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Raise a 10-foot emanation around you, which immediately collapses if it can't fully encapsulate all the creatures in its area. It is immobile for the duration.
Creatures and objects inside the emanation on casting may leave and re-enter as they like. All others cannot pass through the edge, and spells of level 3 or lower can't be cast into it. The atmosphere within is comfortable and dry, and you can determine at any time if it is filled with Dim Light or Darkness. It's opaque in a color of your choice from the outside, but transparent from inside.
The spell ends if you leave the area or cast it again.
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Point at a creature, chiming the bells of Kourip that can be heard within 10 feet of the target. The target rolls a Wisdom save to avoid 1d8 Necrotic damage, which increases to 1d12 if they are missing any Hit Points already. All damage scales as a cantrip.
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Give a creature understanding of all spoken and signed languages that it hears or sees, and all other creatures that understand at least one language understand that creature when it speaks or signs.
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Create a link between a Large or larger inanimate plant in range and another one anywhere on the same plane that you have seen or touched for the duration. Any creature can step into the target plant and out of the destination plant using 5 feet of movement.
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Gain the ability to enter a tree and step out of the same kind of tree up to 500 feet away once per turn for the duration. You cannot end your turn inside a tree. It takes 5 feet of movement to enter a tree (and immediately stepping back out if you need to), and 5 more to exit a different one. You know all possible targets on entering a tree.
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Choose a creature or nonmagical object you can see in range and shape-shift it into something else. Creatures can be shape-shifted into another creature or an object, and objects can be shape-shifted into a creature. If you maintain Concentration for the full hour, the transformation is permanent. An unwilling creature can make a Wisdom save to avoid being shape-shifted.
There are extensive rules about this spell's shape-shifting options. See the Player's Handbook for exact rules.
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Revive a dead creature that has been dead no longer than 200 years that did not die of old age. It returns to life with all its Hit Point and with all poisons and contagions cured and all curses lifted. The spell closes mortal wounds and restores missing body parts. If it was Undead, it returns to its non-Undead form.
If the body is gone, you may speak the creature's name, in which case it will appear in an unoccupied space within 10 feet of you.
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Give a willing creature Truesight with a range of 120 feet.
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Make an attack with the Material component. Use your spellcasting ability for the attack and damage rolls instead of Strength or Dexterity, and choose if the damage is Radiant or normal.
At first, there is no bonus damage, but this scales as a cantrip. When you reach level 5, regardless of what damage the attack makes, deal an extra 1d6 Radiant damage. Deal 2d6 at level 11, and 3d6 at level 17.
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Wash over an area with a wall of water 300 feet long, 300 feet hight, and 50 feet thick starting on a point you choose in range. All creatures in its area roll a Strength save, taking 6d10 Bludgeoning damage on a failure and half that on a success.
At the start of each of your turns for the duration, the wall moves 50 feet away from you, carrying creatures with it. All Huge or smaller creatures in or caught by the wave roll a Strength save to avoid 5d10 Bludgeoning damage once per round, with the height and damage dropping each round. Creatures may attempt to swim in the wall with difficulty.
See the Player's Handbook for exact rules.
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Create an Invisible, mindless, shapeless, Medium force in an unoccupied space on the ground in range. As a Bonus Action on your turns, you can command the servant to move up to 15 feet and interact with an object. It can do simple tasks that a human could do, like fetch, clean, serve food, and the like. If it completes the task, it waits for another task.
It has AC 10, 1 Hit Point, a Strength of 2, and can't attack. If it drops to 0 Hit Points or you command it to do something that would move it out of range, the spell ends.
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Wreathe your hand in shadows. On casting, and as a Magic action for the duration, you may make a melee spell attack against a creature in range, dealing 3d6 Necrotic damage on a hit and regaining half the damage in Hit Points yourself. The dealt damage scales normally.
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Unleash a string of enchanted insults at a creature you can see or hear within range. It must roll a Wisdom save to avoid taking 1d6 Psychic damage and having Disadvantage on its next attack before the end of its next turn. The damage scales as a cantrip.
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Point at a location within range and hurl a 1-foot-diameter ball of acid there, which explodes in a 20-foot-radius sphere. Creatures in the area roll a Dexterity save, taking 10d4 Acid damage immediately and another 5d4 Acid damage at the end of their next turn on a failure, and half the initial damage only on a success. The initial damage scales by 2d4 per level, but the delayed damage does not.
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Create a wall of fire on a solid surface in range. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. You may instead bend the wall into a 20-foot-diameter ring. It is opaque and lasts for the duration. On casting, creatures in the wall roll a Dexterity save, taking 5d8 Fire damage on a failure and half that on a success.
Choose a hot side of the wall. Creatures that end their turn in the wall or within 10 feet of the hot side, or enter the wall once per turn, take 5d8 Fire damage. All damage scales normally.
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Create a wall of force in range. It may free float. It may be a 10-foot-radius dome or globe, or ten contiguous 10-foot square panels. It is 1/4 inch thick and lasts for the duration. On casting, creatures in the wall are pushed to the side you choose.
It cannot be passed through, extends into the Etereal Plane, and cannot be dispelled. It may be destroyed instantly by a Disintegrate spell.
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Create a wall of ice on a solid surface in range. It may be a 10-foot-radius dome or globe, or ten contiguous 10-foot square panels. It is 1 foot thick and lasts for the duration. On casting, creatures in the wall are pushed to the side you choose and roll a Dexterity save, taking 10d6 Cold damage on a failure and half that on a success. This damage scales by 2d6 per level.
The wall can be ruptured, but leaves behind a damaging sheet of frigid air.
See the Player's Handbook for exact rules.
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Create a wall of nonmagical stone in range for the duration. It may be made of ten contiguous 10-foot square panels 6 inches thick, or 10-foot-by-20-foot panets 3 inches thick. The wall may be shaped as you like. On casting, creatures in the wall are pushed to the side you choose. They may roll a Dexterity save to use their Reaction to move up to their Speed if the wall would surround it on all sides.
The wall can be ruptured, which may cause more panels to collapse. If you maintain your concentation, the wall becomes permanent and can't be dispelled.
See the Player's Handbook for exact rules.
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Create a wall of tangled thorny brush on a solid surface in range. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. You may instead bend the wall into a 20-foot-diameter ring up to 20 feet high. It blocks line of sight and lasts for the duration. On casting, creatures in the wall roll a Dexterity save, taking 7d8 Piercing damage on a failure and half that on a success.
The wall may be navigated slowly, costing 4 feet of movement for each foot traveled through it. Once per turn when entering or ending its turn in the wall, a creature rolls a Dexterity save, taking 7d8 Slashing damage on a failure and half that on a success. All damage scales normally.
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Connect yourself and a willing creature for the duration, or until you become separated by more than 60 feet, you drop to 0 Hit Points, the spell is cast again on you or the target, or one of you removes the Material component.
The target has a +1 bonus to AC and saving throws, as well as resistance to all damage. However, every time it takes damage, you take the same amount of damage.
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Grant up to ten willing creatures in range the ability to breathe underwater for the duration. They retain all other forms of respiration.
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Grant up to ten willing creatures in range the ability to cross liquid as if it were solid for the duration.
Targets may use a Bonus Action to move from the liquid's surface down into the liquid itself, and vice-versa. If a creature falls onto liquid, it splashes through the surface normally.
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Conjure sticky webbing filling a 20-foot cube in range for the duration. The webs are difficult terrain, and the area in them is lightly obscured. If there are no anchor points, the webs collapse and the spell ends at the start of your next turn. You may instead layer them 5 feet deep on a flat surface.
Once per turn when a creature enters the webs or starts its turn there, it rolls a Dexterity save to avoid being Restrained. It can break free by using an action to roll an Athletics check against your spell save.
If set aflame, the webs burn away in 5-foot cubes over 1 round, dealing 2d4 Fire damage to creatures that start their turn in the flames.
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Terrify others with illusory horrors. Creatures you choose in a 30-foot-radius centered in range roll a wisdom save, taking 10d10 psychic damage and becoming frightened for the duration on a failure, and only taking half the damage on a success.
Frightend targets must reroll the save at the end of their turns, taking 5d10 psychic damage on a failure and ending the spell on itself on a success.
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Change you and up to ten willing creatures you choose in range into gaseous clouds for the duration. Targets have a fly speed of 300 and can hover, cannot be knocked prone, and have resistance to bludgeoning, piercing, and slashing damage. Targets can only take the dash action or use a magic action to revert to normal form.
The reverting takes 1 minute, and the creature is stunned for the duration. While the spell is active, the target can repeat the action and process to change back to the gaseous form.
If the effect ends while the target is flying, it descends 60 feet per round for 1 minute before freefalling.
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Create a wall of strong upwards wind on the ground in range. The wall can be up to 50 feet long, 15 feet high, and 1 foot thick, shaped as you like as long as it is a continuous path. It lasts for the duration. On casting, creatures in the wall roll a Strength save, taking 4d8 Bludgeoning damage on a failure and half that on a success.
Small or smaller flying creatures and objects as well as gases and gaseous forms cannot pass through the wall. Light loose objects fly upwards, and ordinary projectiles fired through it automatically miss. Heavy projectiles like boulders are unaffected.
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The strongest mortal spell conceived of. The caster speaks aloud and so reshapes reality.
The basic use of the spell is to recreate any spell of your choice up to level 8 without any requirements or components.
Alternatively, you may attempt to reshape reality, including creating things, healing creatures, granting resistance or certain immunities, switching feats, or forcing rerolls. You may also attempt to reshape reality in any other way, but the DM can and probably will try to corrupt the wish. Using this spell in this way stresses you, causing severe side effects, and you have a 33% chance of never casting Wish again.
See the Player's Handbook for exact rules.
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Fire an arc of lightning between you and a creature within range. Roll a ranged spell attack at the target, dealing 2d12 lightning damage on a hit. This damage scales normally.
On later turns, you can use a bonus action to deal 1d12 lightning damage to the target automatically, even if you missed initially. This damage does not scale. The spell ends if the target ever has total cover from you, or if it moves out of range.
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Blast creatures you choose in a 5-foot emanation of you with burning radiance. Targets roll a constitution save to avoid 1d6 Radiant damage. The damage scales as a cantrip.
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Designate a location as a sanctuary by casting this spell there.
Later, you may teleport with up to five willing creatures within 5 feet of you to that sanctuary.
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Cast after hitting a target with a Melee weapon or Unarmed Strike. The target takes an extra 1d6 Necrotic damage. The damage scales normally. It must roll a wisdom save to avoid becoming frightened of you for the duration. The target may reroll the save at the end of its turns to end the spell on itself.
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Create a magical zone in a 15-foot radius sphere centered in range. Once per turn, creatures that enter the area or start their turn there roll a charisma save. On a failure, the creatures cannot deliberately lie in the zone. You know if they succeeded or failed.
Affected creatures may still remain evasive rather than tell the direct truth.
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