Du berührst eine bereitwillige Kreatur. Einmal vor dem Ende des Zaubers kann das Ziel mit einem W4 würfeln und das Ergebnis zu einem Attributswurf seiner Wahl addieren. Es kann mit dem W4 vor oder nach dem Attributswurf würfeln. Dann endet der Zauber.
Dieser Zauber repariert eine Bruchstelle oder einen Riss in einem Gegenstand, den du berührst, beispielsweise ein zerbrochenes Kettenglied, einen in zwei Hälften zerbrochenen Schlüssel, einen zerrissenen Umhang oder einen leckenden Weinschlauch. Solange der Riss oder die Bruchstelle in keiner Abmessung größer als 30 Zentimeter ist, ist nicht mehr zu erkennen, dass der Gegenstand beschädigt war. Dieser Zauber kann die physische Form eines magischen Gegenstands oder Konstrukts reparieren, jedoch nicht dessen Magie wiederherstellen.
Ein Strahl aus gleißenden Flammen schießt auf eine Kreatur in Reichweite herab, die du sehen kannst. Das Ziel muss einen Geschicklichkeitsrettungswurf bestehen, oder es erleidet 1W8 gleißenden Schaden. Deckung bietet dem Ziel bei diesem Rettungswurf keine Vorteile. Der Schaden des Zaubers steigt um je 1W8, wenn du die 5. Stufe (2W8), die 11. Stufe (3W8) und die 17. Stufe (4W8) erreichst.
Du berührst eine lebende Kreatur, die 0 Trefferpunkte hat Die Kreatur wird stabil. Dieser Zauber wirkt nicht auf Untote oder Konstrukte.
Du zeigst auf eine Kreatur in Reichweite, die du sehen kannst. Der Klang einer donnernden Glocke füllt die Luft um sie für einen Moment. Das Ziel muss einen Weisheitsrettungswurf bestehen oder es erleidet 1W8 nekrotischen Schaden. Fehlen dem Ziel bereits Trefferpunke, nimmt es stattdessen 1W12 nekrotischen Schaden.
Der Schaden dieses Zaubers steigt um je 1W8 / 1W12, wenn du die 5. Stufe (2W8 / 2W12), 11. Stufe (3W8 / 3W12), und 17. Stufe (4W8 / 4W12) erreichst.
Du sprichst ein heiliges Wort und gleißendes Licht bricht aus dir hervor. Jede Kreatur deiner Wahl die du in Reichweite sehen kannst muss einen Konstitutions Rettungswurf bestehen oder sie erleidet 1w6 gleißenden Schaden.
Der Schaden dieses Zaubers steigt um je 1W6, wenn du die 5. Stufe (2d6), die 11. Stufe (3d6), und die 17. Stufe (4d6) erreichst.
Bis zu drei Kreaturen deiner Wahl in Reichweite, die du sehen kannst, müssen Charismarettungswürfe ausführen. Wenn ein Ziel, das diesen Rettungswurf nicht besteht, während der Wirkungsdauer einen Angriffs- oder Rettungswurf ausführt, muss es einen W4 würfeln und das Würfelergebnis von seinem Angriffs- oder Rettungswurf abziehen.Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 2. Grades oder höher nutzt, kannst du für jeden Grad über dem 1. eine zusätzliche Kreatur als Ziel wählen.
Du segnest bis zu drei Kreaturen deiner Wahl in Reichweite. Wenn ein Ziel während der Wirkungsdauer einen Angriffs- oder Rettungswurf ausführt, darf es mit einem W4 würfeln und das Würfelergebnis zu seinem Angriffs- oder Rettungswurf addieren.Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 2. Grades oder höher nutzt, kannst du für jeden Grad über dem 1. eine zusätzliche Kreatur als Ziel wählen.
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 6 Meter of you throughout the casting.
Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication: You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one corpse, and for the next 7 days, the target can't become
undead by any means short of a wish spell.
Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 9 Meter of each other. A creature can benefit from this rite again only if widowed.
Du gibst einer Kreatur in Reichweite, die du sehen kannst, einen ein Wort langen Befehl. Das Ziel muss einen Weisheitsrettungswurf bestehen oder den Befehl im nächsten Zug ausführen. Der Zauber hat keine Wirkung, wenn das Ziel untot ist, deine Sprache nicht versteht oder dein Befehl ihm direkt Schaden zufügen würde.Im Folgenden sind einige typische Befehle und deren Effekte aufgelistet. Du kannst auch andere als die hier aufgelisteten Befehle aussprechen. In dem Fall bestimmt der SL, wie sich das Ziel verhält. Kann das Ziel deinen Befehl nicht ausführen, endet der Zauber. Flieh: Das Ziel nutzt seinen Zug, um sich so schnell wie möglich von dir wegzubewegen. Hinlegen: Das Ziel legt sich hin und beendet seinen Zug.Komm: Das Ziel bewegt sich auf dem kürzesten Weg in deine Richtung und beendet seinen Zug, sobald es sich auf 1,5 Meter genähert hat. Loslassen: Das Ziel lässt fallen, was es gerade hält, und beendet seinen Zug.
Stopp: Das Ziel bewegt sich nicht und führt keinerlei Aktionen aus. Eine fliegende Kreatur bleibt in der Luft, sofern sie dies kann. Falls sie sich bewegen muss, um in der Luft zu bleiben, fliegt sie die
dazu minimal notwendige Strecke.
Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 2. Grades oder höher nutzt, kann für jeden Grad über dem 1. eine zusätzliche Kreatur betroffen sein. Die Kreaturen müssen sich im Abstand von bis zu neun Metern voneinander befinden, wenn du sie als Ziel wählst.
Du erschaffst oder zerstörst Wasser.
Wasser erschaffen: Du erschaffst bis zu 40 Liter sauberes Wasser in einem offenen Behälter in Reichweite. Alternativ fällt das Wasser als Regen in einem Würfel mit neun Metern Kantenlänge in Reichweite und löscht offene Flammen in dem Bereich.Wasser zerstören: Du zerstörst bis zu 40 Liter Wasser in einem offenen Behälter in Reichweite. Alternativ zerstörst du Nebel in einem Würfel mit neun Metern Kantenlänge in Reichweite.Auf höheren Graden: Wenn du diesen Zauber mit einem Zauberplatz des 2. Grads oder höher wirkst, erschaffst oder zerstörst du 45 zusätzliche Liter Wasser oder die Größe des Würfels vergrößert sich um 1,5 Meter, für jeden zusätzlichen Zaubergrad.
Eine Kreatur, die du berührst, gewinnt Trefferpunkte in Höhe von 1W8 + deinem Attributsmodifikator im Zauberwirken zurück. Dieser Zauber wirkt nicht auf Untote oder Konstrukte.Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 2. Grades oder höher nutzt, steigt die Heilung für jeden Grad über dem 1. um 1W8.
Während der Wirkungsdauer weißt du, ob sich eine Aberration, ein celestisches Wesen, ein Elementar, ein Feenwesen, ein Unhold oder ein Untoter im Abstand von bis zu neun Metern zu dir befindet, sowie wo sich die Kreatur aufhält. Gleichermaßen weißt du, ob sich im Abstand von bis zu neun Metern von dir ein Ort oder Gegenstand befindet, der magisch geweiht oder entweiht wurde.Dieser Zauber durchdringt die meisten Barrieren, wird aber von 30 Zentimetern Stein, 2,5 Zentimetern gewöhnlichem Metall, dünnem Bleiblech sowie von einem Meter Holz oder Erde blockiert.
Während der Wirkungsdauer nimmst du die Gegenwart von Magie im Abstand von bis zu neun Metern von dir wahr. Wenn du auf diese Weise Magie wahrnimmst, kannst du deine Aktion verwenden, um schwache Auren um sichtbare magische Kreaturen oder Objekte sowie ihre magische Schule zu erkennen, falls vorhanden.Dieser Zauber durchdringt die meisten Barrieren, wird aber von 30 Zentimetern Stein, 2,5 Zentimetern gewöhnlichem Metall, dünnem Bleiblech sowie von einem Meter Holz oder Erde blockiert.
Während der Wirkungsdauer weißt du, ob sich Gifte, giftige Kreaturen oder Krankheiten im Abstand von bis zu neun Metern zu dir befinden, sowie wo sie sich aufhalten. Du kannst die Art von Giften, giftigen Kreaturen und Krankheiten identifizieren.
Dieser Zauber durchdringt die meisten Barrieren, wird aber von 30 Zentimetern Stein, 2,5 Zentimetern gewöhnlichem Metall, dünnem Bleiblech sowie von einem Meter Holz oder Erde blockiert.
Jeder Gegenstand innerhalb eines würfelförmigen Bereichs mit 6 Metern Kantenlänge in Reichweite wird von blauem, grünen oder violetten Licht umrahmt - deine Wahl. Auch Kreaturen im Wirkungsbereich des Zaubers werden von diesem Licht umspielt, es sei denn, sie bestehen einen Geschicklichkeitsrettungswurf. Während der Wirkungsdauer verströmen betroffene Gegenstände und Kreaturen ein dämmriges Licht in einem Radius von drei Metern.Angreifer sind bei Angriffswürfen gegen betroffene Kreaturen oder Gegenstände im Vorteil, wenn sie ihr Ziel sehen können. Die Ziele profitieren nicht von Unsichtbarkeit.
Ein Lichtblitz schießt auf eine Kreatur deiner Wahl in Reichweite zu. Führe einen Fernkampf-Zauberangriff gegen das Ziel aus. Bei einem Erfolg erleidet das Ziel 4W6 gleißenden Schaden. Dank des mystischen dämmrigen Lichts, das auf dem Ziel glitzert, ist der nächste Angriffswurf gegen das Ziel vor Ende deines nächsten Zugs im Vorteil.Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 2. Grades oder höher nutzt, steigt der Schaden für jeden Grad über dem 1. um 1W6
Eine Kreatur deiner Wahl in Reichweite, die du sehen kannst, gewinnt Trefferpunkte in Höhe von 1W4 + deinem Zauberwirken-Attributsmodifikator zurück. Dieser Zauber wirkt nicht auf Untote oder Konstrukte.Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 2. Grades oder höher nutzt, steigt die Heilung für jeden Grad über dem 1. um 1W4.
Führe einen Nahkampf-Zauberangriff gegen eine Kreatur innerhalb deiner Reichweite aus. Bei einem Treffer erleidet das Ziel 3W10 nekrotischen Schaden. Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 2. Grades oder höher nutzt, steigt der Schaden für jeden Grad über dem 1. um 1W10.
Der Schutz gewährt mehrere Vorteile. Angriffswürfe von Kreaturen dieses Typs sind bei Angriffen auf das Ziel im Nachteil. Das Ziel kann auch nicht von ihnen besessen, bezaubert oder verängstigt sein. Ist das Ziel bereits von einer solchen Kreatur besessen, bezaubert oder verängstigt, ist das Ziel bei jedem neuen Rettungswurf gegen den entsprechenden Effekt im Vorteil.
Alle nichtmagischen Nahrungsmittel und Getränke in einer Sphäre mit einem Radius von 1,5 Metern, die auf einen Punkt deiner Wahl in Reichweite zentriert ist, werden von Giften und Krankheiten gereinigt.
Du schützt eine Kreatur in Reichweite vor Angriffen. Während der Wirkungsdauer muss jede Kreatur, die bei einem Angriff oder schädlichen Zauber die geschützte Kreatur als Ziel hat, zuerst einen Weisheitsrettungswurf bestehen. Scheitert der Wurf, muss die Kreatur ein neues Ziel wählen, oder sie verliert den Angriff oder Zauber. Dieser Zauber schützt die entsprechende Kreatur nicht vor Flächeneffekten wie der Explosion eines Feuerballs.
Greift die geschützte Kreatur an oder wirkt sie einen Zauber auf eine feindliche Kreatur, endet Heiligtum.
Ein schimmerndes Feld erscheint, umgibt eine Kreatur deiner Wahl in Reichweite und gewährt ihr für die Wirkungsdauer einen Bonus von +2 auf ihre RK.
Dieser Zauber versetzt Kreaturen in einen magischen Schlaf. Würfle mit fünf W8. Die Summe gibt an, auf wie viele Trefferpunkte an Kreaturen dieser Zauber wirken kann. Kreaturen im Abstand von bis zu sechs Metern um einen Punkt deiner Wahl in Reichweite sind in aufsteigender Reihenfolge ihrer aktuellen Trefferpunkte betroffen (bewusstlose Kreaturen werden ignoriert).
Beginnend mit der Kreatur mit den niedrigsten aktuellen Trefferpunkten verliert jede Kreatur, auf die der Zauber wirkt, das Bewusstsein. Dieser Zustand hält an, bis die Wirkungsdauer endet, der Schlafende Schaden erleidet oder jemand den Schlafenden mit einer Aktion aufweckt. Subtrahiere die Trefferpunkte jeder Kreatur von der Summe, bevor du zur Kreatur mit den nächstniedrigsten Trefferpunkten übergehst. Die Trefferpunkte einer Kreatur müssen kleiner oder gleich der verbleibenden Summe sein, damit der Zauber auf die Kreatur wirkt.
Der Zauber wirkt nicht auf Untote und Kreaturen, die nicht bezaubert werden können.Auf höheren Graden:Wirkst du diesen Zauber, indem du einen Zauberplatz des 2. Grades oder höher nutzt,
würfle für jeden Grad über dem 1. zusätzlich mit zwei W8.
Dein Zauber verleiht deinen Mitstreitern mehr Widerstandsfähigkeit und Entschlossenheit. Wähle bis zu drei Kreaturen in Reichweite.
Das Trefferpunktemaximum und die aktuellen Trefferpunkte jedes Ziels werden für die Wirkungsdauer um 5 erhöht. Auf höheren Graden Wirkst du diesen Zauber, indem du einen Zauberplatz des 3. Grades oder höher nutzt, erhöhen sich die Trefferpunkte des Ziels für jeden Grad über dem 2. um 5 Punkte.
Wirf edelsteinverzierte Stöcke oder Drachenknochen, lege kunstvolle Karten oder nutze ein anderes Hilfsmittel und erhalte ein Omen von einem außerweltlichen Wesen zu einer bestimmten Vorgehensweise, die innerhalb der nächsten 30 Minuten geplant ist. Der SL wählt aus den folgenden möglichen Omen aus:
Wohl für positive Ergebnisse
Wehe für negative Ergebnisse
Wohl und Wehe für positive und negative Ergebnisse
Nichts für Ergebnisse, die weder besonders positiv noch negativ sind
Der Zauber berücksichtigt keinerlei Umstände, die das Ergebnis ändern könnten, etwa das Wirken von zusätzlichen Zaubern oder der Verlust oder Gewinn eines Begleiters.
Wenn du den Zauber vor deiner nächsten langen Rast mindestens zweimal wirkst, steigt die Chance auf zufällige Omen mit jedem Wirken nach dem ersten um zusätzliche 25 Prozent. Der SL würfelt das Ergebnis geheim aus.
Du kannst einen Feind blind oder taub werden lassen. Wähle eine Kreatur in Reichweite, die du sehen kannst Sie muss einen Konstitutionsrettungswurf ausführen. Scheitert der Wurf, ist das Ziel für die Wirkungsdauer entweder blind oder taub (du entscheidest). Am Ende jedes seiner Züge kann das Ziel einen Konstitutionsrettungswurf ausführen. Bei einem Erfolg endet der Zauber.Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 3. Grades oder höher nutzt, kannst du für jeden Grad über dem 2. eine zusätzliche Kreatur als Ziel wählen.
Du versuchst, starke Gefühle in einer Gruppe zu unterdrücken. Alle Humanoide innerhalb einer Sphäre mit einem Radius von sechs Metern, die auf einen Punkt deiner Wahl in Reichweite des Zaubers zentriert ist, müssen einen Charismarettungswurf ausführen. Eine Kreatur kann bei diesem Rettungswurf freiwillig scheitern. Scheitert der Wurf, wähle einen der folgenden Effekte aus:
Du kannst jeden Effekt unterdrücken, der ein Ziel bezaubert oder verängstigt. Wenn der Zauber endet, wird jeder unterdrückte Effekt fortgesetzt, sofern seine Wirkungsdauer in der Zwischenzeit nicht abgelaufen ist.
Alternativ kannst du ein Ziel Kreaturen gegenüber gleichgültig machen, denen es feindlich gesinnt ist. Diese Gleichgültigkeit endet, wenn das Ziel angegriffen oder durch einen Zauber verletzt wird oder sieht, wie einem seiner Verbündeten Schaden zugefügt wird. Wenn der Zauber endet, wird die Kreatur wieder feindlich gesinnt, sofern der SL nichts anderes festlegt.
Eine Flamme, etwa so hell wie eine Fackel, entspringt einem Gegenstand, den du berührst. Der Effekt sieht aus wie eine gewöhnliche Flamme, erzeugt jedoch keine Hitze und verbraucht keinen Sauerstoff. Eine dauerhafte Flamme kann verdeckt oder verborgen, aber nicht erstickt oder gelöscht werden.
Du berührst eine Kreatur und verleihst ihr eine magische Verbesserung. Wähle einen der folgenden Effekte aus. Das Ziel erhält diesen Effekt, bis der Zauber endet.
Anmut der Katze: Das Ziel ist bei Geschicklichkeitswürfen im Vorteil. Es erleidet zudem keinen Schaden bei Stürzen aus maximal sechs Metern, solange es nicht kampfunfähig ist.
Ausdauer des Bären: Das Ziel ist bei Konstitutionswürfen im Vorteil. Es erhält zudem 2W6 temporäre Trefferpunkte, die verschwinden, wenn der Zauber endet.
Gerissenheit des Fuchses: Das Ziel ist bei Intelligenz würfen im Vorteil.
Pracht des Adlers: Das Ziel ist bei Charismawürfen im Vorteil.
Stärke des Stiers: Das Ziel ist bei Stärkewürfen im Vorteil und seine Traglast verdoppelt sich.
Weisheit der Eule: Das Ziel ist bei Weisheitswürfen im Vorteil.Auf höheren Graden:Wirkst du diesen Zauber, indem du einen Zauberplatz des 3. Grades oder höher nutzt, kannst du für jeden Grad über dem 2. eine zusätzliche Kreatur als Ziel wählen.
Du spürst die Gegenwart von Fallen, die sich in Reichweite und in deiner Sichtlinie befinden. Für diesen Zauber zählt alles als Falle, was einen plötzlichen oder unerwarteten Effekt auslösen könnte, den du als schädlich oder unerwünscht erachtest und der von seinem Erschaffer derart beabsichtigt war. Somit spürt der Zauber einen Bereich mit dem Zauber Alarm oder Glyphe des Schutzes oder eine mechanische Fallgrube auf. Er offenbart jedoch keine natürliche Schwachstelle im Boden, eine instabile Decke oder ein verstecktes Senkloch.
Dieser Zauber zeigt nur an, dass eine Falle vorhanden ist. Du erfährst nicht, wo sich jede Falle befindet, kennst jedoch die allgemeine Art der Gefahr der gespürten Falle.
Du berührst einen Leichnam oder andere sterbliche Überreste. Für die Wirkungsdauer wird das Ziel vor Verfall geschützt und kann nicht untot werden.
Der Zauber verlängert dadurch auch die Zeit, in der das Ziel wiederbelebt werden kann, da die Tage unter dem Einfluss dieses Zaubers nicht als verstrichene Zeit für Zauber wie Tote erwecken zählen.
Wähle einen Humanoiden in Reichweite, den du sehen kannst. Das Ziel muss einen Weisheitsrettungswurf ausführen oder es wird für die Wirkungsdauer gelähmt. Am Ende jedes seiner Züge kann das Ziel einen weiteren Weisheitsrettungswurf ausführen. Bei einem Erfolg endet die Wirkung des Zaubers auf das Ziel. Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 3. Grades oder höher nutzt, kannst du für jeden Grad über dem 2. einen zusätzlichen Humanoiden als Ziel wählen. Deine humanoiden Ziele, die du festhältst, dürfen nicht mehr als neun Meter voneinander entfernt sein.
Du berührst eine Kreatur und beendest entweder eine Krankheit oder einen Zustand, unter dem sie leidet. Mögliche Zustände sind blind, gelähmt, taub oder vergiftet.
Beschreibe oder nenne einen Gegenstand, mit dem du vertraut bist. Solange sich der Gegenstand im Abstand von bis zu 300 Metern von dir befindet, spürst du, in welcher Richtung sein Aufenthaltsort liegt. Bewegt sich der Gegenstand, weißt du, in welche Richtung er sich bewegt.
Der Zauber kann einen bestimmtem dir bekannten Gegenstand aufspüren, sofern du ihn mindestens einmal aus der Nähe - aus maximal neun Metern Entfernung - gesehen hast. Alternativ kann der Zauber das nächstgelegene Objekt einer bestimmten Art aufspüren, wie eine bestimmte Art von Kleidung, Möbel, Schmuck, Waffe oder Werkzeug.
Dieser Zauber kann den Gegenstand nicht aufspüren, wenn Blei den direkten Weg zwischen dir und dem Gegenstand blockiert - egal, wie dünn es ist.
Bis zu sechs Kreaturen deiner Wahl in Reichweite, die du sehen kannst, erhalten jeweils Trefferpunkte in Höhe von 2W8 + deinem Zauberwirken-Attributsmodifikator zurück. Dieser Zauber wirkt nicht auf Untote oder Konstrukte. Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 3. Grades oder höher nutzt, steigt die Heilung für jeden Grad über dem 2. um 1W8.
Du berührst eine Kreatur. Ist sie vergiftet, neutralisierst du das Gift Ist das Ziel von mehr als einem Gift betroffen, neutralisierst du ein Gift, von dem du weißt, dass es vorhanden ist, oder ein zufälliges.
Für die Wirkungsdauer ist das Ziel bei Rettungswürfen gegen Gift im Vorteil und gegen Giftschaden resistent
Für die Wirkungsdauer kann kein Ton in einer Sphäre mit einem Radius von sechs Metern erzeugt werden oder die Sphäre durchdringen. Die Sphäre wird an einem Ort deiner Wahl in Reichweite erzeugt. Alle Kreaturen und Objekte, die sich vollständig in der Sphäre befinden, sind taub und gegen Schallschaden immun. In der Sphäre kann kein Zauber gewirkt werden, der eine verbale Komponente enthält.
Du erzeugst eine schwebende Spektralwaffe in Reichweite, die während der Wirkungsdauer oder bis du diesen Zauber erneut wirkst bestehen bleibt Wenn du den Zauber wirkst, kannst du einen Nahkampf-Zauberangriff gegen eine Kreatur im Abstand von bis zu 1,5 Metern von der Waffe ausführen. Bei einem Treffer erleidet das Ziel Energieschaden in Höhe von 1W8 + deinem Zauberwirken-Attributsmodifikator.
Als Bonusaktion kannst du die Waffe in deinem Zug um bis zu sechs Meter bewegen und einen weiteren Angriff gegen eine Kreatur im Abstand von bis zu 1,5 Metern von ihr ausführen.
Die Waffe kann eine Form deiner Wahl annehmen. Kleriker von Gottheiten, die mit einer bestimmten Waffe assoziiert sind - wie St. Cuthbert mit seinem Streitkolben und Thor mit seinem Hammer lassen den Effekt des Zaubers wie diese Waffe aussehen. Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 3. Grades oder höher nutzt, erhöht sich der Schaden alle zwei Grade über dem 2. um 1W8.
Dieser Zauber schützt eine bereitwillige Kreatur, die du berührst, und erschafft für die Wirkungsdauer eine magische Verbindung zwischen dir und dem Ziel. Solange sich das Ziel im Abstand von bis zu 18 Metern von dir befindet, erhält es einen Bonus von +1 auf seine RK und auf Rettungswürfe und ist gegen alle Schadensarten resistent. Allerdings erleidest du jedes Mal, wenn dem Ziel Schaden zugefügt wird, die gleiche Menge an Schaden.
Der Zauber endet, falls deine Trefferpunkte auf 0 sinken oder du und das Ziel sich mehr als 18 Meter voneinander entfernt. Der Zauber endet auch, wenn er erneut auf einen der beiden Beteiligten gewirkt wird. Du kannst den Zauber als Aktion aufheben.
Du erschaffst eine magische Zone in einer Sphäre mit einem Radius von 4,5 Metern, die auf einen Punkt deiner Wahl in Reichweite zentriert ist. Die Zone schützt vor Täuschung. Bis der Zauber endet, muss jede Kreatur, die den Bereich des Zaubers in einem Zug erstmals betritt oder ihren Zug darin beginnt, einen Charismarettungswurf ausführen. Scheitert der Wurf, so kann die Kreatur innerhalb des Radius nicht absichtlich lügen. Du weißt, ob eine Kreatur ihren Rettungswurf besteht oder nicht.
Eine betroffene Kreatur ist sich des Zaubers bewusst und kann somit Fragen vermeiden, bei denen sie als Antwort lügen würde. In diesem Fall kann eine Kreatur die Antwort ausweichend formulieren, solange sie innerhalb der Grenzen der Wahrheit bleibt.
Ein silbriger Strahl fahlen Lichts scheint in einem zwölf Meter hohen Zylinder mit einem Radius von bis zu 1,5 Metern herab, der auf einem Punkt in Reichweite zentriert ist. Bis der Zauber endet, erfüllt dämmriges Licht den Zylinder.
Wenn eine Kreatur den Bereich des Zaubers in einem Zug erstmals betritt oder ihren Zug darin beginnt, wird sie von geisterhaften Flammen eingehüllt, die brennende Schmerzen verursachen. Sie muss einen Konstitutionsrettungswurf ausführen. Scheitert der Wurf, erleidet sie 2W10 gleißenden Schaden, anderenfalls die Hälfte.
Ein Gestaltwandler ist bei diesem Rettungswurf im Nachteil. Scheitert der Wurf, nimmt der Gestaltwandler zudem sofort seine ursprüngliche Gestalt an und kann keine andere Gestalt annehmen, bis er das Licht des Zaubers verlässt.
Nachdem du den Zauber gewirkt hast, kannst du den Mondstrahl in jedem deiner Züge als Aktion 18 Meter in eine beliebige Richtung bewegen. Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 3. Grades oder höher nutzt, steigt der Schaden für jeden
Grad über dem 2. um 1W10.
Für die Wirkungsdauer siehst du unsichtbare Kreaturen und Gegenstände, als wären sie sichtbar. Du kannst zudem in die Ätherebene blicken. Ätherische Kreaturen und Gegenstände erscheinen geisterhaft und durchscheinend.
Healing energy radiates from you in an aura with a 9m Radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Dieser Zauber verleiht Hoffnung und Lebenskraft. Wähle eine beliebige Anzahl Kreaturen in Reichweite aus. Während der Wirkungsdauer ist jedes Ziel bei Weisheits- und Todesrettungswürfen im Vorteil und gewinnt durch Heilung die maximal mögliche Anzahl an Trefferpunkten zurück.
Du berührst eine Kreatur, die einen Weisheitsrettungswurf ausführen muss oder für die Wirkungsdauer verflucht wird. Wähle beim Wirken des Zaubers die Art des Fluchs aus den folgenden Optionen aus: Solange das Ziel verflucht ist,
wähle einen Attributswert aus. Das ziel ist bei allen Attributs- und Rettungswürfen mit diesem Attributswert im Nachteil.
ist es bei Angriffswürfen gegen dich im Nachteil.
muss es zu Beginn jedes seiner Züge einen Weisheitsrettungswurf ausführen. Scheitert der Wurf, kann es in diesem Zug keine Aktion ausführen.
fügen deine Angriffe und Zauber dem Ziel zusätzlich 1W8 nekrotischen Schaden zu.
Der Zauber Fluch brechen beendet diesen Effekt. Der SL kann einen alternativen Effekt für den Fluch zulassen, der jedoch nicht mächtiger sein sollte als die beschriebenen Effekte. Der SL hat das letzte Wort, was den Effekt angeht. Auf höheren Graden: Wirkst du diesen Zauber, indem du einen Zauberplatz des 4. Grades oder höher nutzt, ändert sich die Wirkungsdauer zu: Konzentration, bis zu 10 Minuten. Bei einem Zauberplatz des 5. Grades oder höher beträgt die Wirkungsdauer 8 Stunden. Bei einem Zauberplatz des 7. Grades oder höher beträgt die
Wirkungsdauer 24 Stunden. Bei einem Zauberplatz des 9. Grades hält der Zauber an, bis er gebannt wird. Bei einem Zauberplatz des 5. Grades oder höher wird keine Konzentration mehr benötigt.
Du erschaffst einen unsichtbaren Sensor in Reichweite an einem dir bekannten Ort (den du bereits gesehen oder besucht hast) oder an einem offensichtlichen Ort, der dir unbekannt ist (wie hinter einer Tür, um eine Ecke oder in einem Hain), Der Sensor bleibt für die Wirkungsdauer bestehen und kann weder angegriffen noch anderweitig beeinflusst werden.
Wenn du diesen Zauber wirkst, wählst du Sehen oder Hören aus. Du nimmst den gewählten Sinn durch den Sensor wahr, als ob du dich in seinem Bereich befindest. Als Aktion kannst du zwischen Sehen und Hören wechseln.
Eine Kreatur, die den Sensor sehen kann (beispielsweise mit Unsichtbares sehen oder Wahrer Blick), sieht eine leuchtende, etwa faustgroße und immaterielle Kugel.
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain bis zu fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 6 Meter in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 6 Meter from where you cast this spell, the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers
include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph: You can store a prepared spell of or lower in the
glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of bis zu the same level as the slot you use for the glyph of warding.
You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
9 creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than 9 creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures - celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways.
• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
• The creature has disadvantage on attack rolls against targets within the cylinder.
• Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At Higher Levels: When you cast this spell using a spell slot of 4th level
or higher, the duration increases by 1 Stunde for each slot level above 3rd.
As you call out words of restoration, bis zu six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse bis zu five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
You call forth spirits to protect you. They flit around you to a distance of 11,5 Meter for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
You call forth spirits of the dead, which lit around you for the spell's duration. The spirits are intangible and invulnerable.
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 6 Meter of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 6 Meter of you has its speed reduced by 6 Meter until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every two slot levels above 3rd.
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). bis zu ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 18 Meter per round.
Life-preserving energy radiates from you in an aura with a 9m Radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
Purifying energy radiates from you in an aura with a 9m Radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 Minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Until the spell ends, you control any freestanding water inside an area you choose that is a cube bis zu 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water: You cause water in the area to move apart and create a trench. The trench extends across the
spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 21,5 Meter deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 1,5 Meter wide at the base, bis zu 50 feet wide at the top, and 21,5 Meter tall. Any creature or object in the water and within 21,5 Meter of the vortex is pulled 6 Meter toward it. A creature can swim away from the vortex by making
a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.
You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it Sofortly without dealing damage, that effect is instead negated against the target, and the spells ends.
Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast this spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 1,5 Meter of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 6 Meter of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 9 Meter - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.
This spell can't locate a creature if running water at least 6 Meter wide blocks a direct path between you and the creature.
You touch a stone object of Medium size or smaller or a section of stone no more than 1,5 Meter in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 1,5 Meter thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have bis zu two hinges and a latch, but finer mechanical detail isn't possible.
Divine energy radiates from you, distorting and diffusing magical energy within 9 Meter of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.
You contact your deity or a divine proxy and ask bis zu three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren't necessarily omniscient, so you might receive unclear as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.
At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire: The creature's mind becomes feverish. The creature has
disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.
The Light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.
If you're within 18 Meter of the cylinder, you can move it bis zu 18 Meter as a bonus action on your turn.
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.
You can end the spell early by using either of the following special functions.
Break Enchantment: As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.
Dismissal: As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of the spell lasts until it is ended by one of the spells mentioned above.
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius bis zu 18 Meter, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area, you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn
or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
Courage: Affected creatures can't be frightened while in the area.
Darkness: Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
Daylight: Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
Energy Protection: Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability: Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Everlasting Rest: Dead bodies interred in the area can't be turned into undead.
Extradimensional Interference: Affected creatures can't move or travel using
teleportation or by extradimensional or interplanar means.
Fear: Affected creatures are frightened while in the area.
Silence: No sound can emanate from within the area, and no sound can reach into it.
Tongues: Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 9m Radius and dim light for an additional 9 Meter. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 9 Meter of you must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 Minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information.
The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information - Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.
A wave of healing energy washes out from a point of your choice within range. Choose bis zu six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on
a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 Tage with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge - Secondhand (you have heard of the target) +5. Firsthand (you have met the target) +0. Familiar (you know the target well) -5.
Connection Likeness or picture -2. Possession or garment -4. Body part, lock of hair, bit of nail, or the like -10.
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 6 Meter of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 6 Meter of it for the duration. A creature that can see invisible objects sees the sensor as a luminous
orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
You call forth a celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, use the higher level whenever the spell's level appears in the stat block.
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double bis zu twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall bis zu 100 feet long, 20 feet high, and 1,5 Meter thick, or a ringed wall bis zu 18 Meter in diameter, 20 feet high, and 1,5 Meter thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
You can cast this spell only at night. Choose bis zu three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 36 Meter of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on
the creature before the current 24-hour period ends. This use of the spell reasserts your control over bis zu three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as a green dragon's lair), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
You create a ward against magical travel that protects bis zu 40,000 square feet of floor space to a height of 9 Meter above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).
When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.
The spell's area can't overlap with the area of another forbiddance spell. If
you cast forbiddance every day for 30 Tage in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 Stunde by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
You bring forth a great feast, including magnificent food and drink. The feast takes 1 Stunde to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. bis zu twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
You beseech an otherworldly entity for aid. The being must be known to you - a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).
When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
As a rule of thumb, a task that can be measured in minutes
requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (bis zu 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.
A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 9m Radius and dim light for an additional 9 Meter. The light is sunlight.
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 36 Meter.
You and bis zu five willing creatures within 1,5 Meter of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.
You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.
The DM has the celestial's statistics.
At Higher Levels: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points.
• 50 hit points or fewer: deafened for 1 Minute
• 40 hit points or fewer: deafened and blinded for 10 Minuten
• 30 hit points or fewer: blinded, deafened, and stunned for 1 Stunde
• 20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 18 Meter away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plaen you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.
This spell has no effect
if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target bis zu three willing creatures (including you) for each slot level above 7th. The creatures must be within 6 Meter of you when you cast the spell.
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of bis zu ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
You and bis zu eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the
save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell Sofortly causes the limb to knit to the stump.
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such affects aren't removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 6 Meter in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 6 Meter from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object,
approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 Minuten, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death: Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord: Each target must make a Constitution
saving throw. On a failed save, a target bickers and argues with other creatures for 1 Minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 Minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 9 Meter away from the glyph on each of its turns, if able.
Hopelessness: Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 Minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity: Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 Minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 Minute on a failed save.
Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 Minuten on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 Minute on a failed save.
You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, bis zu 36 Meter on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there
hinders it. Whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects: Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic: The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are
suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items: The properties and powers of magic items are suppressed in the sphere. For example, a +1 long sword in the sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel: Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope
trick spells, temporarily closes while in the sphere.
Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic: Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season.
You can change precipitation, temperature, and wind. It takes 1d4 x 10 Minuten for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation: Stage 1 - Clear Stage 2 - Light clouds Stage 3 - Overcast or ground fog Stage 4 - Rain, hail or snow Stage 5 - Torrential rain, driving hail or blizzard
Temperature: Stage 1 - Unbearable heat Stage 2 - Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold Stage 6 - Arctic cold
Wind: Stage 1 - Calm Stage 2
- Moderate wind Stage 3 - Strong wind Stage 4 - Gale Stage 5 - Storm
You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken.
When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the DM.
Fissures: Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 6 Meter deep, 6 Meter wide, and extends from one edge of the spell's area to the opposite side. A creature
standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.
A fissure that opens beneath a structure causes it to automatically collapse (see below).
Structures: The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
Divine light washes out from you and coalesces in a soft radiance in a 9m Radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 Minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
This spell dispels any darkness in its area that was created by a spell.
You and bis zu eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there
leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to
its body, ending its state of suspended animation.
If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM
deems appropriate. It might leave, attack you, or help you.
A flood of healing energy flows from you into injured creatures around you. You restore bis zu 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 6 Meter of you.