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S

  • casting time the target takes 2d4 Force damage
  • range its Speed is halved until the start of your next turn

  • components and on its next turn
  • duration it can take only and Action or a Bonus Action (but not both). On a successful save

the target takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for every spell slot level above 1.;Mokosh

Cleric M;Instantaneous;(a miniature clay hand)You hurl a disorienting magical force toward one creature within range. The target makes a Constitution saving throw. Constructs and Undead automatically succeed on this save.
On a failed save

S

  • casting time which the spell consumes
  • range and one set of Artisan's Tools with which you have proficiency)You summon a group of helpful spirits

  • components which lasts for the duration. The spirits appear as homunculi or as another Construct of your choice but are intangible and invulnerable
  • duration and they are considered to have proficiency in the Arcana skill and with the set of Artisan's Tools used in the spell's casting.
    If you are crafting an item

the spirits function as a single assistant for your crafting

halving the crafting time.;Mokosh M;8 hours;(powdered gemstones worth 100+ GP

S

  • casting time rune-scribed circle in a 15-foot-radius Sphere centered on a point on the ground you touch.
    As part of creating the dueling ground
  • range you designate two willing creatures within the Sphere as the targets. The spell ends early if a creature other than one of the targets enters the Sphere.
    If a target drops to 0 Hit Points while in the dueling ground

  • components the target is Stable and teleports to the nearest unoccupied space outside the dueling ground. If a target is subjected to an effect that would kill it instantly without dealing damage while in the dueling ground
  • duration the target doesn't die and instead has 0 Hit Points and the Unconscious condition

is Stable

halving the crafting time.;Mokosh M;1 hour;(a silk flag worth 100+ GP)You create a magical dueling ground bounded by a glowing

M;Instantaneous;(Metallic flakes and a pinch of phosphorus)You create and hurl a pulsing orb of energy at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the orb then explodes in a flash of light. The target and each creature within 10 feet of it make a Constitution saving throw. On a failed save
  • range a creature has the Blinded condition until the end of its next turn.
    Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 2.;Mokosh

halving the crafting time.;Mokosh the target takes 3d4 Radiant damage. Hit or miss

S

  • casting time the target taked 4d10 damage of the chosen type and suffers and additional effect determined by the damage type:
    Cold Damage. The target has Disadvantage on the next D20 Test it makes before the end of your next turn.
    Radiant Damage. The target has the Blinded condition until the end of your next turn.
    On a successful save
  • range the target takes half as much damage only.
    Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot above 3.;Mokosh

halving the crafting time.;Mokosh M;Instantaneous;(a mixture of water and powdered silver)You channel energy from the Astral Sea to unleash a torrent of magic from yourself. Choose Cold or Radiant for the type of energy channeled. Each creature in a 30-foot Cone originating from you makes a Dexterity saving throw. On a failed save

S

  • casting time 5-foot-wide Line. Each creature of your choice in the Line makes a Strength saving throw. On a failed save
  • range a creature taked 3d10 Force damage and has the Prone condition. On a successful save

  • components a creature takes half as much damage only.
    Using a Higher-Level Spell Slot. The damage increases by 1d10 for every spell slot above 3.;Mokosh
  • duration

halving the crafting time.;Mokosh M;Instantaneous;(a silver pin worth 250+ GP)Silver energy bursts out from you in a 120-foot-long

S

  • casting time up to 1 minute;(soot and dried eel)You create a 20-foot-radius Sphere of inky fog within range. The fog is magical Darkness and lasts for the duration or until a strong wind (such as the one created by the Gust of Wind spell) disperses it
  • range ending the spell.
    Each creature in the Sphere when it appears makes a Wisdom saving throw. On a failed save

  • components a creature takes 5d6 Psychic damage and subtracts 1d6 from its saving throws until the end of its next turn. On a successful save
  • duration a creature takes half as much damage only. A creature also makes this save when the Sphere moves into its space

when it enters the Sphere

halving the crafting time.;Mokosh M;Concentration

S

  • casting time up to 1 minute;(a small piece of bark and several snake scales)You can choose up to four nonmagical sticks no longer than a Quarterstaff (or similar pieces of nonmagical wood
  • range such as Torches

  • components Spears
  • duration etc.) that you can see within range to shape-shift into snakes. Creatures that are holding a targeted object can make a Charisma saving throw

preventing the target from shape-shifting on a success. Each shape-shifted target uses the Venomous Snake stat block.
Each of these snakes is Friendly to you and your allies. In combat

halving the crafting time.;Mokosh M;Concentration

up to 10 minutes;An aura radiates from you in a 30-foot Emanation for the duration. While in the aura

  • casting time it takes no damage if it succeeds on the save.;Mokosh
  • range

halving the crafting time.;Mokosh you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage

1;Wardaway;Level 1 Abjuration;Action;60 feet;V 1;Wardaway;Level 1 Abjuration;Action;60 feet;V
2;Deryan's Helpful Homunculi;Level 2 Conjuration;Action or Ritual;Self;V 2;Deryan's Helpful Homunculi;Level 2 Conjuration;Action or Ritual;Self;V
2;Dueling Ground;Level 2 Abjuration;10 minutes or Ritual;Touch;V 2;Dueling Ground;Level 2 Abjuration;10 minutes or Ritual;Touch;V
2;Searing Orb;Level 2 Evocation;Action;60 feet;S 2;Searing Orb;Level 2 Evocation;Action;60 feet;S
3;Astral Flood;Level 3 Evocation;Action;Self;V 3;Astral Flood;Level 3 Evocation;Action;Self;V
3;Laeral's Silver Lance;Level 3 Evocation;Action;Self;V 3;Laeral's Silver Lance;Level 3 Evocation;Action;Self;V
4;Doomtide;Level 4 Conjuration;Action;120 feet;V 4;Doomtide;Level 4 Conjuration;Action;120 feet;V
4;Sticks to Snakes;Level 4 Transmutation;Action;90 feet;V 4;Sticks to Snakes;Level 4 Transmutation;Action;90 feet;V
5;Circle of Power;Level 5 Abjuration;Action;Self;V;Concentration 5;Circle of Power;Level 5 Abjuration;Action;Self;V;Concentration

up to 1 hour;You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration

  • casting time deal damage
  • range or cast a spell.
    As a Magic action

  • components you can move the illusory double up to twice your Speed and make it gesture
  • duration speak

and behave in whatever way you choose. It is intangible and invulnerable.
You can see through its eyes and hear through its ears as if you were located where it is.;Mokosh

halving the crafting time.;Mokosh but the invisibility ends immediately after you make an attack roll

S

  • casting time 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
  • range 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

  • components there is a cumulative 25 percent chance for each casting after the first that you get no answer.;Mokosh
  • duration

halving the crafting time.;Mokosh M;1 minute;(incense)You contact your deity or a divine proxy and ask up to 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

S;7 days;Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit

  • casting time it must make a Constitution saving throw. After failing three of these saving throws
  • range the disease's effects last for the duration

  • components and the creature stops making these saves. After succeeding on three of these saving throws
  • duration the creature recovers from the disease

and the spell ends.
Since this spell induces a natural disease in its target

halving the crafting time.;Mokosh 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

S

  • casting time up to 1 minute;(a sunburst pendant worth at least 100gp)The Light of dawn shines down on a location you specify within range. Until the spell ends
  • range a 30-foot-radius

  • components 40-foot-high cylinder of bright light glimmers there. This light is sunlight.
    When the cylinder appears
  • duration each creature in it must make a Constitution saving throw

taking 4d10 radiant damage on a failed save

halving the crafting time.;Mokosh M;Concentration

S

  • casting time up to 1 minute;(powdered silver and iron)For the duration
  • range Celestials

  • components Elementals
  • duration Fey

Fiends

halving the crafting time.;Mokosh M;Concentration

S

  • casting time 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw
  • range taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
    Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.;Mokosh

halving the crafting time.;Mokosh M;Instantaneous;(pinch of sulfur)A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius

ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command.
While Charmed

  • casting time short of an activity that would result in certain death. Should you issue a suicidal command
  • range the spell ends.
    A Remove Curse

  • components Greater Restoration
  • duration or Wish spell ends this spell.
    Using a Higher-Level Spell Slot. If you use a level 7 or 8 spell slot

the duration is 365 days. If you use a level 9 spell slot

halving the crafting time.;Mokosh the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose

S

  • casting time up to 1 minute;Skeletal hands burst from an area on the ground within range. The area consists of up to four 10-foot squares
  • range which you arrange as you like. Each square must be contiguous with at least one other square. That area is Difficult Terrain for your enemies.
    Any enemy in that area when the skeletal hands appear makes a Strength saving throw. On a failed save

  • components a creature takes 6d6 Necrotic damage
  • duration and until the end of its next turn

the creature subtracts 1d6 from all its damage rolls. An enemy also makes this save if it enters the area or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 5.;Mokosh

halving the crafting time.;Mokosh M;Concentration

S

  • casting time which the spell consumes)You touch a creature and magically remove one of the following effects from it:
    • 1 Exhaustion level
    • The Charmed or Petrified condition
    • A curse
  • range including the target's Attunement to a cursed magic item
    • Any reduction to one of the target's ability scores
    • Any reduction to the target's Hit Point maximum;Mokosh

halving the crafting time.;Mokosh M;Instantaneous;(diamond dust worth 100+ GP

5;Mislead;Level 5 Illusion;Action;Self;S;Concentration 5;Mislead;Level 5 Illusion;Action;Self;S;Concentration
5;Commune;Level 5 Divination;1 minute or Ritual;Self;V 5;Commune;Level 5 Divination;1 minute or Ritual;Self;V
5;Contagion;Level 5 Necromancy;Action;Touch;V 5;Contagion;Level 5 Necromancy;Action;Touch;V
5;Dawn;Level 5 Evocation;Action;60 feet;V 5;Dawn;Level 5 Evocation;Action;60 feet;V
5;Dispel Evil and Good;Level 5 Abjuration;Action;Self;V 5;Dispel Evil and Good;Level 5 Abjuration;Action;Self;V
5;Flame Strike;Level 5 Evocation;Action;60 feet;V 5;Flame Strike;Level 5 Evocation;Action;60 feet;V
5;Geas;Level 5 Enchantment;1 minute;60 feet;V;30 days;You give a verbal command to a creature that you can see within range 5;Geas;Level 5 Enchantment;1 minute;60 feet;V;30 days;You give a verbal command to a creature that you can see within range
5;Grave Ground;Level 5 Necromancy;Action;120 feet;V 5;Grave Ground;Level 5 Necromancy;Action;120 feet;V
5;Greater Restoration;Level 5 Abjuration;Action;Touch;V 5;Greater Restoration;Level 5 Abjuration;Action;Touch;V

S

  • casting time000+ GP
  • range which the spell consumes)You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet

  • components and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.
    Hallowed Ward. Choose any of these creature types: Aberration
  • duration Celestial

Elemental

Fey M;Until dispelled;(incense worth 1

S;Concentration

  • casting time the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition
  • range weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isn't already a magic weapon

  • components it becomes one for the duration.
    As a bonus action on your turn
  • duration 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 30 feet of you must make a Constitution saving throw. On a failed save

a creature takes 4d8 radiant damage

Fey up to 1 hour;You imbue a weapon you touch with holy power. Until the spell ends

S

  • casting time up to 10 minutes;(a locust)Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration
  • range and its area is Lightly Obscured and Difficult Terrain.
    When the swarm appears

  • components each creature in it makes a Constitution saving throw
  • duration taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
    Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 5.;Mokosh

Fey M;Concentration

S

  • casting time which the spell consumes
  • range and four ivory strips worth 50+ GP each)Name or describe a famous person

  • components place
  • duration or object. The spell brings to your mind a brief summary of the significant lore about that famous thing

as described by the DM.
The lore might consist of important details

amusing revelations M;Instantaneous;(incense worth 250+ GP

S;Instantaneous;A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.
Using a Higher-Level SPell Slot. The healing increases by 1d8 for each spell slot above 5.;Mokosh

amusing revelations

S

  • casting time an Elemental
  • range a Fey

  • components or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically
  • duration the creature is first summoned into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting

the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell

amusing revelations M;24 hours;You attempt to bind a Celestial

S

  • casting time which the spell consumes)With a touch
  • range you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.
    The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death.
    This spell closes all mortal wounds

  • components but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head
  • duration for instance - the spell automatically fails.
    Coming back from the dead is an ordeal. The target takes a ?4 penalty to D20 Tests. Every time the target finishes a Long Rest

the penalty is reduced by 1 until it becomes 0.;Mokosh

amusing revelations M;Instantaneous;(a diamond worth 500+ GP

S

  • casting time up to 10 minutes;(a focus worth 1
  • range000+ GP

  • components such as a crystal ball
  • duration mirror

or water-filled font)You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw

amusing revelations M;Concentration

S

  • casting time a fragment of the creature's soul flies into the lantern. The lantern can hold a number of soul fragments equal to your spellcasting ability modifier
  • range and those fragments dissipate when the spell ends.
    As a Bonus Action

  • components you can expend a soul fragment to create one of the following effects.
    Drain Life. The soul fragment darts at a creature of your choice that you can see within 60 feet of yourself. The target makes a Constitution saving throw
  • duration taking Necrotic damage equal to 4d8 plus your spellcasting ability modifier on a failed save or half as much damage on a successful one.
    Repair Undead The soul fragment flies into an Undead creature of your choice that you can see within 60 feet of yourself. That creature regains Hit Points equal to 4d8 plus your spellcasting ability modifier.
    Ward Ally. The soul fragment darts around a creature of your choice that you can see within 60 feet of yourself. Other creatures have Disadvantage on attack rolls against the chosen creature until the start of your next turn.;Mokosh

amusing revelations M;10 minutes;(a black lantern)You conjure a ghostly black lantern that hovers above you and sheds Dim Light in a 60-foot radius. When an enemy dies within this Dim Light

5;Hallow;Level 5 Abjuration;24 hours;Touch;V 5;Hallow;Level 5 Abjuration;24 hours;Touch;V
5;Holy Weapon;Level 5 Evocation;Bonus Action;Touch;V 5;Holy Weapon;Level 5 Evocation;Bonus Action;Touch;V
5;Insect Plague;Level 5 Conjuration;Action;300 feet;V 5;Insect Plague;Level 5 Conjuration;Action;300 feet;V
5;Legend Lore;Level 5 Divination;10 minutes;Self;V 5;Legend Lore;Level 5 Divination;10 minutes;Self;V
5;Mass Cure Wounds;Level 5 Abjuration;Action;60 feet;V 5;Mass Cure Wounds;Level 5 Abjuration;Action;60 feet;V
5;Planar Binding;Level 5 Abjuration;1 hour;60 feet;V 5;Planar Binding;Level 5 Abjuration;1 hour;60 feet;V
5;Raise Dead;Level 5 Necromancy;1 hour;Touch;V 5;Raise Dead;Level 5 Necromancy;1 hour;Touch;V
5;Scrying;Level 5 Divination;10 minutes;Self;V 5;Scrying;Level 5 Divination;10 minutes;Self;V
5;Spirit Lantern;Level 5 Necromancy;Action;Self;V 5;Spirit Lantern;Level 5 Necromancy;Action;Self;V

S

  • casting time up to 1 hour;(a reliquary worth 500+ GP)You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell
  • range choose Avenger or Defender. Your choice determines certain details 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 allies. In combat

  • components the creature shares your Initiative count
  • duration but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any

it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
Celestial Spirit Large Celestial

amusing revelations M;Concentration

S;Concentration

  • casting time 20 feet high
  • range and 5 feet thick

  • components or a ringed wall up to 60 feet in diameter
  • duration 20 feet high

and 5 feet thick. The wall provides Three-Quarters Cover

amusing revelations up to 10 minutes;You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long

S

  • casting time you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures
  • range you can command any of them at the same time

  • components issuing the same command to them). You decide what action the creature will take and where it will move on its next turn
  • duration or you can issue a general command

such as to guard a particular place. If you issue no commands

amusing revelations M;Instantaneous;(one 150+ GP onyx stone for each corpse)You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block).
As a Bonus Action on each of your turns

up to 1 minute;Deathly power fills a 60-foot Emanation originating from you for the duration.
When you cast this spell

  • casting time the creature makes a Constitution saving throw. On a failed save
  • range the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save

  • components the creature takes half as much damage and its Speed is halved. A creature makes this save only once per turn.
    Casing as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell
  • duration its duration becomes Concentration

up to 10 minutes.
A creature that fails its save against the spell's effect also gains 1 Exhaustion level. While the creature has Exhaustion levels

amusing revelations you can designate creatures to be unaffected by it. Any other creature can't regain Hit Points while in the Emanation. Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there

S

  • casting time up to 1 day;(a set of divination tools - such cards or runes - worth 100+ GP)You magically sense the most direct physical route to a location you name. You must be familiar with the location
  • range and the spell fails if you name a destination on another plane of existence

  • components a moving destination (such as a mobile fortress)
  • duration or an unspecific destination (such as a green dragon's lair).
    For the duration

as long as you are on the same plane of existence as the destination

amusing revelations M;Concentration

S

  • casting time000+ GP)You create a ward against magical travel that protects up to 40
  • range000 square feet of floor space to a height of 30 feet above the floor. For the duration

  • components creatures can't teleport into the area or use portals
  • duration such as those created by the Gate spell

to enter the area. The spell proofs the area against planar travel

amusing revelations M;1 day;(ruby dust worth 1

S;Instantaneous;You unleash a virulent magic on a creature that you can see within range. The target makes a Constitution saving throw. On a failed save

  • casting time and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save
  • range it takes half as much damage only. This spell can't reduce a target's Hit Point maximum below 1.;Mokosh

amusing revelations it takes 14d6 Necrotic damage

S;Instantaneous;Choose a creature that you can see within range. Positive energy washes through the target

  • casting time Deafened
  • range and Poisoned conditions on the target.
    Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6. ;Mokosh

amusing revelations restoring 70 Hit Points. The spell also ends the Blinded

S

  • casting time000 gp
  • range which the spell consumes)You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time

  • components and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
    A creature that partakes gains several benefits
  • duration which last for 24 hours. The creature has Resistance to Poison damage

and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10

amusing revelations M;Instantaneous;(a gem-encrusted bowl worth at least 1

5;Summon Celestial;Level 5 Conjuration;Action;90 feet;V 5;Summon Celestial;Level 5 Conjuration;Action;90 feet;V
6;Blade Barrier;Level 6 Evocation;Action;90 feet;V 6;Blade Barrier;Level 6 Evocation;Action;90 feet;V
6;Create Undead;Level 6 Necromancy;1 minute;10 feet;V 6;Create Undead;Level 6 Necromancy;1 minute;10 feet;V
6;Dirge;Level 6 Enchantment;Action;Self;V;Concentration 6;Dirge;Level 6 Enchantment;Action;Self;V;Concentration
6;Find the Path;Level 6 Divination;1 minute;Self;V 6;Find the Path;Level 6 Divination;1 minute;Self;V
6;Forbiddance;Level 6 Abjuration;10 minutes or Ritual;Touch;V 6;Forbiddance;Level 6 Abjuration;10 minutes or Ritual;Touch;V
6;Harm;Level 6 Necromancy;Action;60 feet;V 6;Harm;Level 6 Necromancy;Action;60 feet;V
6;Heal;Level 6 Evocation;Action;60 feet;V 6;Heal;Level 6 Evocation;Action;60 feet;V
6;Heroes' Feast;Level 6 Conjuration;10 minutes;Self;V 6;Heroes' Feast;Level 6 Conjuration;10 minutes;Self;V

S;Instantaneous;You beseech an otherworldly entity for aid. The being must be known to you: a god

  • casting time a demon prince
  • range or some other being of cosmic power. That entity sends a Celestial

  • components an Elemental
  • duration 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

amusing revelations a primordial

S

  • casting time up to 1 minute;(a magnifying glass)You launch a sunbeam in a 5-foot-wide
  • range 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save

  • components a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save
  • duration it takes half as much damage only.
    Until the spell ends

you can take a Magic action to create a new Line of radiance.
For the duration

amusing revelations M;Concentration

S

  • casting time which the spell consumes)For the duration
  • range the willing creature you touch has Truesight with a range of 120 feet.;Mokosh

amusing revelations M;1 hour;(mushroom powder worth 25+ GP

the spell has no effect.
You must designate a location

  • casting time as a sanctuary by casting this spell there.;Mokosh
  • range

amusing revelations such as a temple

S;Concentration

  • casting time which manifests as a pillar of light in a 10-foot-radius
  • range 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder

  • components choose which of these lights shines on it:
    Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
    Searing Light. The target makes a Dexterity saving throw
  • duration taking 6d12 Radiant damage on a failed save or half as much damage on a successful one.
    Until the spell ends

Bright Light fills the Cylinder

and when you move on your turn up to 10 minutes;You conjure a spirit from the Upper Planes

a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points

  • casting time a Celestial
  • range an Elemental

  • components a Fey
  • duration or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.
    Divine Word Effects
    0-20 HP - The target dies.
    21-30 HP - The target has the Blinded

Deafened

and when you move on your turn as shown in the Divine Word Effects table. Regardless of its Hit Points

S;Up to 8 hours;You step into the border regions of the Ethereal Plane

  • casting time you can move in any direction. If you move up or down
  • range every foot of movement costs an extra foot. You can perceive the plane you left

  • components which looks gray
  • duration and you can't see anything there more than 60 feet away.
    While on the Ethereal Plane

you can affect and be affected only by creatures

objects where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time

S;Instantaneous;A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes

  • casting time taking 7d10 Fire damage on a failed save or half as much damage on a successful one.
    Flammable objects in the area that aren't being worn or carried start burning.;Mokosh
  • range

objects which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw

S

  • casting time metal rod worth 250+ GP and attuned to a plane of existence)You and up to 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
  • range 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

  • components and you appear in or near that destination
  • duration as determined by the DM.
    Alternatively

if you know the sigil sequence of a teleportation circle on another plane of existence

objects M;Instantaneous;(a forked

6;Planar Ally;Level 6 Conjuration;10 minutes;60 feet;V 6;Planar Ally;Level 6 Conjuration;10 minutes;60 feet;V
6;Sunbeam;Level 6 Evocation;Action;Self;V 6;Sunbeam;Level 6 Evocation;Action;Self;V
6;True Seeing;Level 6 Divination;Action;Touch;V 6;True Seeing;Level 6 Divination;Action;Touch;V
6;Word of Recall;Level 6 Conjuration;Action;5 feet;V;Instantaneous;You and up to five willing creatures within 5 feet 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 6;Word of Recall;Level 6 Conjuration;Action;5 feet;V;Instantaneous;You and up to five willing creatures within 5 feet 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
7;Conjure Celestial;Level 7 Conjuration;Action;90 feet;V 7;Conjure Celestial;Level 7 Conjuration;Action;90 feet;V
7;Divine Word;Level 7 Evocation;Bonus Action;30 feet;V;Instantaneous;You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save 7;Divine Word;Level 7 Evocation;Bonus Action;30 feet;V;Instantaneous;You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save
7;Etherealness;Level 7 Conjuration;Action;Self;V 7;Etherealness;Level 7 Conjuration;Action;Self;V
7;Fire Storm;Level 7 Evocation;Action;150 feet;V 7;Fire Storm;Level 7 Evocation;Action;150 feet;V
7;Plane Shift;Level 7 Conjuration;Action;Touch;V 7;Plane Shift;Level 7 Conjuration;Action;Touch;V

which you divide among the spell's recipients.;Mokosh

objects

S

  • casting time the target regains 1 Hit Point at the start of each of its turns
  • range and any severed body parts regrow after 2 minutes.;Mokosh

objects M;1 hour;(a prayer wheel)A creature you touch regains 4d8+15 Hit Points. For the duration

S

  • casting time000+ GP
  • range which the spell consumes)With a touch

  • components you revive a dead creature that has been dead for no more than a century
  • duration didn't die of old age

and wasn't Undead when it died.
The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. 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 D20 Tests. Every time the target finishes a Long Rest

objects M;Instantaneous;(a diamond worth 1

which you take when a creature you can see within 60 feet of you fails a D20 Test;60 feet;S;Instantaneous;You untangle a single thread of fate to encourage a different result. The creature that failed the D20 Test can reroll it with Advantage

  • casting time the creature gains 6d10 Temporary Hit Points from its strengthened fate.;Mokosh
  • range

objects and the creature must use the new roll. If the D20 Test is successful

S

  • casting time000+ GP
  • range which the spell consumes)You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object

  • components it must remain in place. If it is moved more than 10 feet from where you cast this spell
  • duration the glyph is broken

and the spell ends without being triggered.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph

objects M;Until dispelled or triggered;(powdered diamond worth 1

S

  • casting time up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god
  • range pantheon

  • components 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
  • duration walls

and a roof

objects M;24 hours;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

S M;Concentration

  • casting time take Magic actions
  • range or create other magical effects inside the aura

  • components and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it.
    Areas of effect created by spells or other magic can't extend into the aura
  • duration and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura.
    Ongoing spells

except those cast by an Artifact or a deity

objects up to 1 hour;(iron filings)An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells

S

  • casting time up to 8 hours;(burning incense)You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell
  • range and it ends early if you go indoors.
    When you cast the spell

  • components you change the current weather conditions
  • duration which are determined by the DM. You can change precipitation

temperature

objects M;Concentration

S

  • casting time up to 1 minute;(a fractured rock)Choose a point on the ground that you can see within range. For the duration
  • range an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.
    When you cast this spell and at the end of each of your turns for the duration

  • components each creature on the ground in the area makes a Dexterity saving throw. On a failed save
  • duration a creature has the Prone condition

and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations

objects M;Concentration

7;Power Word Fortify;Level 7 Enchantment;Action;60 feet;V;Instantaneous;You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points 7;Power Word Fortify;Level 7 Enchantment;Action;60 feet;V;Instantaneous;You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points
7;Regenerate;Level 7 Transmutation;1 minute;Touch;V 7;Regenerate;Level 7 Transmutation;1 minute;Touch;V
7;Resurrection;Level 7 Necromancy;1 hour;Touch;V 7;Resurrection;Level 7 Necromancy;1 hour;Touch;V
7;Reweave Fate;Level 7 Divination;Reaction 7;Reweave Fate;Level 7 Divination;Reaction
7;Symbol;Level 7 Abjuration;1 minute;Touch;V 7;Symbol;Level 7 Abjuration;1 minute;Touch;V
7;Temple of the Gods;Level 7 Conjuration;1 hour;120 feet;V 7;Temple of the Gods;Level 7 Conjuration;1 hour;120 feet;V
8;Antimagic Field;Level 8 Abjuration;Action;Self;V 8;Antimagic Field;Level 8 Abjuration;Action;Self;V
8;Control Weather;Level 8 Transmutation;10 minutes;Self;V 8;Control Weather;Level 8 Transmutation;10 minutes;Self;V
8;Earthquake;Level 8 Transmutation;Action;500 feet;V 8;Earthquake;Level 8 Transmutation;Action;500 feet;V

S

  • casting time up to 1 minute;(a reliquary worth 1
  • range000+ GP)For the duration

  • components you emit an aura in a 30-foot Emanation. While in the aura
  • duration creatures of your choice have Advantage on all saving throws

and other creatures have Disadvantage on attack rolls against them. In addition

objects M;Concentration

S;Concentration

  • casting time you can unleash a shining bolt from the mote
  • range targeting one creature within 120 feet of yourself. Make a ranged spell attack. On a hit

  • components the target takes Force or Radiant damage (your choice) equal to 4d10 plus your spellcasting ability modifier.
    In addition
  • duration while the mote is present

you have Three-Quarters Cover

objects up to 1 minute;You create a glowing mote of energy that hovers above you for the duration. The mote sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
When you cast this spell and as a Bonus Action on later turns

S

  • casting time a creature takes 12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save
  • range it takes half as much damage only.
    A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns

  • components ending the effect on itself on a success.
    This spell dispels Darkness in its area that was created by any spell.;Mokosh
  • duration

objects M;Instantaneous;(a piece of sunstone)Brilliant sunlight flashes in a 60-foot radius Sphere centered on a point you choose within range. Each creature in the Sphere must make a Constitution saving throw. On a failed save

S

  • casting time one jacinth worth 1
  • range000+ GP and one silver bar worth 100+ GP

  • components all of which the spell consumes)You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation. It has the Unconscious condition
  • duration doesn't need food or air

and doesn't age.
A target's astral form resembles its body in almost every way

objects M;Until dispelled;(for each of the spell's targets

S

  • casting time up to 1 minute;(a diamond worth 5
  • range000+ GP)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

  • components 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
  • duration and the portal's destination is visible through it.
    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

objects M;Concentration

S;Instantaneous;A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points

  • casting time Deafened
  • range and Poisoned conditions removed from them.;Mokosh

objects divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded

S

  • casting time000+ GP
  • range which the spell consumes)You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
    This spell closes all wounds

  • components neutralizes any poison
  • duration cures all magical contagions

and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. If the creature was Undead

objects M;Instantaneous;(diamonds worth 25

Frightened

  • casting time Poisoned
  • range or Stunned condition

  • components the condition ends. If the creature has the Prone condition
  • duration it can use its Reaction to stand up.;Mokosh

objects Paralyzed

8;Holy Aura;Level 8 Abjuration;Action;Self;V 8;Holy Aura;Level 8 Abjuration;Action;Self;V
8;Holy Star of Mystra;Level 8 Evocation;Bonus Action;Self;V 8;Holy Star of Mystra;Level 8 Evocation;Bonus Action;Self;V
8;Sunburst;Level 8 Evocation;Action;150 feet;V 8;Sunburst;Level 8 Evocation;Action;150 feet;V
9;Astral Projection;Level 9 Necromancy;1 hour;10 feet;V 9;Astral Projection;Level 9 Necromancy;1 hour;10 feet;V
9;Gate;Level 9 Conjuration;Action;60 feet;V 9;Gate;Level 9 Conjuration;Action;60 feet;V
9;Mass Heal;Level 9 Abjuration;Action;60 feet;V 9;Mass Heal;Level 9 Abjuration;Action;60 feet;V
9;True Resurrection;Level 9 Necromancy;1 hour;Touch;V 9;True Resurrection;Level 9 Necromancy;1 hour;Touch;V
9;Power Word Heal;Level 9 Enchantment;Action;60 feet;V;Instantaneous;A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed 9;Power Word Heal;Level 9 Enchantment;Action;60 feet;V;Instantaneous;A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed