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provided that wood or other fuel is present in the new location.
• You instantaneously extinguish the flames within the cube.
• You double or halve the area of bright light and dim light cast by the flame

  • casting time or both . The change lasts for 1 hour.
    • You cause simple shapes-such as the vague form of a creature
  • range an inanimate object

  • components or a location- to appear within the flames and animate as you like. The shapes last for 1 hour.
    If you cast this spell multiple times
  • duration you can have up to three non-instantaneous effects created by it active at a time

and you can dismiss such an effect as an action.; Wizard (XGE)

Wizard change its color

S; Concentration

  • casting time the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire's space for the first time on a turn or ends its turn there.
    The bonfire ignites flammable objects in its area that aren't being worn or carried.
    The spell's damage increases by 1d8 when you reach 5th level (2d8)
  • range 11th level (3d8)

  • components and 17th level (4d8).; Wizard (XGE)
  • duration

Wizard up to 1 minute; You create a bonfire on ground that you can see within range. Until the spells ends

S; Instantaneous; You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save

  • casting time and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    The spell's damage increases by 1d6 when you reach 5th level (2d6)
  • range 11th level (3d6)

  • components and 17th level (4d6).; Wizard (XGE)
  • duration

Wizard the target takes 1d6 cold damage

S; Instantaneous; You seize the air and compel it to create one of the following effects at a point you can see within range:
• One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
• You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
• You create a harm less sensory effect using air

  • casting time wind to slam shutters closed
  • range or your clothing to ripple in a breeze.; Wizard (XGE)

Wizard such as causing leaves to rustle

S

  • casting time fleas
  • range and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw

  • components or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1
  • duration north: 2

south: 3

east: or 4 M; Instantaneous; (a living flea)You cause a cloud of mites

you can instantaneously excavate it

  • casting time and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
    • You cause shapes
  • range colors

  • components or both to appear on the dirt or stone
  • duration spelling out words

creating images

east: or 4 move it along the ground

up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water

  • casting timeyou can have no more than two of its non-instantaneous effects active at a time
  • range and you can dismiss such an effect as an action.; Wizard (XGE)

east: or 4 provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times

other than you

  • casting time 11th level (3d6)
  • range and 17th level (4d6).; Wizard (XGE)

east: or 4 must make a Constitution saving throw or take 1d6 thunder damage.
The spell's damage increases by 1d6 when you reach 5th level (2d6)

S; Instantaneous; You point at one creature you can see within range

  • casting time it instead takes 1d12 necrotic damage.
    The spell's damage increases by one die when you reach 5th level (2d8 or 2d12)
  • range 11th level (3d8 or 3d12)

  • components and 17th level (4d8 or 4d12).; Wizard (XGE)
  • duration

east: or 4 and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take ld8 necrotic damage. If the target is missing any of its hit points

0; Control Flames; Transmutation cantrip; 1 action; 60 feet; S; Instantaneous or 1 hour (see below); You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0; Control Flames; Transmutation cantrip; 1 action; 60 feet; S; Instantaneous or 1 hour (see below); You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
• You instantaneously expand the flame 5 feet in one direction
0; Create Bonfire; Conjuration cantrip; 1 action; 60 feet; V 0; Create Bonfire; Conjuration cantrip; 1 action; 60 feet; V
0; Frostbite; Evocation cantrip; 1 action; 60 feet; V 0; Frostbite; Evocation cantrip; 1 action; 60 feet; V
0; Gust; Transmutation cantrip; 1 action; 30 feet; V 0; Gust; Transmutation cantrip; 1 action; 30 feet; V
0; Infestation; Conjuration cantrip; 1 action; 30 feet; V 0; Infestation; Conjuration cantrip; 1 action; 30 feet; V
0; Mold Earth; Transmutation cantrip; 1 action; 30 feet; S; Instantaneous or 1 hour (see below); You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0; Mold Earth; Transmutation cantrip; 1 action; 30 feet; S; Instantaneous or 1 hour (see below); You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• If you target an area of loose earth
0; Shape Water; Transmutation cantrip; 1 action; 30 feet; S; Instantaneous or 1 hour (see below); You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0; Shape Water; Transmutation cantrip; 1 action; 30 feet; S; Instantaneous or 1 hour (see below); You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct
0; Thunderclap; Evocation cantrip; 1 action; 5 feet; S; Instantaneous; You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range 0; Thunderclap; Evocation cantrip; 1 action; 5 feet; S; Instantaneous; You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range
0; Toll the Dead; Necromancy cantrip; 1 action; 60 feet; V 0; Toll the Dead; Necromancy cantrip; 1 action; 60 feet; V

11th level (3d6)

east: or 4 and 17th level (4d6).; Wizard (TCE)

11th level (3d6)

east: or 4 and 17th level (4d6).; Wizard (TCE)

which you take when you take acid

  • casting time fire
  • range lightning

  • components or thunder damage; Self; S; 1 round; The spell captures some of the incoming energy
  • duration lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also

the first time you hit with a melee attack on your next turn

east: or 4 cold

stopping early if it impacts against a solid surface. If the object would strike a creature

  • casting time the object strikes the target and stops moving. When the object strikes something
  • range the object and what it strikes each take 3d8 bludgeoning damage.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the maximum weight of objects that you can target with this spell increases by 5 pounds
  • duration and the damage increases by 1d8

for each slot level above 1st.; Wizard (XGE)

east: or 4 that creature must make a Dexterity saving throw. On a failed save

up to 1 minute; You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns

  • casting time you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.; Wizard (XGE)
  • range

east: or 4 ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

S; Instantaneous; You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save

  • casting time it becomes difficult terrain until cleared
  • range with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st.; Wizard (XGE)
  • duration

east: or 4 a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone

M; Instantaneous; (a drop of water or piece of ice)You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit

  • casting time the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At Higher Levels: When you cast this spell using aspell slot of 2nd level or higher
  • range the cold damage increases by 1d6 for each slot level above 1st.; Wizard (XGE)

east: or 4 the target takes 1d10 piercing damage. Hit or miss

M; 8 hours; (25 feet of rope

  • casting time you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting
  • range the rope disappears and the circle becomes a magic trap.
    This trap is nearly invisible

  • components requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
    The trap triggers when a Small
  • duration Medium

or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air

east: or 4 which the spell consumes)As you cast this spell

S

  • casting time or half as much damage on a successful one.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • range the damage increases by 1d8 for each slot level above 2nd.; Wizard (XGE)

east: or 4 M; Instantaneous; (a red dragon's scale)A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save

0; Mind Sliver; Enchantment cantrip; 1 action; 60 feet; V; 1 round; You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0; Mind Sliver; Enchantment cantrip; 1 action; 60 feet; V; 1 round; You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6)
0; Sword Burst; Conjuration cantrip; 1 action; Self (5-foot radius); V; Instantaneous; You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
0; Sword Burst; Conjuration cantrip; 1 action; Self (5-foot radius); V; Instantaneous; You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.
At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6)
1; Absorb Elements; 1st level Abjuration; 1 reaction 1; Absorb Elements; 1st level Abjuration; 1 reaction
1; Catapult; 1st level Transmutation; 1 action; 60 feet; S; Instantaneous; Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground 1; Catapult; 1st level Transmutation; 1 action; 60 feet; S; Instantaneous; Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground
1; Cause Fear; 1st level Necromancy; 1 action; 60 feet; V; Concentration 1; Cause Fear; 1st level Necromancy; 1 action; 60 feet; V; Concentration
1; Earth Tremor; 1st level Evocation; 1 action; 10 feet; V 1; Earth Tremor; 1st level Evocation; 1 action; 10 feet; V
1; Ice Knife; 1st level Conjuration; 1 action; 60 feet; S 1; Ice Knife; 1st level Conjuration; 1 action; 60 feet; S
1; Snare; 1st level Abjuration; 1 minute; Touch; S 1; Snare; 1st level Abjuration; 1 minute; Touch; S
2; Aganazzar's Scorcher; 2nd level Evocation; 1 action; 30 feet; V 2; Aganazzar's Scorcher; 2nd level Evocation; 1 action; 30 feet; V

S

  • casting time up to 1 minute; (a hot pepper)You touch one willing creature and imbue it with the power to spew magical energy from its mouth
  • range provided it has one. Choose acid

  • components cold
  • duration fire

lightning

or poison. Until the spell ends M; Concentration

S

  • casting time up to 1 minute; (a miniature hand sculpted from clay)You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save
  • range the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
    As an action

  • components you can cause the hand to crush the restrained target
  • duration which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save

or half as much damage on a successful one.
To break out

or poison. Until the spell ends M; Concentration

up to 1 hour; You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw

  • casting time or half as much damage on a successful one. On a failed save
  • range you also always know the target's location until the spell ends

  • components but only while the two of you are on the same plane of existence. While you have this knowledge
  • duration the target can't become hidden from you

and if it's invisible

or poison. Until the spell ends taking 3d8 psychic damage on a failed save

S; Concentration

or poison. Until the spell ends up to 1 hour; You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.; Wizard (XGE)

S

  • casting time up to 1 hour; (fur or a feather from a beast)You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points
  • range which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks

  • components and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration you can target one additional creature for each slot level above 2nd.; Wizard (TCE)

or poison. Until the spell ends M; Concentration

M; 10 minutes; (a pinch of sand)You make a calming gesture

  • casting time that target gains the benefit of a short rest
  • range and it can't be affected by this spell again until it finishes a long rest.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

  • components you can target one additional willing creature for each slot level above 3rd.; Wizard (XGE)
  • duration

or poison. Until the spell ends and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration

S; Instantaneous; You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage

  • casting time the damage increases by 1d8 for each slot level above 3rd.; Wizard (XGE)
  • range

or poison. Until the spell ends 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

S

  • casting time up to 10 minutes; (niter
  • range sulfur

  • components and pine tar formed into a bead)You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell-and as a bonus action on each of your turns thereafter-you can expend one or two of the meteors
  • duration sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface

the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save

or poison. Until the spell ends M; Concentration

a thunderous boom sounds

  • casting time taking 3d10 thunder damage on a failed save
  • range or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
    You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell

  • components and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise
  • duration the creature is left behind.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

the damage increases by 1d10 for each slot level above 3rd.; Wizard (XGE)

or poison. Until the spell ends and each creature within 10 feet of the space you left must make a Constitution saving throw

2; Dragon's Breath; 2nd level Transmutation; 1 bonus action; Touch; V 2; Dragon's Breath; 2nd level Transmutation; 1 bonus action; Touch; V
2; Maximilian's Earthen Grasp; 2nd level Transmutation; 1 action; 30 feet; V 2; Maximilian's Earthen Grasp; 2nd level Transmutation; 1 action; 30 feet; V
2; Mind Spike; 2nd level Divination; 1 action; 60 feet; S; Concentration 2; Mind Spike; 2nd level Divination; 1 action; 60 feet; S; Concentration
2; Skywrite (ritual); 2nd level Transmutation; 1 action; Sight; V 2; Skywrite (ritual); 2nd level Transmutation; 1 action; Sight; V
2; Enhance Ability; 2nd level Transmutation; 1 action; Touch; V 2; Enhance Ability; 2nd level Transmutation; 1 action; Touch; V
3; Catnap; 3rd level Enchantment; 1 action; 30 feet; S 3; Catnap; 3rd level Enchantment; 1 action; 30 feet; S
3; Life Transference; 3rd level Necromancy; 1 action; 30 feet; V 3; Life Transference; 3rd level Necromancy; 1 action; 30 feet; V
3; Melf's Minute Meteors; 3rd level Evocation; 1 action; Self; V 3; Melf's Minute Meteors; 3rd level Evocation; 1 action; Self; V
3; Thunder Step; 3rd level Conjuration; 1 action; 90 feet; V; Instantaneous; You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear 3; Thunder Step; 3rd level Conjuration; 1 action; 90 feet; V; Instantaneous; You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear

S

  • casting time up to 10 feet wide
  • range and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save

  • components a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save
  • duration a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions

extinguishing unprotected flames in its area and within 30 feet of it

and then it vanishes.; Wizard (XGE) M; Instantaneous; (a drop of water)You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long

S

  • casting time up to 10 minutes; (a handful of sand)You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long
  • range 10 feet high

  • components and 10 feet thick
  • duration and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.; Wizard (XGE)

and then it vanishes.; Wizard (XGE) M; Concentration

S

  • casting time up to 10 minutes; (a drop of water)You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long
  • range 10 feet high

  • components and 1 foot thick
  • duration or you can make a ringed wall up to 20 feet in diameter

20 feet high

and then it vanishes.; Wizard (XGE) M; Concentration

up to 1 hour; For the duration

  • casting time as well as advantage on Intelligence
  • range Wisdom

  • components and Charisma saving throws.
    At Higher Levels: When you cast this spell using a spell slot of 4th level or higher
  • duration you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.; Wizard (TCE)

and then it vanishes.; Wizard (XGE) you or one willing creature you can see within range has resistance to psychic damage

S; Concentration

  • casting time which lit around you for the spell's duration. The spirits are intangible and invulnerable.
    Until the spell ends
  • range any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant

  • components necrotic
  • duration 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 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher

and then it vanishes.; Wizard (XGE) up to 1 minute; You call forth spirits of the dead

S

  • casting time up to 1 hour; (tears inside a crystal vial worth at least 300 gp)You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell
  • range choose an emotion: Fury

  • components Despair
  • duration or Fear. The creature resembles a misshapen biped marked by the chosen emotion

which determines certain traits in its stat block. The creature determines when it drop to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat

and then it vanishes.; Wizard (XGE) M; Concentration

S

  • casting time 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
  • range you can ask the corpse up to 5 questions. The corpse knows only what it knew in life

  • components including the languages it knew. Answers are usually brief
  • duration cryptic

or repetitive

and then it vanishes.; Wizard (XGE) M; 10 minutes; (Burning incense)You grant the semblance of life and intelligence to a corpse of your choice within range

S; 1 hour; You attempt to charm a creature you can see within range. It must make a Wisdom saving throw

  • casting time it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends
  • range the creature knows it was charmed by you.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher

  • components you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.; Wizard (XGE)
  • duration

and then it vanishes.; Wizard (XGE) and it does so with advantage if you or your companions are fighting it. If it fails the saving throw

S

  • casting time up to 1 minute; (a droplet of water)You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
    Any creature in the sphere's space must make a Strength saving throw. On a successful save
  • range a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically

  • components and a Large or smaller creature can choose to fail it. On a failed save
  • duration a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns

a restrained target can repeat the saving throw

and then it vanishes.; Wizard (XGE) M; Concentration

3; Tidal Wave; 3rd level Conjuration; 1 action; 120 feet; V 3; Tidal Wave; 3rd level Conjuration; 1 action; 120 feet; V
3; Wall of Sand; 3rd level Evocation; 1 action; 90 feet; V 3; Wall of Sand; 3rd level Evocation; 1 action; 90 feet; V
3; Wall of Water; 3rd level Evocation; 1 action; 60 feet; V 3; Wall of Water; 3rd level Evocation; 1 action; 60 feet; V
3; Intellect Fortress; 3rd-level abjuration; 1 action; 30 feet; V; Concentration 3; Intellect Fortress; 3rd-level abjuration; 1 action; 30 feet; V; Concentration
3; Spirit Shroud; 3rd-level necromancy; 1 bonus action; Self; V 3; Spirit Shroud; 3rd-level necromancy; 1 bonus action; Self; V
3; Summon Shadowspawn; 3rd-level conjuration; 1 action; 90 feet; V 3; Summon Shadowspawn; 3rd-level conjuration; 1 action; 90 feet; V
3; Speak with Dead; 3rd level Necromancy; 1 action; 10 feet; V 3; Speak with Dead; 3rd level Necromancy; 1 action; 10 feet; V
4; Charm Monster; 4th level Enchantment ; 1 action; 30 feet; V 4; Charm Monster; 4th level Enchantment ; 1 action; 30 feet; V
4; Watery Sphere; 4th level Conjuration; 1 action; 90 feet; V 4; Watery Sphere; 4th level Conjuration; 1 action; 90 feet; V

S

  • casting time together worth at least 25 gp
  • range which the spell consumes)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

  • components event
  • duration or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase

a cryptic rhyme

and then it vanishes.; Wizard (XGE) M; Instantaneous; (incense and a sacrificial offering appropriate to your religion

S

  • casting time taking 2d6 necrotic damage on a failed save
  • range or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition

  • components one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
    At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher
  • duration the damage increases by 1d6 for each slot above 2nd

and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.; Wizard (TCE)

and then it vanishes.; Wizard (XGE) M; Instantaneous; (a withered vine twisted into a loop)You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw

S; 1 round; A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit

  • casting time and the next attack roll made against this target before the end of your next turn has advantage
  • range thanks to the mystical dim light glittering on the target until then.
    At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher

  • components the damage increases by 1d6 for each slot level above 1st. ; Cleric
  • duration

and then it vanishes.; Wizard (XGE) the target takes 4d6 radiant damage

4; Divination (ritual); 4th level Divination; 1 action; Self; V 4; Divination (ritual); 4th level Divination; 1 action; Self; V
2; Wither and Bloom; 2nd-level Necromancy; 1 action; 60 feet; V 2; Wither and Bloom; 2nd-level Necromancy; 1 action; 60 feet; V
1; Guiding Bolt; 1st level Evocation; 1 action; 120 feet; V 1; Guiding Bolt; 1st level Evocation; 1 action; 120 feet; V