You attempt to turn one creature that you can see within range into wood. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden into bark. On a successful save, the creature isn’t affected. A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its Constitution saving throw three times, it is turned into a tree and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive
As part of casting this spell, you must expend three hit dice or the spell automatically fails. If you do, roll the expended hit dice, and the creature gains an equal number of temporary hit points. For the duration of the spell, you know the direction and distance to the creature at all times, you and the creature can speak to one another telepathically (provided the creature has an intelligence score of 3 or higher), and you can target the creature with spells you cast that have a range of Self or Touch. These benefits are suppressed while you and the creature are not on the same plane. At any point, a creature affected by this spell can choose to end the spell early. If it does, the creature loses all remaining temporary hit points granted by this spell and takes necrotic damage equal to the temporary hit points lost. At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, its duration is 8 hours. When you cast this spell using a spell slot of 7th or 8th level, its duration is 24 hours. When you cast this spell using a spell slot of 9th level, its duration is 7 days.
You touch a nonmagical weapon. Until the spell ends, the next creature hit by the weapon must succeed on a Constitution saving throw or receive a festering wound. A creature with a festering wound takes 2d6 necrotic damage at the beginning of its turn for the remainder of the spell’s duration. A creature can only have one festering wound at a time. Receiving at least 1 point of magical healing closes a festering wound, ending the recurring damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can increase the damage dealt by a festering wound by 1d6 for each slot level above 2nd.
As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, roll the hit die and regain a number of hit points equal to the result + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can expend and roll an additional hit die for each slot level above 1st.
You touch a corpse and mark it with a magical mark. You can choose to make it a visible mark that appears as a rune or word written on the flesh, or you can choose to make it an invisible mark. Creatures who specifically examine a corpse for a calling card automatically detect one, whether visible or invisible.
As part of casting this spell, you must expend four hit dice or the spell automatically fails. If you do, choose a point on the ground within range and roll the expended hit dice. A crimson pillar erupts from the ground in a 15-foot radius and 100-foot high cylinder centered on the point you chose. Each creature within the cylinder must make a Constitution saving throw. On a success, the creature takes necrotic damage equal to the total of the expended hit dice. On a failure, the creature takes necrotic damage equal to the total of the expended hit dice and must expend and roll four hit dice of its own, taking additional necrotic damage equal to the result. For each creature who fails the saving throw against this spell, you gain 5 temporary hit points.
You consume the brain of another creature’s corpse, gaining its memories and knowledge. The corpse must have a brain and can’t be undead. The spell fails if the corpse has been dead (and not preserved) for more than three days. Until the spell ends, you can attempt to recall any important fact known to the creature—family history, recent events, building layouts, passwords, details of the creature’s death, and similar information. To recall a piece of information, you must make an ability check using your spellcasting modifier. The DC is equal to the corpse’s Intelligence score. Once the caster rolls to determine whether they recall a fact, they cannot attempt to recall it again.
As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, choose a creature within range and roll the hit die. The creature loses a number of hit points equal to the result. For the duration of the spell, the creature must make a Constitution saving throw at the end of each of its turns. On a failure, roll the hit die expended to cast this spell again, and the creature loses hit points equal to the result. On a success, this effect ends for the creature. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, choose an additional target for the spell for each slot level above 1st.
As part of casting this spell, you must expend eight hit dice or the spell automatically fails. When you do, roll the eight hit dice expended to cast this spell and total them to determine the creature’s creeping death threshold. While the spell remains active, if the creature’s current hit points ever equal or are less than the creeping death threshold, the creature immediately dies. As a bonus action on each of your turns while this spell is active, you can force the target to make a Constitution saving throw. On a failure, roll 2d6 and add the result to the creature’s creeping death threshold. On a success, add half the result instead. If the creature succeeds on three saving throws, which do not have to be consecutive, this spell ends early.
You detach your hand at the wrist, transforming it into a spider. While the spider is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through its eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. If the spider is killed or prevented from returning to you, your hand is restored, but you take 1d6 points of psychic damage. If you command the spider to return, it crawls back to your wrist, and the spell ends.
As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, a writhing lash of coagulated blood springs from your hand. This magic weapon lasts until the spell ends. It counts as a simple weapon with which you are proficient, and it has the light, finesse, and reach properties. You can choose to add your spellcasting modifier, instead of your Strength or Dexterity modifier, to attack and damage rolls with this weapon. Its damage die is equivalent to the hit die expended casting this spell, and the damage dealt is necrotic. Each time a creature takes damage from this magic weapon, its maximum hit points are reduced by an amount equal to the damage it took. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, when you take the Attack action, you can make two weapon attacks, provided both are with this magic weapon. When you use a spell slot of 5th level or higher, when you take the Attack action you make three weapon attacks, provided all are with this magic weapon.
A flaming crown of holy light adorns your head until the spell ends. Any fiend, fey, or undead that moves within 20 feet of you or begins their turn within 20 feet of you takes 2d8 radiant damage. The crown of radiance sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
As part of casting this spell you must expend four hit dice or the spell automatically fails. If you do, make a melee spell attack against a creature within 5 feet using the material component of this spell. On a hit, roll the hit dice expended casting this spell plus an additional 4d8 and deal necrotic damage equal to the result. If this damage causes the creature to be reduced to 0 hit points, it immediately dies and you gain one of the following dark blessings of your choice. Unassailable. You have advantage on all saving throws. Unbreakable. Your size increases by one category (from Medium to Large, for example), you gain a number of temporary hit points equal to your Constitution modifier (minimum 1) at the start of each of your turns, and your weapon attacks deal an additional 1d4 damage. Unerring. Your proficiency bonus increases by 2. Your dark blessing ends after 10 minutes or when you are reduced to 0 hit points, whichever happens first. When you take radiant damage while you have a dark blessing, you take an additional 1d4 damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the melee spell attack damage increases by 1d8 for each slot level above 4th.
You transform the earth into a wormlike maw at an unoccupied point on the ground within range. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the worm. On a hit, the target takes piercing damage equal to 3d8 + your spellcasting ability modifier. If the target is a Large or smaller creature, it must succeed on a Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 6d6 bludgeoning damage at the start of each of your turns. Each round on its turn, a creature trapped within the worm can use an action to attempt to repeat the Dexterity saving throw to escape. A creature that succeeds this saving throw is regurgitated and falls prone in a space within 10 feet of the worm. As a bonus action on your turn, you can move the worm up to 20 feet and repeat the attack against a creature within 5 feet of it.
You touch a willing creature. Until the spell ends, the target’s skin has a red, scaly appearance, and the target has resistance to cold, fire, and lightning damage. For the duration, they also gain immunity to poison damage.
A living creature you choose within range breaks out into a cold sweat and must make a Constitution saving throw. On a failure, the cold sweat breaks into fever as the creature’s skin becomes flushed and hot to the touch, and the creature takes 1d6 fire damage at the start of its next turn. On a success, the spell immediately ends. While the spell persists, you can use a reaction at the start of an affected creature’s turn to force the creature to take fire damage again, increasing by 1d6 each time. The creature can use its action to attempt to cool itself, allowing it to attempt the Constitution saving throw again. On a success, the creature’s fever breaks and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd.
You target a creature you can see within range, using necromantic force to slice the skin from its body. Make a ranged spell attack against that creature. The target must succeed on a Constitution saving throw, taking 8d6 necrotic damage on a failure or half as much damage on a success. On each of your turns for the duration, you can use your action to force the same target to make another Constitution saving throw and repeat the damage. The spell also ends if the target is ever outside the spell’s range, if the target is reduced to 0 hp, or if it has total cover from you.
You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds bright silvery light in a 20-foot radius and dim light for an additional 20 feet. This light is only visible to the creatures you specified during the initial casting of the spell
As part of casting this spell you must expend six hit dice or the spell automatically fails. When you do, blood flows from your body then crystallizes into a barbed arrow, which launches at a creature of your choice within range. Make a ranged spell attack against the chosen creature. On a hit, roll the hit dice expended to cast this spell, and the creature takes piercing damage equal to the result. Once lodged in the creature, the bloody arrow begins to burrow toward its heart, rendering it vulnerable to further attacks. At the start of the creature’s next turn, it must make a Constitution saving throw. On a failure, attacks against the creature score critical hits on a 19 or 20 on the attack roll. At the start of each of the creature’s turns after that, it must repeat the Constitution saving throw or the critical hit range on attacks against the creature increases by 1 again. If the creature succeeds on three of these saving throws (these successes do not need to be consecutive) this spell ends. The increased critical hit range ends when the spell does.
You touch one willing creature. While this spell is active, the target’s senses are heightened. If the target rolls a 9 or below on the die when making a Wisdom (Perception) check, they instead act as if they rolled a 10.
When you cast this spell, you wave the red handkerchief used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends or until you or your allies do anything harmful to it. While charmed in this way, it must use its turn to make unarmed strikes against the nearest creature (other than you) or use its turn moving to the nearest target. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Until the spell ends, your veins bulge and become visibly green beneath your skin, your eyes weep constantly with liquid poison, and you gain the following benefits: • You are immune to poison damage and the poisoned condition. • When you choose a creature you can see within 30 feet, you know if it has poison resistance or immunity, as well as if it is immune to the poisoned condition. • You can use a bonus action on your turn and choose a creature within 30 feet. That creature must make a Constitution saving throw. On a failure, the creature loses any resistance or immunity it has to poison damage or the poisoned condition until the end of your next turn. • You can use your action to launch a geyser of toxins in a line 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Constitution saving throw or take 4d6 poison damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect is also poisoned until the end of your next turn.
When you cast this spell, you drop to 0 hit points and die. At the start of your next turn, you become a ghost occupying the same space as your corpse. You use the ghost’s game statistics, retaining your alignment and personality. While you are a ghost, you can only use abilities detailed in the ghost’s game statistics. In addition, you add your proficiency bonus to your attack rolls and the DC of saving throws your ghost abilities force others to make. Your DM secretly rolls 1d8 at the time of casting. After a number of hours have passed equal to the result, the spell ends. The spell ends early if you are reduced to 0 hit points as a ghost or you use an action to do so. If the material component used to cast this spell remains on your corpse, you return to life with current hit points equal to half your maximum hit points. If the material component used to cast this spell is no longer on your corpse, you must make death saving throws as normal. If your body is destroyed or damaged beyond the capacity to survive while you are under the effects of this spell, its duration becomes indefinite and you remain a ghost until you are reduced to 0 hit points, destroyed by any other effect, or your body is targeted by
an effect that returns the living to the dead such as raise dead or resurrection.
A momentary bubble of iridescent energy shimmers in the air between you and the caster of the triggering spell. The spell is redirected to a creature of your choice that you can see within 60 feet. If the spell is 5th level or lower, you are no longer a target of the spell and the chosen creature is instead. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, you are no longer a target of the spell and the chosen creature is instead. On a failed check, you remain the target of the triggering spell.
As part of casting this spell you must expend five hit dice or the spell automatically fails. When you do, choose an aberration, celestial, elemental, fey, or fiend within range and condemn it to a taste of mortality. The creature must succeed on a Charisma saving throw or have its current and maximum hit points reduced. Roll the hit dice expended to cast this spell to determine the amount the creature’s current and maximum hit points are reduced by. Additionally, for the duration of the spell, a creature that fails the saving throw loses all damage immunities and resistances, its creature type changes to humanoid, and takes an additional 1d4 necrotic damage each time it takes damage. If a creature affected by this spell is reduced to 0 hit points, these changes become permanent and the creature dies. This final effect of the spell can only be reversed if the creature is restored to life and targeted by a remove curse spell or similar magic.
You touch a willing creature and neutralize their aura. Until the spell ends, the target cannot be magically perceived by fey, fiends, celestials, or undead. If the affected creature makes an attack, casts a spell, deals damage, takes damage, or steps within 5 feet of one of the named creatures, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You immolate yourself, consuming your body in a searing cloud of holy flames. All creatures within 20 feet of you must make a Constitution saving throw or take 30d6 radiant damage and gain one level of exhaustion. On a successful save, a creature takes half damage and is not exhausted. If a target is killed by this damage, its body is incinerated. After 10 minutes, you rise from the ashes where you originally cast the spell. You are returned fully to life as if you were affected by a true resurrection spell.
As part of casting this spell you must expend three hit dice or the spell automatically fails. If you do, you can touch a creature who has died within the last 10 minutes and return it to life with 1 hit point. In addition, roll the hit dice you expended casting this spell, and the creature gains temporary hit points equal to the result. At the start of each of the target creature’s turns, it loses 1 temporary hit point granted by this spell. While the creature has any temporary hit points granted by this spell it moves with unnatural vigor, gaining a +2 bonus to all ability checks, attack rolls, and saving throws. Once it loses all remaining temporary hit points granted by this spell, the creature gains a level of exhaustion. This spell can’t return to life a creature who has died of old age, nor can it restore missing body parts.
As part of casting this spell you must expend eight hit dice or the spell automatically fails. If you do, over the course of the next 1d6 x 5 minutes the sky darkens and thick droplets of blood begin to rain down everywhere within 5 miles of you. Creatures within 5 miles of you gain a level of exhaustion every 10 minutes they are directly exposed to the red rain. Each time a creature gains a level of exhaustion from this effect, it takes 2d10 necrotic damage and has its maximum hit points reduced by an equivalent amount until it is no longer exhausted. While a creature has any levels of exhaustion caused by this spell, it automatically fails all saving throws against being poisoned or diseased. Beasts and plant creatures within the area of effect of this spell must succeed on a Wisdom saving throw or be frightened until they have spent 1 minute or longer outside the area of effect of this spell. Mundane plants within the area of effect of this spell wither and die after being exposed to the red rain for at least 10 minutes. For each hour you maintain concentration on this spell, roll one of the hit dice expended in the casting of this spell then total the results at the conclusion of the spell. The total equals
the number of days before beasts will willingly return to, and plants can begin to regrow in, the area that was affected by this spell.
You transform yourself into a bolt of lightning and teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the line created between your starting point and final destination takes 4d6 lightning damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. In addition, you can teleport yourself an additional 10 feet further for each slot level above 4th.
As part of casting this spell, you must expend three hit dice or the spell automatically fails. When you do, you smear the material component used to cast this spell with your blood. The object shudders and becomes a sanguine poppet under your control. Your sanguine poppet has an AC equal to 10 + your proficiency bonus + your spellcasting ability modifier and 30 hp. If your sanguine poppet is ever reduced to 0 hp or more than a mile away, the spell ends immediately. As a bonus action on your turn, your sanguine poppet can walk or climb up to 30 feet, and you can see and hear through them until the start of your next turn. As an action, you can cause the poppet to self-destruct in an explosion of blood, ending this spell. Roll the hit dice expended casting this spell, and each creature within 30 feet of the poppet must succeed on a Constitution saving throw or take necrotic damage equal to the result. Creatures who succeed on the saving throw take half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can expend an additional hit die for each spell slot level above 3rd. Additionally, the duration of this spell increases by one hour for each spell slot level
above 3rd.
Concentration, up to 1 minute
As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, you can sense the lifeblood flowing within creatures you can see. For the duration of the spell, you can sense whether and how two or more creatures you can see are related biologically. In addition, you know whether the creature’s current hit points are equal to or below half their maximum hit points and, when you deal damage to such a creature, you roll two additional dice to deal bonus damage. The dice rolled to determine this bonus damage are the same as the two you expended to cast this spell. At Higher Levels. When you cast this spell with a 4th or 5th level spell slot, you can maintain concentration on this spell for up to 1 hour. When you cast this spell with a 6th level or higher spell slot, you can maintain concentration on this spell for up to 8 hours.
You transform your tongue into a poisonous serpent for the duration. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of you. On a hit, the target takes 1d8 piercing damage and must succeed on a Constitution saving throw or become poisoned. A poisoned creature can repeat this saving throw at the end of each turn, ending the condition on a success. As a bonus action on your turn, you can repeat the attack against a creature within 5 feet of you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for every level above 3rd.
You invite spirits to take their revenge upon a target. A creature that you can see within range must make a Charisma saving throw. A creature with a Charisma score of 2 or lower can’t be affected by this spell. A target takes 8d8 psychic damage on a failed save and is frightened of you until the spell ends. On a successful save, a target takes half damage and is not frightened.
As part of casting this spell, you must expend nine hit dice or the spell automatically fails. If you do, roll the expended hit dice and note the total as your “mortal hit points,” then the creature who triggered this spell by being reduced to 0 hp immediately dies. If it would normally return to its native plane at 0 hp, it is destroyed instead. Change your creature type to that of the dead creature. Whilst changed, you are immune to poison and disease
You create a pair of grasping hands made from invisible forces. Make a spell attack against one creature that you can see within range. On a hit, the creature is restrained as the hands crush their throat or bodily equivalent. If the creature requires air to breathe, it begins to suffocate. A suffocating creature can survive for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round). At the start of its next turn after those rounds are over, it becomes unconscious, and it can’t regain hit points until it can breathe again. A conscious creature restrained by the hands can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the spell ends on the target.
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon shatters the ambient magic surrounding the creature, and the attack deals an extra 4d6 force damage. If the creature is concentrating on a spell, that concentration is broken. In addition, 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 spells’ level. On a successful check, the spell ends.
As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, roll the hit dice and the creature takes necrotic damage equal to the result, then you gain a number of temporary hit points equal to the triggering damage plus this necrotic damage you dealt, to a maximum of 25. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of temporary hit points you can gain from casting it increases by 10 for each slot level above 2nd.
You create a wall of swirling grey energy, formed of the psychic pain of forlorn loss. The wall appears within range on a solid surface and lasts for the duration. You choose to make them all up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick—the wall blocks line of sight. The wall radiates dim light out to a range of 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature moves to within 20 feet of it or starts its turn there, the creature must succeed on a Charisma saving throw or become incapacitated for one round as they are overcome with a flood of negative feelings. A creature can move through the wall, though the attempt is emotionally draining. The first time a creature enters the wall on a turn or ends its turn there, the creature must make a Charisma saving throw, taking one level of exhaustion on a failed save.
As part of casting this spell, you must expend two hit dice or the spell automatically fails. If you do, the next time you hit a creature with a melee weapon attack during this spell’s duration, blood flows over your weapon then desiccates into black spores falling onto the attack’s target, and the attack deals an extra necrotic damage to the target. Roll the hit dice expended to cast this spell, and the total equals the amount of this extra necrotic damage. Additionally, the creature loses all damage resistances it has until the start of your next turn.
Choose a creature that you can see within range. The target must succeed on a Constitution saving throw or be afflicted with excruciating muscle spasms for the duration. A creature affected in this way has its speed halved and rolls attacks with disadvantage. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.