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Gravity Sinkhole

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Instantaneous

a black marble

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Wizard evocation (dunamancy)

Reality Break [1/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 minute (concent.)

a crystal prism

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns, the number rolled determines what happens to the target as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success

1-2 Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful save.
6-8 Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10 Chill of the Dark

wizard Conjuration (dunamancy)

Reality Break [2/2]

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 minute (concent.)

a crystal prism

Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

wizard Conjuration (dunamancy)

Dark Star [1/2]

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration 1 minute, concent

a shard of onyx and a drop of the caster's blood, both of which the spell consumes

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save or half as much damage on a successful save. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are

wizard evocation (dunamancy)

Dark Star [2/2]

  • casting time 1 action
  • range 150 feet

  • components V, S, M
  • duration 1 minute, concent

a shard of onyx and a drop of the caster's blood, both of which the spell consumes

reduced to a pile of fine gray dust.

wizard evocation (dunamancy)

Tether Essence

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 1 hour (concentration)

a spool of platinum cord worth at least 250 gp, which the spell consumes

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.

necromancy (dunamancy)

Gravity Fissure

  • casting time 1 action
  • range Self (100-foot line)

  • components V, S, M
  • duration Instantaneous

a fistful of iron filings

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.

Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Wizard evocation (dunamancy)

Temporal Shunt

  • casting time 1 reaction, taken when a creature you see makes an attack roll or starts to cast a spell
  • range 120 feet

  • components V, S
  • duration 1 round

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

Wizard Chronurgy

Fast Friends

  • casting time 1 action
  • range 30 ft

  • components V
  • duration Concentration, up to 1 hour

When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

When the spell ends, the creature knows it was charmed by you.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Wizard Enchantment

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Incite Greed

  • casting time 1 action
  • range 30 ft

  • components V, S, M
  • duration Concentration, up to 1 minute

a gem worth at least 50 gp

When you cast this spell, you present the gem 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 companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feel of you, it cannot move, but simply stares greedily at the gem you present.

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.

Wizard Enchantment

Rime's Binding Ice

  • casting time 1 action
  • range Self (30-foot cone)

  • components S, M
  • duration Instantaneous

a vial of meltwater

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.

Wizard Evocation

Nathair's Mischief

  • casting time 1 Action
  • range 60 ft

  • components S, M
  • duration Concentration, up to 1 minute

a piece of crust from an apple pie

You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table (d4) to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll.
(1) The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn.
(2) Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces.
(3) Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction.
(4) Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.

Wizard Illusion

Ashardalon's Stride

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 1 minute

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.

When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.

Wizard Transmutation

Everal's Everlasting Safeguard

  • casting time 1 hour (ritual)
  • range Touch

  • components M
  • duration Indefinite

incense and a gem associated with the damage type

You touch an object and imbue it with one of the following properties:

- Prevents damage from being immersed in water (sapphire)
- Prevents damage from fire (ruby)
- Prevents deterioration from age (amber)

The object can be of a size no greater than a 2 ft. cube. The object may be under more than one effect at once, but only one effect can be applied per casting.

Wizard Abjuration

Galder's Tower [1/2]

  • casting time 10 minutes
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a fragment of stone, wood, or other building material

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

(1) A bedroom with a bed, chairs, chest, and magical fireplace, (2) A study with desks, books, bookshelves, parchments, ink, and ink pens, (3) A dining space with a table, chairs, magical fireplace, containers, and cooking utensils, (4) A lounge with couches, armchairs, side tables and footstools, (5) A washroom with toilets, washtubs, a magical brazier, and sauna benches, (6) An observatory with a telescope and maps of the night sky, (7) An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s

Wizard Conjuration

Galder's Tower [2/2]

  • casting time 10 minutes
  • range 30 feet

  • components V, S, M
  • duration 24 hours

a fragment of stone, wood, or other building material

duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

Wizard Conjuration

Gift of Gab

  • casting time 1 reaction, which you take when you speak to another creature
  • range Self

  • components V, S, M
  • duration Instantaneous

2 gold coins, which is consumed as tax for using the spell

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Wizard Enchantment

Juniper's Search for Meaning

  • casting time 1 action
  • range 5 ft radius, Self

  • components V, M
  • duration 1 hour

a scrap of yellowed parchment

You speak a word or phrase (no more than 5 words) and immediately know if and where the word or phrase is in any book in a 5 foot radius sphere centered on the caster. While a book is under the effects of this spell, you have advantage on all ability checks relating to it.

At Higher Levels: When you cast this spell at 2nd level or higher, the spell's range increases by a 5 ft radius. At 3rd level, the radius is extended to 30 ft.

Wizard Divination

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Everal's Everlasting Safeguard

  • casting time 1 hour (ritual)
  • range Touch

  • components
  • duration Indefinite

You touch an object and imbue it with one of the following properties:

- Prevents damage from being immersed in water
- Prevents damage from fire
- Prevents deterioration from age

The object can be of a size no greater than a 2 ft. cube. The object may be under more than one effect at once, but only one effect can be applied per casting.

Wizard Abjuration

Distort Value

  • casting time 1 minute
  • range Touch

  • components V
  • duration 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.

Wizard Illusion

Shape Metal

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth 100 gp

You touch a block of metal and shape it into any shape you wish. You may shape up to a 1 ft x 1 ft cube of material, and you cannot use this spell to shape the metal into the form of a weapon

Wizard Transmutation

Vortex Warp

  • casting time 1 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Wizard Conjuration

Juniper's Word Search

  • casting time 1 action
  • range 5 ft radius, Self

  • components V, M
  • duration 1 hour

a scrap of yellowed parchment

You speak a word or phrase (no more than 5 words) and immediately know if and where the word or phrase is in any book in a 5 foot radius sphere centered on the caster. While a book is under the effects of this spell, you have advantage on all ability checks relating to it.

At Higher Levels: When you cast this spell at 2nd level or higher, the spell's range increases by a 5 ft radius. At 3rd level, the radius is extended to 30 ft.

Wizard Divination

Borrowed Knowledge

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

a book worth at least 25 gp

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

Wizard Divination

Silvery Barbs

  • casting time 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
  • range 60 feet

  • components V
  • duration Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Wizard Enchantment

Kinetic Jaunt

  • casting time 1 bonus action
  • range Self

  • components S
  • duration Concentration, up to 1 minute

You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:

Your walking speed increases by 10 feet.
You don't provoke opportunity attacks.
You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Wizard Transmutation

Vortex Warp

  • casting time 1 action
  • range 90 feet

  • components V,S
  • duration Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Wizard Conjuration

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Wither and Bloom

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration 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, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.

In addition, 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, 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 Necromancy

Shape Metal

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Indefinite

a diamond worth 100 gp

You touch a block of metal and shape it into any shape you wish. You may shape up to a 1 ft x 1 ft cube of material, and you cannot use this spell to shape the metal into the form of a weapon.

Wizard Transmutation

Jim's Glowing Coin

  • casting time 1 action
  • range 60 feet

  • components S, M
  • duration 1 minute

a coin, 2 gold coins, which is consumed as tax for using the spell

When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.

Wizard Enchantment

Flock of Familiars

  • casting time 1 minute
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

You temporarily summon three familiars – spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the Find Familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends, your choice). If you already have a familiar conjured by the Find Familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

Wizard Conjuration

Air Bubble

  • casting time 1 action
  • range 60 ft

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Wizard Conjuration

Frost Fingers

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S
  • duration Instantaneous

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Wizard Evocation

Everal's Mold Metal

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth 100 gp

You touch a block of metal and shape it into any shape you wish. You may shape up to a 1 ft x 1 ft cube of material, and you cannot use this spell to shape the metal into the form of a weapon

Wizard Transmutation

Everal's Shape Metal

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a diamond worth 100 gp

You touch a block of metal and shape it into any shape you wish. You may shape up to a 1 ft x 1 ft cube of material, and you cannot use this spell to shape the metal into the form of a weapon

Wizard Transmutation

Widogast's Web of Fire

  • casting time 1 action
  • range 60 ft

  • components V, S, M
  • duration Instantaneous

A cat's cradle of thread or string coated in phosphorus

Striking both palms down upon the ground, a web of flame crackles out around the caster and five streaks of fire rapidly snake along the ground toward up to five enemies the caster can see within a range of 60 feet, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.
Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one. The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.
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.

Wizard Evocation

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Widogast's Transmogrification

  • casting time 1 hour
  • range Touch

  • components V, S, M
  • duration Instantaneous

150 gp worth of crushed gem dust, which the spell consumes

You permanently alter the physical body of a humanoid creature into another type of humanoid body. After encasing the target in clay, you conduct a rigorous, one-hour-long ritual that manipulates the flesh and function of the target's body into that of another humanoid race. They lose their previous racial traits and instead gain the racial traits of another humanoid race of the target's choice, aside from languages known (which remain unchanged). Should the target wish to alter their gender along with or instead of their race, they can choose to do so as part of the spell. When the ritual is completed, you and the target suffer one level of exhaustion.

Once a creature's race or gender has been changed via this spell, they cannot be affected again by this spell for 1 year.

Wizard Transmutation

Widogast's Vault of Amber

  • casting time 1 minute (ritual)
  • range Touch

  • components V, S, M
  • duration Until dispelled

5 small amber gems worth 200 gp

You arrange 5 small amber gems in a loose circle around any non-living materials and trace Transmutative sigils above each of them. All materials within the circle are pulled into the largest of the gems and are stored there, in stasis. The contents do not age, weather, or rot. The gem can hold up to 500lbs of material.

The caster can use an Action to speak a single, chosen word and release the gem's contents onto the ground. Contents are also released if dispelled.

Wizard Transmutation

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