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if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [1/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone., Become Wind,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, slashing, and piercing attacks damage from nonmagical attacks. Additionally, you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft., Benign Dismemberment,3rd,1 Min.,1 hour,Necromancy (ritual),Touch,V, S,For the duration, a willing target's body parts (fingers, legs, tail, and even its head) can be harmlessly severed from its body. It takes no damage from such dismemberment, as long as the cut removing the body part is swift and leaves a clean cut. The target's head remains alive and conscious, and parts connected to it also remain alive. All severed body parts become inanimate, but do not begin decomposition for the spell's duration. Any of the target's severed body parts that are removed during this spell's duration can be held back to the stump, which instantly causes the part to knit to

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [2/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

the stump, restoring the body part. At the end of the duration, severed body parts become permanent, and the target dies if vital organs have not been reattached to its head. , Bestow Curse,3rd,Action,Concentration, up to 1 minute,Necromancy,Touch,V, S,You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.While cursed, the target has disadvantage on attack rolls against you.While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect., At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [3/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration. Bigby's Hand,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S, M (an eggshell and a snakeskin glove),You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [4/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

takes 4d8 force damage. Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [5/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th. Blade Mirage,1st,Bonus,Concentration, up to 1 minute,Illusion,Self,V, S, M (a melee weapon worth at least 1 sp),You twist illusions around a melee weapon you are holding. When you cast the spell, and on each subsequent turn for the duration as a bonus action, you can create feinting blows with the illusory copies of your blade, distracting your target and giving you advantage on the next weapon attack against that target before the end of your turn. The spell ends early if let go of the weapon you cast it on.As an action, a creature that can see you can make an Intelligence (Investigation) check against your spell save DC. On success, you no longer gain advantage from using the illusionary blades when making a feint against that creature, rendering the spell impotent against that

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [6/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

creature., Blade Ward,Cantrip,Action,1 round,Abjuration,Self,V, S,You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks., Blade of Disaster,9th,Bonus,Concentration, up to 1 minute,Conjuration,60 feet,V, S,You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage).As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.The blade can harmlessly pass through any barrier, including a wall of force., Blight,4th,Action,Instantaneous,Necromancy,30 feet,V, S,Necromantic energy washes over a creature of your choice that you

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [7/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Blindness/Deafness,2nd,Action,1 minute,Necromancy,30 feet,V,You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends., At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [8/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

2nd. Blink,3rd,Action,1 minute,Transmutation,Self,V, S,Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so., Blood Print,1st,Action,Instantaneous,Necromancy (ritual),Touch,V, S, M (an ounce or more of blood),At your touch, wet blood on a surface shifts and reforms

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [9/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

into a pattern of crimson blotches. This blood print is unique to the particular creature to whom the blood belongs, but you can determine the creature's kind (such as human, gnoll, deer, or fire giant) by examining the general shape. A print can be preserved by pressing a sheet of paper against it. If this spell is cast twice, it is possible to match samples of blood originating from the same creature by comparing the prints. , Blur,2nd,Action,Concentration, up to 1 minute,Illusion,Self,V,Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight., Booming Blade,Cantrip,Action,1 round,Evocation,Self (5-foot radius),S, M (a melee weapon worth at least 1 sp),You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [10/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8)., Borrowed Knowledge,2nd,Action,1 hour,Divination,Self,V, S, M (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., Burning Hands,1st,Action,Instantaneous,Evocation,Self (15-foot cone),V, S,As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.The fire ignites any flammable objects 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 1d6 for

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [11/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

each slot level above 1st. Candy Blast,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You summon a handful of hard candy—boiled sweets, mints, jelly beans, etc.—and hurl them at a target you can see within range. Make a ranged spell attack roll. On a hit, the target takes 1d8 bludgeoning damage, and the space it is standing in, up to a 5-foot square, becomes difficult terrain until a creature uses an action to gather up the fallen candy. The candy produced by this spell is edible, but has no nutritional value.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Card Trick,Cantrip,Action,Instantaneous,Transmutation,60 feet,V, S, M (a deck of playing cards),With a flash of your hands, you fling a playing or tarot card charged with energy at your opponents. Choose whether you make a spell attack roll or for the target to make a Dexterity saving throw. On a hit or a failed saving throw, the target takes 1d6 force damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Catapult,1st,Action,Instantaneous,Transmutation,60 feet,S,Choose one object weighing 1 to 5 pounds within range that isn't

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [12/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

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, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, 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, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st. Catnap,3rd,Action,10 minutes,Enchantment,30 feet,S, M (a pinch of sand),You make a calming gesture, 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, that target gains the benefit of a short rest, 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

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it., Animate Dead,3rd,1 Min.,Instantaneous,Necromancy,10 feet,V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust),This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. Animate Objects,5th,Action,Concentration, up to 1 minute,Transmutation,120 feet,V, S,Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.Animated Object StatisticsSizeHPACAttackStrDexTiny2018+8 to hit, 1d4 + 4 damage418Small2516+6 to hit, 1d8 + 2 damage614Medium4013+5 to hit, 2d6 + 1 damage1012Large5010+6 to hit, 2d10 + 2 damage1410Huge8010+8 to hit, 2d12 + 4 damage186An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet [13/13]

  • casting time creatures within 5 feet of the target point must make a Dexterity saving throw. On a success, they move to the closest unoccupied space outside of the radius, if no space is available or they cannot move, they automatically fail. On failure, they take 10d10 + 10 bludgeoning damage. Creatures within 20 feet of the target point take 4d4 thunder damage.If the path of the anvil (directly above the target point) is interupted, the creature or object above it is hit first. If the creature or object is killed or destroyed, the anvil continues, though the damage dealt is subtracted from the final impact damage of the anvil.If the anvil deals less than 80 damage, the anvil survives the impact, and is an anvil of moderate quality., At Higher Levels. When cast with a 9th level spell slot, the range of the spell becomes 120 miles, though you must still be able to see the target (such as via scrying). Arcane Anomaly,1st,Action,Concentration, up to 1 minute,Abjuration,Self (30-foot radius),V, S, M (a broken mirror),You spread cracks in the magical energy that suffuses the multiverse. For the duration, whenever a spell is cast within range, roll a d6. On a 1, the spell casting fails, expending a spell slot as normal, but not consuming expensive material components. , Arcane Capacitor,6th,Action,Instantaneous,Evocation,Touch,V, S, M (a potato),You channel a wave of arcane power into your fingertips, recycling the leftover energy into a new spell slot. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d10 force damage. Whether you hit or miss, you then regain one expended 1st-level spell slot. , At Higher Levels. When you cast this spell using a 7th level spell slot, you instead regain an expended 2nd level spell slot. If you cast it using a 9th level spell slot, you instead regain an expended 3rd level spell slot. Arcane Eye,4th,Action,Concentration, up to 1 hour,Divination,30 feet,V, S, M (a bit of bat fur),You create an invisible, magical eye within range that hovers in the air for the duration.You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter., Arcane Gate,6th,Action,Concentration, up to 10 minutes,Conjuration,500 feet,V, S,You create linked teleportation portals that remain open for the duration. Choose two points on the ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space occupied by a creature, the spell fails, and the casting is lost.The portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other
  • range passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction., Arcane Lock,2nd,Action,Until dispelled,Abjuration,Touch,V, S, M (gold dust worth at least 25 gp, which the spell consumes),You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open

  • components the DC to break it or pick any locks on it increases by 10., Arcanist's Sword,7th,Action,1 minute,Evocation,60 feet,V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp),You create a glowing sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears and as a bonus action on subsequent turns, you can give the sword a command: Attack: The sword will move up to 20 feet toward a creature and attack it, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. Guard: The sword will move up 20 feet toward a creature. It grants half cover to the creature while it shares that creature's space as it attempts to deflect incoming attacks. The first time a hostile creature comes within 5 feet of the sword, it will attack that creature, making a melee spell attack. On a hit, the target takes 3d10 + your spell casting ability modifier force damage on hit. It cannot attack again until you issue a command again. Spin: The sword will move up to 20 feet toward a point, when it reaches that point it will begin to spin in a deadly whirl. Creatures that start their turn in the sword's space, or enter it for the first time on their turn within 5 feet of the sword must pass a Dexterity saving throw, or take 4d10 force damage.Caius' Notes: The Lost True Version[–]The true version of a famous wizard's floating magic sword. Tragically most sources of the spell list an incomplete version copied by an apprentice unable to fully understand the spell. More widely known lesser versions flaws makes it unstable requiring concentration, and it lacks the later parts of functionality of the true version., Arctic Breath,1st,Action,Instantaneous,Conjuration,Self (30-foot line),V, S,A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed., 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. Ashardalon's Stride,3rd,Bonus,Concentration, up to 1 minute,Transmutation,Self,V, S,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. Astral Projection,9th,1 Hr.,Special,Necromancy,10 feet,V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, 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 fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens.The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points., Augury,2nd,1 Min.,Instantaneous,Divination (ritual),Self,V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp),By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret., Awaken Rope,1st,Action,Instantaneous,Transmutation,Touch,V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp),As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options: Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope. Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object. Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining an DC of 15, an AC 20, and 20 hit points. Bad Blood,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V, S, M (a piece of rotten meat),Targeting a creature you can see within range, you attempt to corrupt its blood. Creatures without blood are immune to this effect. The target must make a Constitution saving throw. On failure, they take 1d12 poison damage and become poisoned for the duration.At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target, on failure
  • duration they take an additional 1d4 poison as the poison continues to ravage them., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional target for each slot level above 2nd. The targets must be within 30 feet of each other when you target them. Banishment,4th,Action,Concentration, up to 1 minute,Abjuration,60 feet,V, S, M (an item distasteful to the target),You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. Beam of Annihilation,6th,Action,Concentration, up to 3 rounds,Evocation,Self (60-foot line),S,You unleash a beam of pure energy, selecting cold, fire, force, or lightning energy when you cast this spell and blasting it outward in a line that is 60 feet long and 10 feet wide that persists until the start of your next turn. Any creature that starts their turn in this beam must make a Dexterity saving throw. On a failed save they take 8d8 damage of the beam's energy type, or taking half as much on a successful save.While you are concentrating on this spell, your movement speed is zero. At the start of your next turn, you can use your action to maintain the beam or redirect it, rotating it up to 90 degrees. Any creature the beam passes through while rotating (if the beam passes completely through them and they will not start their turn inside of it) must make a Dexterity saving throw immediately, taking 4d8 damage of the beams energy type on a failed save, and taking no damage on a successful save.If you do not use your action maintain or redirect it, the spell ends early., Become Fire,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental flames. Until the start of your next turn, you gain the following benefits:You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage., Become Stone,2nd,Bonus,1 round,Transmutation,Self,V, S,You solidify into a stone. Until the start of your next turn, you are petrified. Your AC becomes 20 and you gain 10 temporary hit points. Any remaining temporary hit points fade when the spell ends., Become Water,2nd,Bonus,1 round,Transmutation,Self,V, S,You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.You can move through the space of other creatures and ignore difficult terrain

a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd. Cause Fear,1st,Action,Concentration, up to 1 minute,Necromancy,60 feet,V,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, 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, 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. Chain Lightning,6th,Action,Instantaneous,Evocation,150 feet,V, S, M (a bit of fur

Artificer if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form., At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. Antiballistics Field,6th,Action,Concentration, up to 10 minutes,Abjuration (renaissance),Self (40-foot radius),V, S, M (a pinch of wet gunpowder),An invisible 40-foot radius field of magic extends from you, disrupting bullets and causing firearms to malfunction. Within the sphere, attacks with firearms fail, and firearms used to make an attack immediately jam. A jammed firearm can't be used to make an attack until a creature uses its action to clear the weapon malfunction. Firearms outside the sphere which are fired into it have disadvantage on attack rolls and deal only half damage on a successful hit. , Antimagic Field,8th,Action,Concentration, up to 1 hour,Abjuration,Self (10-foot radius),V, S, M (a pinch of powdered iron or iron filings),A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword.A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other., Antipathy/Sympathy,8th,1 Hr.,10 days,Enchantment,60 feet,V, S, M (either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect),This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect. Antipathy. The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. Sympathy. The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another Wisdom saving throw every 24 hours while the spell persists.A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again., Anvil Drop,5th,Action,1 round,Conjuration,120 feet,V, S,You conjure an anvil 500 feet above a point you can see. At initiative count 0 (Losing initiative ties) on the next round, the anvil hits the ground

Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same
Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same Name,Level,Casting Time,Duration,School,Range,Components,Text,At Higher Levels Abduct,7th,1 Min.,1 hour,Conjuration,1 mile,V, S, M (a silver saucer),This spell teleports a creature to your location. Choose a creature known to you within range as the target of this spell. An unwilling creature can make a Charisma saving throw to resist this effect. The target is placed at a location of your choice within 30 feet of you. You choose if the target is sitting, standing, prone, or bound with nearby restraints. At the end of the spell's duration, you can choose whether the target remains at your location or is teleported back to the location from which it was abducted., Aberate,2nd,Action,1 minute,Transmutation,Self,V, S,This spell causes your anatomy to become fluid, constantly refreshing into new and more terrible shapes. For the duration, you do not take extra damage from critical hits. Additionally, your body adapts to threats as it warps. Immediately after you take damage while this spell is active, you can use your reaction to gain resistance to that damage type until this spell ends or until you use this ability again to gain resistance to a different damage type. This resistance does not apply to the triggering damage. , Abi-Dalzim's Horrid Wilting,8th,Action,Instantaneous,Necromancy,150 feet,V, S, M (a bit of sponge),You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren't affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.Nonmagical plants in the area that aren't creatures, such as trees and shrubs, wither and die instantly., Absorb Elements,1st,Reaction,1 round,Abjuration,Self,S,The spell captures some of the incoming energy, 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, the target takes an extra 1d6 damage of the triggering type, and the spell ends., At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Accelerate/Decelerate,1st,Reaction,Instantaneous,Transmutation (chronomancy),60 feet,V, S, M (a drop of oil or a drop of molasses),This spell speeds up or slows down an attack the instant before it strikes, lessening or multiplying its force. Accelerate. Increase the damage the target takes by 1d6 + your spellcasting modifier. Decelerate. Reduce the damage the target takes by 1d6 + your spellcasting modifier (to a minimum of 0 damage). , At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the change in damage increases by 1d6 for each slot level above 1st. Acid Rain,5th,Action,Concentration, up to 1 minute,Conjuration,300 feet,V, S,Acid rain begins falling within a 40-foot-radius 60-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid.A creature takes 3d4 acid damage if it ends its turn while covered with acid. A creature can clear the acid with an action., Acid Rain,3rd,Action,Concentration, up to 1 minute,Conjuration,90 feet,V, S, M (a drop of acid),With a gentle patter, corrosive raindrops build to an acidic deluge in a 60-foot tall, 30-foot radius cylinder, centred on a point within range. When the rain begins, each creature in the area must make a Dexterity saving throw, taking 4d6 acid damage on failure or half as much damage on a success. For the duration, each creature that starts its turn in the cylinder, moves into the cylinder for the first time on a turn, or ends its turn in the cylinder must make a Dexterity saving throw, taking 2d6 acid damage on a failure, or half as much damage on a success., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and ongoing damage increases by 1d6 for each slot level above 3rd. Acid Splash,Cantrip,Action,Instantaneous,Conjuration,60 feet,V, S,You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)., Action,1st,Action,1 round,Transmutation (chronomancy),30 feet,V, S, M (a shaving of licorice root),Choose a willing creature that you can see within range. During its next turn, the target gains an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. , Aerial Alacrity,2nd,Action,10 minutes,Transmutation,60 feet,V, S, M (a feather from a bird of prey),Target a willing creature you can see within range that has a flying speed (including those with a temporary or magically bestowed flying speed). That creature gains the following benefits for the duration: • The target can take the Dash action as a bonus action. • The target can hover. • The target has advantage on Dexterity (Acrobatics) checks. • The target doesn't provoke an opportunity attack when it flies out of an enemy's reach. , Aero Barrage,4th,Action,Instantaneous,Transmutation,120 feet,V, S,You create four lances of rapidly spinning condensed wind and hurl them at targets within range. You can hurl them at one target or several.Make a ranged spell attack for each lance. On a hit, the target takes 2d8 slashing damage and is knocked 10 feet backwards., At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you create one additional lance for each slot level above 4th. Aether Lance,3rd,Action,Instantaneous,Evocation,Self (30-foot line),V, S,You gather raw aether in your hand and expel it in a lance of power forming a line 30 foot long and 5 foot wide. Each creature in a line takes 8d4 force damage., At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Aether Storm,5th,Action,Concentration, up to 1 minute,Evocation,120 feet,V, S,You conjure a storm of aether erupting from a point of your choice within range. The aether storm fills a 10-foot radius, 40-foot-high cylinder. When the storm appears, each creature within its area takes 8d4 force damage.A creature takes 1d4 force damage for each 5 feet they move through the storm, and if a creature ends their turn within the aether storm, they take 8d4 force damage. On your turn, you can move the storm 10 feet in any direction as a bonus action., At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 5th. After Image,3rd,Action,10 minutes,Illusion,Self,V, S, M (a silver hand mirror worth 50 gp),You create an illusory duplicate of yourself which follows your every movement. When you are hit by an attack during the spell's duration, roll any die. On an odd roll, the attack targets and hits the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action. On an even roll, the attack targets you as normal. , Aganazzar's Scorcher,2nd,Action,Instantaneous,Evocation,30 feet,V, S, M (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, 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, the damage increases by 1d8 for each slot level above 2nd. Air Bubble,2nd,Action,24 hours,Conjuration,60 feet,S,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. Alacrity,2nd,Bonus,1 round,Transmutation,Self,V, S,Until the spell ends, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.If you are under the effect of haste, you gain no benefit from this spell., Alarm,1st,1 Min.,8 hours,Abjuration (ritual),30 feet,V, S, M (a tiny bell and a piece of fine silver wire),You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet., Alter Self,2nd,Action,Concentration, up to 1 hour,Transmutation,Self,V, S,You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same