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Ceremony [1/2]

  • casting time1 hour or Ritual
  • rangeTouch

  • componentsV/S/M
  • durationInstantaneous

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water.
Coming of Age: You touch one humanoid who is a young adult.
For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication: You touch one humanoid who wishes to be dedicated to your god's service.
For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite: You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding: You touch adult humanoids willing to be bonded together in

Cle, Pal (XGE) Level 1 Abjuration

Ceremony [2/2]

  • casting time1 hour or Ritual
  • rangeTouch

  • componentsV/S/M
  • durationInstantaneous

marriage.
For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

Cle, Pal (XGE) Level 1 Abjuration

Find Familiar [1/2]

  • casting time1 hour or Ritual
  • range10 feet

  • componentsV/S/M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.

Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.

Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.

Combat. The familiar is an ally to you and your allies. It

Wiz (PHB'24) Level 1 Conjuration

Find Familiar [2/2]

  • casting time1 hour or Ritual
  • range10 feet

  • componentsV/S/M
  • durationInstantaneous

burning incense worth 10+ GP, which the spell consumes

acts on it's own initiative immediately after your own. A familiar can't attack, but it can take other actions as normal.

Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.

At Higher Levels: Use the stat block for the appropriate level.

Wiz (PHB'24) Level 1 Conjuration

Alter Self [1/2]

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • durationConcentration
    1 hour

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

Art, Wiz, Sor (PHB'24) Level 2 Transmutation

Alter Self [2/2]

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • durationConcentration
    1 hour

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.

Art, Wiz, Sor (PHB'24) Level 2 Transmutation

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Detect Thoughts [1/2]

  • casting timeAction
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    1 minute

1 Copper Piece

You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.

Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now.
If the target doesn't know any languages and isn't telepathic, you learn nothing.

As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a WIS Save.

On a failed save, you discern the target's reasoning, emotions, and something that looms large in its

Wiz, Sor, Bar (PHB'24) Level 2 Divination

Detect Thoughts [2/2]

  • casting timeAction
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    1 minute

1 Copper Piece

mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.

Wiz, Sor, Bar (PHB'24) Level 2 Divination

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Enlarge/Reduce [1/2]

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a pinch of powdered iron

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried.
If the target is an unwilling creature, it can make a CON Save. On a successful save, the spell has no effect.

Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.

Enlarge. The target's size increases by one category—from Medium to Large, for example.

The Target also has Advantage on Strength checks and STR Saves.

The Target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.

Reduce. The target's size decreases by one category—from Medium to Small, for example.

The Target also has Disadvantage on Strength checks and STR Saves.

The Target's attacks with its reduced

Art, Wiz, Sor, Dru, Bar (PHB'24) Level 2 Transmutation

Enlarge/Reduce [2/2]

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a pinch of powdered iron

weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).

Art, Wiz, Sor, Dru, Bar (PHB'24) Level 2 Transmutation

Maximilian's Earthen Grasp

  • casting time1 action
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it.

The Target must make a STR Save.

On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.
As an action, you can cause the hand to crush the restrained target, which must make a STR Save.

The Target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Wiz, Sor (XGE) Level 2 Transmutation

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Phantasmal Force [1/2]

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a bit of fleece

You attempt to craft an illusion in the mind of a creature you can see within range.

The Target makes an INT Save.

On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.

The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC.
If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.

An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of

Wiz, Sor, Bar (PHB'24) Level 2 Illusion

Phantasmal Force [2/2]

  • casting timeAction
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a bit of fleece

your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm.

The Target perceives the damage as a type appropriate to the illusion.

Wiz, Sor, Bar (PHB'24) Level 2 Illusion

Summon Lesser demons [1/2]

  • casting time1 action
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 hour

You utter foul words, summoning demons from the chaos of the Abyss. Roll a d6 to determine what appears. 1-2: Two demons of challenge rating 1 or lower. 3-4: Four demons of challenge rating 1/2 or lower. 5-6: Eight demons ofchallenge rating 1/4 or lower.
The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.
The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space.

While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of

Wiz, War (XGE) Level 3 Conjuration

Summon Lesser demons [2/2]

  • casting time1 action
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 hour

8th or 9th level, you summon three times as many demons.

Wiz, War (XGE) Level 3 Conjuration

Tiny Servant [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV/S
  • duration8 hours

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature.

The Target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block (XGE p169) for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, 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 simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional

Art, Wiz (PHB14) Level 3 Transmutation

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Tiny Servant [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV/S
  • duration8 hours

objects for each slot level above 3rd.

Art, Wiz (PHB14) Level 3 Transmutation

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Control Water [1/3]

  • casting timeAction
  • range300 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a mixture of water and dust

Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall

Wiz, Dru, Cle (PHB'24) Level 4 Transmutation

Control Water [2/3]

  • casting timeAction
  • range300 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a mixture of water and dust

to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature

Wiz, Dru, Cle (PHB'24) Level 4 Transmutation

Control Water [3/3]

  • casting timeAction
  • range300 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a mixture of water and dust

enters the whirlpool for the first time on a turn or ends its turn there, it makes a STR Save.

On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.

Wiz, Dru, Cle (PHB'24) Level 4 Transmutation

Find Greater Steed [1/2]

  • casting time10 minutes
  • range30 feet

  • componentsV/S
  • durationInstantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton , a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat.

While the mount is within 1 mile of you, you can communicate with it telepathically.

While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.
You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear

Pal (XGE) Level 4 Conjuration

Find Greater Steed [2/2]

  • casting time10 minutes
  • range30 feet

  • componentsV/S
  • durationInstantaneous

permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Pal (XGE) Level 4 Conjuration

Guardian of Nature

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration
    Up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
• Your walking speed increases by 10 feet.
• You gain darkvision with a range of 120 feet.
• You make Strength-based attack rolls with advantage.
• Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
• You gain 10 temporary hit points.
• You make Constitution saving throws with advantage.
• You make Dexterity- and Wisdom-based attack rolls with advantage.
• While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Dru (XGE) Level 4 Transmutation

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Summon Greater Demon [1/2]

  • casting time1 action
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 hour

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon's type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requfring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon's turns, it makes a CHA Save. The demon has disadvantage on this saving throw if you say its true name.

On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.
As part of

Wiz, War (XGE) Level 4 Conjuration

Summon Greater Demon [2/2]

  • casting time1 action
  • range60 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 hour

casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space.

While the spell lasts, the summoned demon can't cross the circle or harm it, and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.

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

Wiz, War (XGE) Level 4 Conjuration

Watery Sphere [1/2]

  • casting time1 action
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 minute

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature in the sphere's space must make a STR Save. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it.

On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature.
If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feel above the ground. Any

Wiz, Sor, Dru (XGE) Level 4 Conjuration

Watery Sphere [2/2]

  • casting time1 action
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 minute

creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Wiz, Sor, Dru (XGE) Level 4 Conjuration

Animate Objects [1/2]

  • casting timeAction
  • range120 feet

  • componentsV/S
  • durationConcentration
    1 minute

Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier, for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.

Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block, this creature is under your control until the spell ends or until it is reduced to 0 Hit Points.

Each Creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.

Until the spell ends, you can take a Bonus Action to 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 of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm.

When creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage

Art, Wiz, Sor, Bar (PHB'24) Level 5 Transmutation

Animate Objects [2/2]

  • casting timeAction
  • range120 feet

  • componentsV/S
  • durationConcentration
    1 minute

carries over to that form.

At Higher Levels: The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), 1d12 (Huge) for each spell slot level above 5.

Art, Wiz, Sor, Bar (PHB'24) Level 5 Transmutation

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Bigby's Hand [1/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

an eggshell and a glove

You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the 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. The hand doesn't occupy its space.

When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:

Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack.

On a hit, the target takes 5d8 Force damage.

Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it.

The Target must succeed on a STR Save, or 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, remaining within 5 feet of it.

Grasping

Art, Wiz, Sor (PHB'24) Level 5 Evocation

Bigby's Hand [2/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

an eggshell and a glove

Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it.

The Target must succeed on a DEX Save, or the target has the Grappled condition, with an escape DC equal to your spell save DC.

While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.

Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.

At Higher Levels: The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.

Art, Wiz, Sor (PHB'24) Level 5 Evocation

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Bigby's Hand [1/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

an eggshell and a glove

You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the 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. The hand doesn't occupy its space.

When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:

Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack.

On a hit, the target takes 5d8 Force damage.

Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it.

The Target must succeed on a STR Save, or 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, remaining within 5 feet of it.

Grasping

Art, Wiz, Sor (PHB'24) Level 5 Evocation

Bigby's Hand [2/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

an eggshell and a glove

Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it.

The Target must succeed on a DEX Save, or the target has the Grappled condition, with an escape DC equal to your spell save DC.

While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.

Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.

At Higher Levels: The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.

Art, Wiz, Sor (PHB'24) Level 5 Evocation

Control Winds [1/2]

  • casting time1 action
  • range300 feet

  • componentsV/S
  • durationConcentration
    Up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong.
If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls.
If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls . A creature must make a STR Save if it flies into the cube for the first time on a turn or starts its turn there flying.

On a failed save, the creature is knocked prone.
Updraft:

Wiz, Sor, Dru (XGE) Level 5 Transmutation

Control Winds [2/2]

  • casting time1 action
  • range300 feet

  • componentsV/S
  • durationConcentration
    Up to 1 hour

You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Wiz, Sor, Dru (XGE) Level 5 Transmutation

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Dream [1/2]

  • casting time1 minute
  • rangeSpecial

  • componentsV/S/M
  • duration8 hours

a handful of sand

You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger.

While in the trance, the messenger is Incapacitated and has a Speed of 0.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell.

The Target recalls the dream perfectly upon waking.

If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.

You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a WIS Save.

On a failed save, the

Wiz, War, Bar (PHB'24) Level 5 Illusion

Dream [2/2]

  • casting time1 minute
  • rangeSpecial

  • componentsV/S/M
  • duration8 hours

a handful of sand

target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.

Wiz, War, Bar (PHB'24) Level 5 Illusion

Hallow [1/2]

  • casting time24 hours
  • rangeTouch

  • componentsV/S/M
  • durationUntil dispelled

incense worth 1,000+ CB which the spell consumes

You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.

Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area.

Extra Effect. You bind an extra effect to the area from the list below:

Courage. Creatures of any types you choose can't gain the Frightened condition while in the area.

Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.

Daylight. Bright light fills the area. Magical Darkness

Cle (PHB'24) Level 5 Abjuration

Hallow [2/2]

  • casting time24 hours
  • rangeTouch

  • componentsV/S/M
  • durationUntil dispelled

incense worth 1,000+ CB which the spell consumes

created by spells of a level lower than this spell can't extinguish the light.

Peaceful Rest. Dead bodies interred in the area can't be turned into Undead.

Extradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.

Fear. Creatures of any types you choose have the Frightened condition while in the area.

Resistance. Creatures of any types you choose have Resistance to one damage type of your choice while in the area.

Silence. No sound can emanate from within the area, and no sound can reach into it.

Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.

Vulnerability. Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.

Cle (PHB'24) Level 5 Abjuration

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Infernal Calling [1/2]

  • casting time1 minute
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 hour

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.
On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. Ifyour check fails, the devil becomes immune to your verbal

Wiz, War (XGE) Level 5 Conjuration

Infernal Calling [2/2]

  • casting time1 minute
  • range90 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 hour

commands for the duration of the spell , though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command- such as attack my enemies, explore the room ahead, or bear this message to the queen- until it completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Wiz, War (XGE) Level 5 Conjuration

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Modify Memory [1/2]

  • casting timeAction
  • range30 feet

  • componentsV/S
  • durationConcentration
    1 minute

You attempt to reshape another creature's memories. One creature that you can see within range makes a WIS Save. If you are fighting the creature, it has Advantage on the save.

On a failed save, the target has the Charmed condition for the duration.

While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description.
If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified

Wiz, Bar (PHB'24) Level 5 Enchantment

Modify Memory [2/2]

  • casting timeAction
  • range30 feet

  • componentsV/S
  • durationConcentration
    1 minute

memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature.

A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.

At Higher Levels: You can alter the target's memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 565 days ago (level 8 spell slot), or any time in the creature's past (level 9 spell slot).

Wiz, Bar (PHB'24) Level 5 Enchantment

Scrying [1/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    10 minutes

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

You can see and hear a creature you choose that is on the same plane of existence as you.

The Target makes a WIS Save, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it.

The Target doesn't know what it is making the save against, only that it feels uneasy.

Your Knowledge of the Target Is... Save Modifier
Secondhand (heard of the target) +5
Firsthand (met the target) +0
Extensive (know the target well) -5

You Have the Target's... Save Modifier
Picture or other likeness -2
Garment or other possession -4
Body part, lock of hair, or bit of nail -10

On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours.

On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and

Wiz, War, Dru, Cle, Bar (PHB'24) Level 5 Divination

Scrying [2/2]

  • casting time10 minutes
  • rangeSelf

  • componentsV/S/M
  • durationConcentration
    10 minutes

a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font

hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist.

Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.

Wiz, War, Dru, Cle, Bar (PHB'24) Level 5 Divination

Telekinesis [1/2]

  • casting timeAction
  • range60 feet

  • componentsV/S
  • durationConcentration
    10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature.

The Target must succeed on a STR Save, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save.

Object. You can try to move a Huge or smaller object.
If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range.

If the object is worn or carried by a creature, that creature must succeed on a STR Save, or you pull the object away and move it up to 30 feet in any direction

Wiz, Sor (PHB'24) Level 5 Transmutation

Telekinesis [2/2]

  • casting timeAction
  • range60 feet

  • componentsV/S
  • durationConcentration
    10 minutes

within the spell's range.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Wiz, Sor (PHB'24) Level 5 Transmutation

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Transmute Rock [1/2]

  • casting time1 action
  • range120 feet

  • componentsV/S/M
  • durationUntil dispelled

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a STR Save. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there.

On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a DEX Save. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any

Art, Wiz, Dru (PHB14) Level 5 Transmutation

Transmute Rock [2/2]

  • casting time1 action
  • range120 feet

  • componentsV/S/M
  • durationUntil dispelled

creature in the mud when it transforms must make a DEX Save. On a successful save, a creature is shunted safely to the surface in an unoccupied space.

On a failed save, a creature becomes restrained by the rock. A restrained creature, or a nother creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Art, Wiz, Dru (PHB14) Level 5 Transmutation

Wall of Light [1/2]

  • casting time1 action
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    Up to 10 minutes

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving throw.

On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall's area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack.

On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet.
If the wall's length

Wiz, Sor, War (XGE) Level 5 Evocation

Wall of Light [2/2]

  • casting time1 action
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    Up to 10 minutes

drops to 0 feet, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Wiz, Sor, War (XGE) Level 5 Evocation

Wall of Stone [1/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a cube of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a DEX Save. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20

Art, Wiz, Sor, Dru (PHB'24) Level 5 Evocation

Wall of Stone [2/2]

  • casting timeAction
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    10 minutes

a cube of granite

feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Art, Wiz, Sor, Dru (PHB'24) Level 5 Evocation

Wrath of Nature

  • casting time1 action
  • range120 feet

  • componentsV/S
  • durationConcentration
    Up to 1 minute

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.
Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a DEX Save or take 4d6 slashing damage from whipping branches.
Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a STR Save or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target.

On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a STR Save or fall prone.

Dru (XGE)1 Level 5 Evocation

Bones of the Earth [1/2]

  • casting time1 action
  • range120 feet

  • componentsV/S
  • durationInstantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature must succeed on a DEX Save or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's save DC. On a success, the creature is no longer restrained and must either move off the pillar or

Dru (XGE) Level 6 Transmutation

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Bones of the Earth [2/2]

  • casting time1 action
  • range120 feet

  • componentsV/S
  • durationInstantaneous

fall off it.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

Dru (XGE) Level 6 Transmutation

Guards and Wards [1/3]

  • casting time1 hour
  • rangeTouch

  • componentsV/S/M
  • duration24 hours

a silver rod worth 10+ CP

You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous.

When you cast this spell, you can specify individuals that are unaffected by the spell's effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.

The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be dispelled. If all four are dispelled, Guards and Wards ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled.

Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance

Wiz, Bar (PHB'24) Level 6 Abjuration

Guards and Wards [2/3]

  • casting time1 hour
  • rangeTouch

  • componentsV/S/M
  • duration24 hours

a silver rod worth 10+ CP

that a creature other than you believes it is going in the opposite direction from the one it chooses.

Doors. All doors in the warded area are magically locked, as if sealed by the Arcane Lock spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall.

Stairs. Webs fill all stairs in the warded area from top to bottom, as in the Web spell. These strands regrow in 10 minutes if they are destroyed while Guards and Wards lasts.

Other Spell Effect. Place one of the following magical effects within the warded area:

Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell

Wiz, Bar (PHB'24) Level 6 Abjuration

Guards and Wards [3/3]

  • casting time1 hour
  • rangeTouch

  • componentsV/S/M
  • duration24 hours

a silver rod worth 10+ CP

lasts)
Suggestion in one 5-foot square, any creature that enters that square receives the suggestion mentally.

Wiz, Bar (PHB'24) Level 6 Abjuration

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Magic Jar [1/3]

  • casting time1 minute
  • rangeSelf

  • componentsV S/M
  • durationUntil dispelled

a gem, crystal, or reliquary worth 500+ GP

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component.

While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a Humanoid's body.

You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell can't be possessed).

The Target makes a CHA Save.

On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

Once you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength,

Wiz (PHB'24) Level 6 Necromancy

Magic Jar [2/3]

  • casting time1 minute
  • rangeSelf

  • componentsV S/M
  • durationUntil dispelled

a gem, crystal, or reliquary worth 500+ GP

Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics.

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated.

While possessing a body, you can take a Magic action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body.
If the host body dies while you're in it, the creature dies, and you make a CHA Save against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends,

Wiz (PHB'24) Level 6 Necromancy

Magic Jar [3/3]

  • casting time1 minute
  • rangeSelf

  • componentsV S/M
  • durationUntil dispelled

a gem, crystal, or reliquary worth 500+ GP

the container is destroyed.

Wiz (PHB'24) Level 6 Necromancy

Planar Ally [1/2]

  • casting time10 minutes
  • range60 feet

  • componentsV/S
  • durationInstantaneous

You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).

When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A Celestial might require a sizable donation of gold or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

A task that can be measured in minutes requires a

Cle (PHB'24) Level 6 Conjuration

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Planar Ally [2/2]

  • casting time10 minutes
  • range60 feet

  • componentsV/S
  • durationInstantaneous

payment worth 100 GP per minute. A task measured in hours requires 1,000 GP per hour. And a task measured in days (up to 10 days) requires 10,000 GP per day. The DM can adjust these payments based on the circumstances under which you cast the spell.
If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.

Cle (PHB'24) Level 6 Conjuration

Soul Cage [1/2]

  • casting time1 reaction, which you take when a humanoid you can see within 60 feet of you dies
  • range60 feet

  • componentsV/S/M
  • duration8 hours

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell.

While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends.

While a soul is trapped, the dead humanoid it came from can't be revived.
Steal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
Query Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
Borrow Experience: You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your

Wiz, War (XGE) Level 6 Necromancy

Soul Cage [2/2]

  • casting time1 reaction, which you take when a humanoid you can see within 60 feet of you dies
  • range60 feet

  • componentsV/S/M
  • duration8 hours

next turn, it is lost.
Eyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.
A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

Wiz, War (XGE) Level 6 Necromancy

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Forcecage [1/2]

  • casting timeAction
  • range100 feet

  • componentsV/S/M
  • duration1 hour

ruby dust worth 1,500+ GP, which the spell consumes

An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.

A creature inside the cage can't leave it by nonmagical means.
If the creature tries to use teleportation or interplanar travel to leave, it must first make a CHA Save. On a successful save, the creature can use that magic to exit the cage.

On a failed

Wiz, War, Bar (PHB'24) Level 7 Evocation

Forcecage [2/2]

  • casting timeAction
  • range100 feet

  • componentsV/S/M
  • duration1 hour

ruby dust worth 1,500+ GP, which the spell consumes

save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by Dispel Magic.

Wiz, War, Bar (PHB'24) Level 7 Evocation

Mordenkainen's Magnificent Mansion [1/2]

  • casting time1 minute
  • range300 feet

  • componentsV/S/M
  • duration24 hours

a miniature door worth 15+ GP

You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it.

While closed, the door is imperceptible.

Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm.

You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it.

A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey

Wiz, Bar (PHB'24) Level 7 Conjuration

Mordenkainen's Magnificent Mansion [2/2]

  • casting time1 minute
  • range300 feet

  • componentsV/S/M
  • duration24 hours

a miniature door worth 15+ GP

your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling.

When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.

Wiz, Bar (PHB'24) Level 7 Conjuration

Prismatic Spray [1/2]

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • durationInstantaneous

Eight rays of light flash from you in a 60-foot Cone.

Each Creature in the Cone makes a DEX Save. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.

Prismatic Rays
1d8 Ray

1 Red. Failed Save: 12d6 Fire damage. Successful Save: Half as much damage.
2 Orange. Failed Save: 12d6 Acid damage. Successful Save: Half as much damage.
3 Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as much damage.
4 Green.Failed Save: 12d6 Poison damage. Successful Save: Half as much damage.
5 Blue.Failed Save: 12d6 Cold damage. Successful Save: Half as much damage.
6 Indigo. Failed Save: The target has the Restrained condition and makes a CON Save at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive, keep track of both until the

Wiz, Sor, Bar (PHB'24) Level 7 Evocation

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Prismatic Spray [2/2]

  • casting timeAction
  • rangeSelf

  • componentsV/S
  • durationInstantaneous

target collects three of a kind.
7 Violet. Failed Save: The target has the Blinded condition and makes a WIS Save at the start of your next turn. On a successful save, the condition ends.

On a failed save, the condition ends, and the creature teleports to another plane of existence (DM's choice).
8 Special. The target is struck by two rays. Roll twice, rerolling any 8.

Wiz, Sor, Bar (PHB'24) Level 7 Evocation

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Temple of the Gods [1/2]

  • casting time1 hour
  • range120 feet

  • componentsV/S/M
  • duration24 hours

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a CHA Save.

On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the

Cle (XGE) Level 7 Conjuration

Temple of the Gods [2/2]

  • casting time1 hour
  • range120 feet

  • componentsV/S/M
  • duration24 hours

temple, the magic there hinders it. Whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.

Cle (XGE) Level 7 Conjuration

Whirlwind [1/2]

  • casting time1 action
  • range300 feet

  • componentsV/M
  • durationConcentration
    Up to 1 minute

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone.
A creature must make a DEX Save the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a STR Save or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the

Wiz, Sor, Dru (XGE) Level 7 Evocation

Whirlwind [2/2]

  • casting time1 action
  • range300 feet

  • componentsV/M
  • durationConcentration
    Up to 1 minute

creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.

Wiz, Sor, Dru (XGE) Level 7 Evocation

Antipathy/Sympathy [1/2]

  • casting time1 hour
  • range60 feet

  • componentsV/S/M
  • duration10 days

a mix of vinegar and honey

As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a WIS Save when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save:

Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route.

Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route.
If the creature is within 5 feet of the target, the creature can't willingly move away.
If the target damages the Charmed creature, that creature can make a WIS Save to end the effect, as described below.

Ending the Effect.
If the Frightened or Charmed

Wiz, Dru, Bar (PHB'24) Level 8 Enchantment

Antipathy/Sympathy [2/2]

  • casting time1 hour
  • range60 feet

  • componentsV/S/M
  • duration10 days

a mix of vinegar and honey

creature ends its turn more than 120 feet away from the target, the creature makes a WIS Save. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.

Wiz, Dru, Bar (PHB'24) Level 8 Enchantment

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Earthquake [1/2]

  • casting timeAction
  • range500 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a fractured rock

Choose a point on the ground that you can see within range.
For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.

When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a DEX Save.

On a failed save, a creature has the Prone condition, and its Concentration is broken.

You can also cause the effects below.

Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a DEX Save or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

Structures. The tremor deals 50 Bludgeoning damage to any structure in contact

Sor, Dru, Cle (PHB'24) Level 8 Transmutation

Earthquake [2/2]

  • casting timeAction
  • range500 feet

  • componentsV/S/M
  • durationConcentration
    1 minute

a fractured rock

with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.

A creature within a distance from a collapsing structure equal to half the structure's height makes a DEX Save.

On a failed save, the creature takes 12d6 Bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.

Sor, Dru, Cle (PHB'24) Level 8 Transmutation

Illusory Dragon [1/2]

  • casting time1 action
  • range120 feet

  • componentsS
  • durationConcentration
    Up to 1 minute

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a WIS Save or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison.

Each Creature in the cone must make an INT Save, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses

Wiz (XGE) Level 8 Illusion

Illusory Dragon [2/2]

  • casting time1 action
  • range120 feet

  • componentsS
  • durationConcentration
    Up to 1 minute

an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

Wiz (XGE) Level 8 Illusion

Mighty Fortress [1/2]

  • casting time1 minute
  • range1 mile

  • componentsV/S/M
  • durationInstantaneous

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however

Wiz (XGE) Level 8 Conjuration

Mighty Fortress [2/2]

  • casting time1 minute
  • range1 mile

  • componentsV/S/M
  • durationInstantaneous

you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

Wiz (XGE) Level 8 Conjuration

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Astral Projection [1/2]

  • casting time1 hour
  • range10 feet

  • componentsV/S/M
  • durationUntil dispelled

for each of the spell's targets, one jacinth worth I,000+ GP and one silver bar worth .l00+ CP, all of which the spell consumes

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

A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot.
If the cord is cut—which happens only when an effect states that it does so—the target's body and astral form both die.

A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.

Any damage or other effects that apply to an astral form have no effect on the target's

Wiz, War, Cle (PHB'24) Level 9 Necromancy

Astral Projection [2/2]

  • casting time1 hour
  • range10 feet

  • componentsV/S/M
  • durationUntil dispelled

for each of the spell's targets, one jacinth worth I,000+ GP and one silver bar worth .l00+ CP, all of which the spell consumes

body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.

When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.

Wiz, War, Cle (PHB'24) Level 9 Necromancy

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Imprisonment [1/2]

  • casting time1 minute
  • range30 feet

  • componentsV/S/M
  • durationUntil dispelled

a statuette of the target worth 5,000+ GP

You create a magical restraint to hold a creature that you can see within range.

The Target must make a WIS Save. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours.

On a failed save, the target is imprisoned.

While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.

Until the spell ends, the target is also affected by one of the following effects of your choice:

Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.

Chaining. Chains firmly rooted in the ground hold the target in place.

The Target has the Restrained condition and can't be moved by any means.

Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel.

Wiz, War (PHB'24) Level 9 Abjuration

Imprisonment [2/2]

  • casting time1 minute
  • range30 feet

  • componentsV/S/M
  • durationUntil dispelled

a statuette of the target worth 5,000+ GP

The demiplane is your choice of a labyrinth, a cage, a tower, or the like.

Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.

Slumber. The target has the Unconscious condition and can't be awoken.

Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the DM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.

Wiz, War (PHB'24) Level 9 Abjuration

Mass Polymorph [1/2]

  • casting time1 action
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 hour

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a WIS Save to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating).

The Target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it bas no more temporary hit points or it dies.
If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything

Wiz, Sor, Bar (XGE) Level 9 Transmutation

Mass Polymorph [2/2]

  • casting time1 action
  • range120 feet

  • componentsV/S/M
  • durationConcentration
    Up to 1 hour

else that requires hands or speech.
The target's gear melds into the new form.

The Target can't activate, use, wield, or otherwise benefit from any of its equipment.

Wiz, Sor, Bar (XGE) Level 9 Transmutation

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Storm of Vengeance

  • casting timeAction
  • range1 mile

  • componentsV/S
  • durationConcentration
    1 minute

A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet.

Each Creature under the cloud when it appears must succeed on a CON Save or take 2d6 Thunder damage and have the Deafened condition for the duration.

At the start of each of your later turns, the storm produces different effects, as detailed below.

Turn 2. Acidic rain falls.

Each Creature and object under the cloud takes 4d6 Acid damage.

Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a DEX Save, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.

Turn 4. Hailstones rain down.

Each Creature under the cloud takes 2d6 Bludgeoning damage.

Turns 5-10. Gusts and freezing rain assail the area under the cloud.

Each Creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.

Dru (PHB'24) Level 9 Conjuration

True Polymorph [1/3]

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a drop of mercury, a dollop of gum Arabic, and a wisp of smoke

Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled.

An unwilling creature can make a WIS Save, and if it succeeds, it isn't affected by this spell.

Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Challenge Rating equal to or less than the target's Challenge Rating or level.

The Target's game statistics are replaced by the stat block of the new form, but it retains its Hit Points, Hit Point Dice, alignment, and personality.

The target gains a number of Temporary Hit Points equal to the Hit Points of the new form. The spell ends early on the target if it

Wiz, War, Bar (PHB'24) Level 9 Transmutation

True Polymorph [2/3]

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a drop of mercury, a dollop of gum Arabic, and a wisp of smoke

has no Temporary Hit Points left.

The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.

Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands.

If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending on how you have treated it.

Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object,

Wiz, War, Bar (PHB'24) Level 9 Transmutation

True Polymorph [3/3]

  • casting timeAction
  • range30 feet

  • componentsV/S/M
  • durationConcentration
    1 hour

a drop of mercury, a dollop of gum Arabic, and a wisp of smoke

and the creature has no memory of time spent in this form after the spell ends and it returns to normal.

Wiz, War, Bar (PHB'24) Level 9 Transmutation

9 9
9 9
9 9
9 9
1 1
9 9
9 9
9 9
9 9