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Control Flames,

  • casting time1 action,
  • range60 feet,

  • componentsS,
  • durationInstantaneous or 1 hour (see below),

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.,

Wizard Transmutation cantrip,

Sapping Sting,

  • casting time1 action,
  • range30 feet,

  • componentsV, S,
  • durationInstantaneous,

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).,

Wizard Necromancy cantrip,

Delerium Orb,

  • casting time1 action,
  • range120 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination. You draw chaotic magical power from the delerium fragment held in your hand, and blast a creature you can see within range with paradoxical power. Choose one ability score, then choose cold, fire, lightning, necrotic, psychic, or radiant damage. The target must succeed on a saving throw using the chosen ability score

Wizard 1st-level evocation (contaminated),

Distort Value,

  • casting time1 minute,
  • rangeTouch,

  • componentsV,
  • duration8 hours,

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.
You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.,

Wizard 1st-level illusion,

Frost Fingers,

  • casting time1 action,
  • rangeSelf (15-foot cone),

  • componentsV, S,
  • durationInstantaneous,

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes nonmagical liquids in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.,

Wizard 1st-level evocation,

Gift of Alacrity,

  • casting time1 minute,
  • rangeTouch,

  • componentsV, S,
  • duration8 hours,

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.,

Wizard 1st-level divination,

Jim's Magic Missile,

  • casting time1 action,
  • range120 feet,

  • componentsV, S, R (1 gp),
  • durationInstantaneous,

Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!
You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.
If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.,

Wizard 1st-level evocation,

Magnify Gravity,

  • casting time1 action,
  • range60 feet,

  • componentsV, S,
  • duration1 round,

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.,

Wizard 1st-level transmutation,

Silvery Barbs,

  • casting time1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw,
  • range60 feet,

  • componentsV,
  • durationInstantaneous,

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.,

Wizard 1st-level enchantment,

0, 0,
0, 0,
1, 1,
1, 1,
1, 1,
1, 1,
1, 1,
1, 1,
1, 1,

Air Bubble,

  • casting time1 action,
  • range60 feet,

  • componentsS,
  • duration24 hours,

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.,

Wizard 2nd-level conjuration,

Borrowed Knowledge,

  • casting time1 action,
  • rangeSelf,

  • componentsV, S, M (a book worth at least 25 gp),
  • duration1 hour,

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

Wizard 2nd-level divination,

Flock of Familiars,

  • casting time1 minute,
  • rangeTouch,

  • componentsV, S,
  • durationConcentration, up to 1 hour,

You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends

Wizard 2nd-level conjuration,

Fortune's Favor,

  • casting time1 minute,
  • range60 feet,

  • componentsV, S, M (a white pearl worth at least 100 gp, which the spell consumes,
  • duration1 hour,

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.
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 2nd.,

Wizard 2nd-level divination,

Gift of Gab,

  • casting time1 reaction, which you take when you speak to another creature,
  • rangeSelf,

  • componentsV, S, M (2 gp),
  • durationInstantaneous,

Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.
When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.,

Wizard 2nd-level enchantment,

Immovable Object,

  • casting time1 action,
  • rangeTouch,

  • componentsV, S, M (gold dust worth at least 25 gp, which the spell consumes),
  • duration1 hour,

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.
If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.
At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.,

Wizard 2nd-level transmutation,

Jim's Glowing Coin,

  • casting time1 action,
  • range60 feet,

  • componentsS, M (a coin), R (2 gp),
  • duration1 minute,

Of the many tactics employed by master magician and renowned adventurer Jim Darkmagic, the old glowing coin trick is a time-honored classic. When you cast the spell, you hurl the coin that is the spell's material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must succeed on a Wisdom saving throw or be distracted for the duration. While distracted, a creature has disadvantage on Wisdom (Perception) checks and initiative rolls.,

Wizard 2nd-level enchantment,

Kinetic Jaunt,

  • casting time1 bonus action,
  • rangeSelf,

  • componentsS,
  • durationConcentration, up to 1 minute,

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.
- Your walking speed increases by 10 feet.
- You don't provoke opportunity attacks.
- You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.,

Wizard 2nd-level transmutation,

Spray of Cards,

  • casting time1 action,
  • rangeSelf (15-foot cone),

  • componentsV, S, M (a deck of cards),
  • durationInstantaneous,

You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.,

Wizard 2nd-level conjuration,

2, 2,
2, 2,
2, 2,
2, 2,
2, 2,
2, 2,
2, 2,
2, 2,
2, 2,

Vortex Warp,

  • casting time1 action,
  • range90 feet,

  • componentsV, S,
  • durationInstantaneous,

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

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

Wizard 2nd-level conjuration,

Warp Bolt,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationConcentration, up to 1 minute,

When you cast this spell, you gain one level of contamination. An arcing bolt of octarine lightning strikes a creature within range. If the target has one or more contamination levels, it is hit automatically. Otherwise, make a ranged spell attack against that creature. On a hit, the target takes 6d6 necrotic damage and gains one level of contamination.
You can create a new bolt of lightning as your action on any turn until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target 1 additional creature for each spell level above 2nd.,

Wizard 2nd-level evocation (contaminated),

Warp Sense,

  • casting time1 action,
  • rangeSelf,

  • componentsV, S, M (a razorvine leaf),
  • durationConcentration, up to 1 minute,

For the duration, you sense the presence of portals, even inactive ones, within 30 feet of yourself.
If you detect a portal in this way, you can use your action to study it. Make a DC 15 ability check using your spellcasting ability. On a successful check, you learn the destination plane of the portal and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again.
The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.,

Wizard 2nd-level divination,

Wither and Bloom,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a withered vine twisted into a loop),
  • durationInstantaneous,

You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.,

Wizard 2nd-level necromancy,

Wristpocket,

  • casting time1 action,
  • rangeSelf,

  • componentsS,
  • durationConcentration, up to 1 hour,

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.
Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.,

Wizard 2nd-level conjuration (ritual),

Antagonize,

  • casting time1 action,
  • range30 feet,

  • componentsV, S, M (a playing card depicting a rogue),
  • durationInstantaneous,

You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only.
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.,

Wizard 3rd-level enchantment,

Fast Friends [1/2],

  • casting time1 action,
  • range30 feet,

  • componentsV,
  • durationConcentration, up to 1 hour,

When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.
You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.,

Wizard 3rd-level enchantment,

Fast Friends [2/2],

  • casting time1 action,
  • range30 feet,

  • componentsV,
  • durationConcentration, up to 1 hour,

When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.,

Wizard 3rd-level enchantment,

Galder's Tower [1/2],

  • casting time10 minutes,
  • range30 feet,

  • componentsV, S, M (a fragment of stone, wood, or other building material),
  • duration24 hours,

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
- A bedroom with a bed, chairs, chest, and magical fireplace
- A study with desks, books, bookshelves, parchments, ink, and ink pens
- A dining space with a table, chairs, magical fireplace, containers, and cooking utensils
- A lounge with couches, armchairs, side tables and footstools
- A washroom with toilets, washtubs, a magical brazier, and sauna benches
- An observatory with a telescope and maps of the night sky
- An unfurnished, empty room,

Wizard 3rd-level conjuration,

2, 2,
2, 2,
2, 2,
2, 2,
2, 2,
3, 3,
3, 3,
3, 3,
3, 3,

Galder's Tower [2/2],

  • casting time10 minutes,
  • range30 feet,

  • componentsV, S, M (a fragment of stone, wood, or other building material),
  • duration24 hours,

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.,

Wizard 3rd-level conjuration,

Incite Greed,

  • casting time1 action,
  • range30 feet,

  • componentsV, S, M (a gem worth at least 50 gp),
  • durationConcentration, up to 1 minute,

When you cast this spell, you present the gem used as the material component and choose any number of creatures within range that can see you. Each target must succeed on a Wisdom saving throw or be charmed by you until the spell ends, or until you or your companions do anything harmful to it. While charmed in this way, a creature can do nothing but use its movement to approach you in a safe manner. While an affected creature is within 5 feet of you, it cannot move, but simply stares greedily at the gem you present.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.,

Wizard 3rd-level enchantment,

Linked Glyphs [1/3],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes),
  • durationUntil dispelled or triggered,

When you cast this spell, you inscribe a detection glyph that later activates a magical effect at the site of a separate, linked glyph. You inscribe the detection glyph either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the detection glyph is broken, and the spell ends without being triggered.
Both glyphs are nearly invisible, and finding either requires a successful Intelligence (Investigation) check against your spell save DC.
You decide what triggers the detection glyph when you cast this spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that,

Wizard 3rd-level abjuration,

Linked Glyphs [2/3],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes),
  • durationUntil dispelled or triggered,

object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the detection glyph, choose an alarm glyph or spell glyph to link to it.
Alarm Glyph. You create and magically link two glyphs: a detection glyph and an effect glyph. Each of these two glyphs must stay within 100 miles of the other or the spell effect ends. When the detection glyph is triggered, the effect glyph reacts like an alarm spell, creating a mental ping in your mind if you are within 1 mile of the effect glyph. This ping awakens you if you are sleeping.
Spell Glyph. You create and magically link two glyphs: a detection glyph and an effect glyph. These,

Wizard 3rd-level abjuration,

Linked Glyphs [3/3],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (incense and powdered diamond worth at least 300 gp, which the spell consumes),
  • durationUntil dispelled or triggered,

two glyphs must be within 100 feet of each other. You can store a prepared spell of 4th level or lower in the effect glyph by casting it as part of creating the glyphs. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the detection glyph is triggered, the spell stored in the effect glyph is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on the effect glyph. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the effect glyph. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher to create a spell glyph, you can store any spell of up to the same level as the slot you use.,

Wizard 3rd-level abjuration,

Pulse Wave,

  • casting time1 action,
  • rangeSelf (30-foot cone),

  • componentsV, S,
  • durationInstantaneous,

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.
In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.,

Wizard 3rd-level evocation,

Purge Contamination,

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (100 gp of alchemical fluids or holy water, which the spell consumes),
  • durationInstantaneous,

You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target's body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains one level of exhaustion for each contamination level removed with this spell.,

Wizard 3rd-level abjuration,

Ride the Rifts,

  • casting time1 action,
  • rangeSelf (60-foot line),

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination. A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line's area.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.,

Wizard 3rd-level conjuration (contaminated),

Suffocate,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a leather glove),
  • durationConcentration, up to 1 minute,

You create a pair of grasping hands made from invisible forces. Make a spell attack against one creature that you can see within range. On a hit, the creature is restrained as the hands crush their throat or bodily equivalent.
If the creature requires air to breathe, it begins to suffocate. A suffocating creature can survive for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round). At the start of its next turn after those rounds are over, it becomes unconscious, and it can't regain hit points until it can breathe again.
A conscious creature restrained by the hands can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the spell ends on the target.,

Wizard 3rd-level conjuration,

3, 3,
3, 3,
3, 3,
3, 3,
3, 3,
3, 3,
3, 3,
3, 3,
3, 3,

Consume Mind,

  • casting time1 action,
  • rangeSelf,

  • componentsV, S, M (a 1-ounce fresh or magically preserved portion of another creature's brain),
  • duration1 hour,

You consume the brain of another creature's corpse, gaining its memories and knowledge. The corpse must have a brain and can't be undead. The spell fails if the corpse has been dead (and not preserved) for more than three days.
Until the spell ends, you can attempt to recall any important fact known to the creature—family history, recent events, building layouts, passwords, details of the creature's death, and similar information. To recall a piece of information, you must make an ability check using your spellcasting modifier. The DC is equal to the corpse's Intelligence score.,

Wizard 4th-level necromancy,

Delerium Blast,

  • casting time1 action,
  • range150 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination.
You ignite arcane energies stored inside a delerium fragment held in your hand, and hurl it towards a space you can see within range. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a failed save, a creature takes (10d6) psychic damage and becomes incapacitated until the end of their next turn. On a successful save, a target takes half as much damage and suffers none of the spell's other effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d6 for each slot level above 4th.,

Wizard 4th-level evocation (contaminated),

Divination,

  • casting time1 action,
  • rangeSelf,

  • componentsV, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes),
  • durationInstantaneous,

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.
The 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 finishing 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.,

Wizard 4th-level divination (ritual),

Forced Evolution,

  • casting time8 hours,
  • rangeTouch,

  • componentsV, S, M (An alchemical cocktail made from rare components and delerium dust worth 250 gold, which the target consumes as part of the spell),
  • durationInstantaneous,

By means of this spell, you transform a mutation gained from contamination. One of the target's existing mutations is removed and is replaced by a different one. This mutation may be chosen by the Game Master or determined randomly (see Appendix C of Dungeons of Drakkenheim).,

Wizard 4th-level transmutation,

Galder's Speedy Courier [1/2],

  • casting time1 action,
  • range10 feet,

  • componentsV, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes),
  • duration10 minutes,

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.,

Wizard 4th-level conjuration,

Galder's Speedy Courier [2/2],

  • casting time1 action,
  • range10 feet,

  • componentsV, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes),
  • duration10 minutes,

The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.
At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.,

Wizard 4th-level conjuration,

Gate Seal,

  • casting time1 minute,
  • range60 feet,

  • componentsV, S, M (a broken portal key, which the spell consumes),
  • duration24 hours,

You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.,

Wizard 4th-level abjuration,

Gravity Sinkhole,

  • casting time1 action,
  • range120 feet,

  • componentsV, S, M (a black marble),
  • durationInstantaneous,

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.,

Wizard 4th-level evocation,

Spirit of Death,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a gilded playing card worth at least 400 gp and depicting an avatar of death),
  • durationConcentration, up to 1 hour,

You call forth a spirit that embodies death. The spirit manifests in an unoccupied space you can see within range and uses the reaper spirit stat block. The spirit disappears when it is reduced to 0 hit points or when the spell ends.
The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count and takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue the spirit any commands, it takes the Dodge action and uses its movement to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the reaper spirit stat block,

Wizard 4th-level necromancy,

4, 4,
4, 4,
4, 4,
4, 4,
4, 4,
4, 4,
4, 4,
4, 4,
4, 4,

Conjure the Deep Haze,

  • casting time1 action,
  • range120 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationConcentration, up to 10 minutes,

When you cast this spell, you gain one level of contamination.
You create a 20-foot-radius sphere of the Deep Haze on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw. On a failed saving throw, it suffers (8d6) necrotic damage and gains one level of contamination. On a successful save, the creature takes half as much damage and does not gain any contamination levels. Creatures are affected even if they hold their breath or don't need to breathe.,

Wizard 5th-level conjuration (contaminated),

Neutralizing Field,

  • casting time1 action,
  • rangeSelf (10-foot radius),

  • componentsV, S, M (A delerium crystal or holy relic worth 1,000 gp),
  • durationConcentration, up to 1 hour,

You negate contaminated magical energies in a 10-foot radius sphere. Until the spell ends, the sphere moves with you, centred on you. Creatures in the sphere (including you) can't gain contamination levels and have immunity to necrotic damage. Contaminated spells can't be cast by creatures in the area.,

Wizard 5th-level abjuration,

Temporal Shunt,

  • casting time1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell,
  • range120 feet,

  • componentsV, S,
  • duration1 round,

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.,

Wizard 5th-level transmutation,

Gravity Fissure,

  • casting time1 action,
  • rangeSelf (100-foot line),

  • componentsV, S, M (a fistful of iron filings),
  • durationInstantaneous,

You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.,

Wizard 6th-level evocation,

Heartseeker,

  • casting time1 action,
  • range300 feet,

  • componentsV, S, M (a ruby worth at least 100 gp),
  • durationConcentration, up to 1 minute,

As part of casting this spell you must expend six hit dice or the spell automatically fails. When you do, blood flows from your body then crystallizes into a barbed arrow, which launches at a creature of your choice within range. Make a ranged spell attack against the chosen creature. On a hit, roll the hit dice expended to cast this spell, and the creature takes piercing damage equal to the result.
Once lodged in the creature, the bloody arrow begins to burrow toward its heart, rendering it vulnerable to further attacks. At the start of the creature's next turn, it must make a Constitution saving throw. On a failure, attacks against the creature score critical hits on a 19 or 20 on the attack roll.
At the start of each of the creature's turns after that, it must repeat the Constitution saving throw or the critical hit range on attacks against the creature increases by 1 again. If the creature succeeds on three of these saving throws (these successes do not need to be consecutive) this spell ends. The increased critical hit range ends when the spell does.,

Wizard 6th-level evocation,

Ray of Contamination,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination. An octarine ray springs from your pointing finger to a creature that you can see within range. The target must succeed on a Constitution saving throw. On a failed save, a creature takes 16d6 necrotic damage and gains 1d4 levels of contamination. On a successful save, a target takes half as much damage and does not gain any contamination levels.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.,

Wizard 6th-level necromancy (contaminated),

Siphon Contamination [1/2],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell),
  • durationInstantaneous,

This demanding spell transfers contamination from one creature to another. When you cast this spell, you must first touch either a willing humanoid creature with one or more levels of contamination, or a former humanoid creature whose current form is the result of a monstrous transformation. You then touch a different willing humanoid creature.
If both creatures touched were willing humanoid creatures, you remove all contamination levels and mutations from the first creature, then the second creature you touch gains a number of contamination levels equal to the number of levels removed from the first creature.,

Wizard 6th-level transmutation,

Siphon Contamination [1/2],

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (500 gp worth of specially-prepared alchemical fluids and a delerium geode worth 5,000 gp, all of which are consumed by the spell),
  • durationInstantaneous,

If the first creature you touch is a former humanoid who suffered a monstrous contamination, and the second creature is a willing humanoid creature with a character level or challenge rating equal to or higher than the challenge rating of the transformed creature, you restore the fully contaminated creature to its original form, then the humanoid creature immediately undergoes a monstrous transformation as if it had gained six contamination levels.
The second creature touched cannot prevent or negate these contamination levels or an ensuing transformation in any way, or else the spell fails with no effect.,

Wizard 6th-level transmutation,

Contamination Immunity,

  • casting time1 minute,
  • rangeTouch,

  • componentsV, S, M (An eldritch lily mixed into 250 gp worth of specially-prepared purified fluids, which the spell consumes),
  • duration24 hours,

Until the spell ends, one willing creature you touch is immune to necrotic damage and cannot gain contamination levels. The affected creature may rest normally within the Haze.
This spell ends immediately if the creature casts a contaminated spell.,

Wizard 7th-level abjuration,

5, 5,
5, 5,
5, 5,
6, 6,
6, 6,
6, 6,
6, 6,
6, 6,
7, 7,

Create Magen,

  • casting time1 hour,
  • rangeTouch,

  • componentsV, S, M (a vial of quicksilver worth 500 gp and a life-sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed),
  • durationInstantaneous,

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics.
When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.
Any magen you create with this spell obeys your commands without question.,

Wizard 7th-level transmutation,

Octarine Spray [1/2],

  • casting time1 action,
  • rangeSelf (60-foot cone),

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

When you cast this spell, you gain one level of contamination. Octarine rays of light flash from your hand. Each ray is a different colour and has a different power and purpose, see the table below. Each creature in a 60-foot cone must succeed on a Constitution saving throw. For each target, roll a d8 to determine which colour ray affects it.
d8 Octarine Spray Effect
1 The target takes 20d6 psychic damage on a failed save, or half as much damage on a success.
2 The target takes 20d6 necrotic damage on a failed save, or half as much damage on a success.
3 The target takes 20d6 force damage on a failed save, or half as much damage on a success.
4 The target takes 20d6 radiant damage on a failed save, or half as much damage on a success.
5 The target takes 20d6 thunder damage on a failed save, or half as much damage on a success.,

Wizard 7th-level evocation (contaminated),

Octarine Spray [2/2],

  • casting time1 action,
  • rangeSelf (60-foot cone),

  • componentsV, S, M (a delerium fragment worth 100 gp, which the spell consumes),
  • durationInstantaneous,

d8 Octarine Spray Effect
6 At the start of each of its turns, the affected target uses all its movement to move directly towards the closest creature it can see. Then, the affected target uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the affected target does nothing this turn. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
7 At the start of each of its turns, the affected target gains one level of contamination. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target, but any contamination levels gained remain.
8 Special. The target is struck by an additional ray. Roll again twice. There's no limit to how many additional rays can strike a single creature in this manner.,

Wizard 7th-level evocation (contaminated),

Tether Essence,

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes),
  • durationConcentration, up to 1 hour,

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

Wizard 7th-level necromancy,

Contaminated Power,

  • casting time1 bonus action,
  • rangeSelf,

  • componentsV, S, M (a delerium shard worth 500 gp, which the spell consumes),
  • duration1 minute,

When you cast this spell, you gain one level of contamination. You draw unrestrained arcane magic from the delerium shard you hold in your hand. Until the spell ends, you gain the following benefits:
- When you cast a spell that deals acid, fire, cold, lightning, or poison damage, you can change the damage type to force, necrotic, psychic, or radiant damage.
- Once per turn when you deal damage with a spell, you can deal an extra 1d12 necrotic damage for each contamination level you have gained to one target of that spell.
- When you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to gain one level of contamination. If you do, one target of the spell has disadvantage on its first saving throw made against that spell.
This spell can't be dispelled by dispel magic.,

Wizard 8th-level transmutation (contaminated),

Contaminated Power,

  • casting time1 bonus action,
  • rangeSelf,

  • componentsV, S, M (a delerium shard worth 500 gp, which the spell consumes),
  • duration1 minute,

When you cast this spell, you gain one level of contamination. You draw unrestrained arcane magic from the delerium shard you hold in your hand. Until the spell ends, you gain the following benefits:
- When you cast a spell that deals acid, fire, cold, lightning, or poison damage, you can change the damage type to force, necrotic, psychic, or radiant damage.
- Once per turn when you deal damage with a spell, you can deal an extra 1d12 necrotic damage for each contamination level you have gained to one target of that spell.
- When you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to gain one level of contamination. If you do, one target of the spell has disadvantage on its first saving throw made against that spell.
This spell can't be dispelled by dispel magic.,

Wizard 8th-level transmutation (contaminated),

Reality Break [1/2],

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a crystal prism),
  • durationConcentration, up to 1 minute,

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns

Wizard 8th-level conjuration,

Reality Break [2/2],

  • casting time1 action,
  • range60 feet,

  • componentsV, S, M (a crystal prism),
  • durationConcentration, up to 1 minute,

Reality—Break Effects
d10—----Effect
1-2
—----Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.
3-5—----Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.
6-8—----Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.
9-10—--Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.,

Wizard 8th-level conjuration,

Ravenous Void [1/2],

  • casting time1 action,
  • range1000 feet,

  • componentsV, S, M (a small, nine-pointed star made of iron),
  • durationConcentration, up to 1 minute,

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.
When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.,

Wizard 9th-level evocation,

7, 7,
7, 7,
7, 7,
7, 7,
8, 8,
8, 8,
8, 8,
9, 9,
9, 9,

Ravenous Void [2/2],

  • casting time1 action,
  • range1000 feet,

  • componentsV, S, M (a small, nine-pointed star made of iron),
  • durationConcentration, up to 1 minute,

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.,

Wizard 9th-level evocation,

Time Ravage,

  • casting time1 action,
  • range90 feet,

  • componentsV, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes,
  • durationInstantaneous,

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.,

Wizard 9th-level necromancy,

9, 9,
9, 9,