Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Planar Binding [1/2]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth at least 1,000 gp, which the spell consumes

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.
A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives.




Wizard 5th level Abjuration

Planar Binding [2/2]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration24 hours

a jewel worth at least 1,000 gp, which the spell consumes

If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At Higher Levels: When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

Wizard 5th level Abjuration

Telekinesis [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, 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. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

Wizard 5th level Transmutation

Telekinesis [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
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.

Wizard 5th level Transmutation

Teleportation Circle [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence - a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

Wizard 5th level Conjuration

Teleportation Circle [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, M
  • duration1 round

rare chalks and inks infused with precious gems with 50 gp, which the spell consumes

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Wizard 5th level Conjuration

Transmute Rock [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

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 Strength saving throw. 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 Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Wizard (XGE) 5th level Transmutation

Transmute Rock [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

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 creature in the mud when it transforms must make a Dexterity saving throw. 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.

Wizard (XGE) 5th level Transmutation

Wall of Light [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a hand mirror

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.

Wizard (XGE) 5th level Evocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Wall of Light [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a hand mirror

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 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.

Wizard (XGE) 5th level Evocation

Create Homunculus [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.
T he statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homuoculus's death.

Wizard (XGE) 6th level Transmutation

Create Homunculus [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails .

Wizard (XGE) 6th level Transmutation

Create Undead [1/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it.



Wizard 6th level Necromancy

Create Undead [2/2]

  • casting time1 minute
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.

To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At Higher Levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies

Wizard 6th level Necromancy

Guards and Wards [1/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area.
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 that a creature other than you will believe it is going in the

Wizard 6th level Abjuration

Guards and Wards [2/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp

opposite direction from the one it chooses.
Doors: All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs: Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect: You can place your choice of one of the following magical effects within the warded area of the stronghold.
• Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
• Place magic mouth in two locations.



Wizard 6th level Abjuration

Guards and Wards [3/3]

  • casting time10 minutes
  • rangeTouch

  • componentsV, S, M
  • duration24 hours

burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp

• Place stinking cloud in two locations. The vapors appear in the places you designate they return within 10 minutes if dispersed by wind while guards and wards lasts.
• Place a constant gust of wind in one corridor or room.
• Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.

Wizard 6th level Abjuration

Magic Jar [1/3]

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, reliquary, or some other ornamental container worth at least 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 use 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 humanoids 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 spells can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, 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.



Wizard 6th level Necromancy

5 5
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

Magic Jar [2/3]

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp

Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you can't use any of its class features.
Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.
While possessing a body, you can use your 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 must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.







Wizard 6th level Necromancy

Magic Jar [3/3]

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationUntil dispelled

a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp

• If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, 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, the container is destroyed.

Wizard 6th level Necromancy

Mass Suggestion [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, M
  • duration24 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.




You can also specify conditions that will trigger a special activity during the duration. For

Wizard 6th level Enchantment

Mass Suggestion [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, M
  • duration24 hours

a snake's tongue and either a bit of honeycomb or a drop of sweet oil

example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.
• If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

At Higher Levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

Wizard 6th level Enchantment

Otiluke's Freezing Sphere [1/2]

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a small crystal sphere

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On successful save, it takes half as much damage.
• If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same

Wizard 6th level Evocation

Otiluke's Freezing Sphere [2/2]

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a small crystal sphere

effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th

Wizard 6th level Evocation

Programmed Illusion [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

a bit of fleece and jade dust worth at least 25 gp

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.
Physical interaction with the image reveals it to be an illusion, because things can

Wizard 6th level Illusion

Programmed Illusion [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

a bit of fleece and jade dust worth at least 25 gp

pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Wizard 6th level Illusion

Wall of Ice [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small piece of quartz

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radium of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

• If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a

Wizard 6th level Evocation

6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6

Wall of Ice [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small piece of quartz

Constitution saving throw.
The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.

Wizard 6th level Evocation

Delayed Blast Fireball [1/2]

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a tine ball of bat guano and sulfur

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
• If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

Wizard 7th level Evocation

Delayed Blast Fireball [2/2]

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a tine ball of bat guano and sulfur

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Wizard 7th level Evocation

Etherealness [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationUp to 8 hours

You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.
While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plaen you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of

Wizard 7th level Transmutation

Etherealness [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationUp to 8 hours

feet you are moved.
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.

Wizard 7th level Transmutation

Plane Shift [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw.

Wizard 7th level Conjuration

Plane Shift [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence

If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Wizard 7th level Conjuration

Prismatic Spray [1/2]

  • casting time1 action
  • rangeSelf (60 foot cone)

  • componentsV, S
  • durationInstantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
1-Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2-Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3-Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4-Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5-Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

6-Indigo: On a failed save, the target is

Wizard 7th level Evocation

Prismatic Spray [2/2]

  • casting time1 action
  • rangeSelf (60 foot cone)

  • componentsV, S
  • durationInstantaneous

restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition.
The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
7-Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8-Special: The target is struck by two rays. Roll twice more, rerolling any 8.

Wizard 7th level Evocation

6 6
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

Project Image [1/2]

  • casting time1 action
  • range500 miles

  • componentsV, S, M
  • durationConcentration, up to 1 day

a small replica of you made from materials worth at least 5 gp

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it

Wizard 7th level Illusion

Project Image [2/2]

  • casting time1 action
  • range500 miles

  • componentsV, S, M
  • durationConcentration, up to 1 day

a small replica of you made from materials worth at least 5 gp

is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Wizard 7th level Illusion

Teleport [1/5]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the table.

Wizard 7th level Conjuration

Teleport [2/5]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

FamiliarityMishapSimilar AreaOff TargetOn Target
Perm. Circlexxx01-100
Assoc. Objectxx x 01-100
Very Familiar01-0506-1314-2425-100
Seen Casually01-3334-4344-53 54-100
Viewed Once01-4344-5354-7374-100
Description01-4344-5354-7374-100
False Dest01-5051-100 x x

Wizard 7th level Conjuration

Teleport [3/5]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous



Familiarity: Permanent Circle means a permanent teleportation circle whose sigil sequence you know. Associated Object means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a Lich's secret tomb.
Very Familiar is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. Seen Casually is some place you have seen more than once but with which you aren't very familiar. Viewed Once is a place you have seen once, possibly using magic. Description is a place whose location and appearance you know through someone else's description, perhaps from a map.
False Destination is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no

Wizard 7th level Conjuration

Teleport [4/5]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

longer exists.

On Target: You and your group (or the target object) appear where you want to go.

Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be travelled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as north-east, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home

Wizard 7th level Conjuration

Teleport [5/5]

  • casting time1 action
  • range10 feet

  • componentsV
  • durationInstantaneous

laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Wizard 7th level Conjuration

Whirlwind [1/2]

  • casting time1 action
  • range300 feet

  • componentsV, M
  • durationConcentration, up to 1 minute

a piece of straw

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 Dexterity saving throw 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 Strength saving throw 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.

Wizard (XGE) 7th level Evocation

Whirlwind [2/2]

  • casting time1 action
  • range300 feet

  • componentsV, M
  • durationConcentration, up to 1 minute

a piece of straw

A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 x 10 feet away from it in a random direction.

Wizard (XGE) 7th level Evocation

7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7
7 7

Antimagic Field [1/3]

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

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

a pinch of powdered iron or iron filings

A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.
Targeted Effects: Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.
Areas of Magic: The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are

Wizard 8th level Abjuration

Antimagic Field [2/3]

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

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

a pinch of powdered iron or iron filings

suppressed within the sphere, creating a gap in the wall if the overlap is large enough.
Spells: Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
Magic Items: The properties and powers of magic items are suppressed in the sphere. For example, a +1 long sword in the sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or piece of magic ammunition fully leaves the sphere (For example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel: Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope

Wizard 8th level Abjuration

Antimagic Field [3/3]

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

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

a pinch of powdered iron or iron filings

trick spells, temporarily closes while in the sphere.
Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
Dispel Magic: Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.

Wizard 8th level Abjuration

Antipathy/Sympathy [1/3]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.
Antipathy: The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer

Wizard 8th level Enchantment

Antipathy/Sympathy [2/3]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.
Sympathy: The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. ON a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a

Wizard 8th level Enchantment

Antipathy/Sympathy [3/3]

  • casting time1 hour
  • range60 feet

  • componentsV, S, M
  • duration10 days

either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

creature affected by the spells is allowed another Wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Wizard 8th level Enchantment

Dominate Monster [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the

Wizard 8th level Enchantment

Dominate Monster [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

spell. If the saving throw succeeds, the spell ends.

At Higher Levels: When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.

Wizard 8th level Enchantment

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 Wisdom saving throw 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 Intelligence saving throw, 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 an

Wizard (XGE) 8th level Illusion

8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8
8 8

Illusory Dragon [2/2]

  • casting time1 action
  • range120 feet

  • componentsS
  • durationConcentration, up to 1 minute

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.

Wizard (XGE) 8th level Illusion

Incendiary Cloud

  • casting time1 action
  • range150 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Wizard 8th level Conjuration

Mighty Fortress [1/3]

  • casting time1 minute
  • range1 mile

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 500 gp, which the spell consumes

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

Wizard (XGE) 8th level Conjuration

Mighty Fortress [2/3]

  • casting time1 minute
  • range1 mile

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 500 gp, which the spell consumes

inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however 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

Wizard (XGE) 8th level Conjuration

Mighty Fortress [3/3]

  • casting time1 minute
  • range1 mile

  • componentsV, S, M
  • durationInstantaneous

a diamond worth at least 500 gp, which the spell consumes

the same spot once every 7 days for a year makes the fortress permanent.

Wizard (XGE) 8th level Conjuration

Astral Projection [1/3]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationSpecial

for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age.
Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly.
Your astral form can freely travel through the Astral Plane and can pass through portals there leading

Wizard 9th level Necromancy

Astral Projection [2/3]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationSpecial

for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it.
The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body,

Wizard 9th level Necromancy

Astral Projection [3/3]

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationSpecial

for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes

ending its state of suspended animation.
• If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Wizard 9th level Necromancy

Gate [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a diamond worth at least 5,000 gp

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.
Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.
When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM

Wizard 9th level Conjuration

8 8
8 8
8 8
8 8
8 8
9 9
9 9
9 9
9 9

Gate [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a diamond worth at least 5,000 gp

deems appropriate. It might leave, attack you, or help you.

Wizard 9th level Conjuration

Imprisonment [1/4]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell, if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.

Burial: The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.

Wizard 9th level Abjuration

Imprisonment [2/4]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

Chaining: Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.

Hedged Prison: The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.

Wizard 9th level Abjuration

Imprisonment [3/4]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

Minimus Containment: The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber: The target falls asleep and can't be awoken.
The special component for this version of the spell consists of rare soporific herbs.
Ending the Spell: During the casting of the spell, in any of its versions, you can specify a condition that will cause the

Wizard 9th level Abjuration

Imprisonment [4/4]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target

spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.

Wizard 9th level Abjuration

Mass Polymorph [1/2]

  • casting time1 action
  • range120 feet

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

a caterpillar cocoon

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw 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

Wizard (XGE) 9th level Transmutation

Mass Polymorph [2/2]

  • casting time1 action
  • range120 feet

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

a caterpillar cocoon

it can perform by the nature of its new form. It can't speak, cast spells, or do anything 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.

Wizard (XGE) 9th level Transmutation

Prismatic Wall [1/5]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - entered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists

Wizard 9th level Abjuration

Prismatic Wall [2/5]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.


Wizard 9th level Abjuration

9 9
9 9
9 9
9 9
9 9
9 9
9 9
9 9
9 9

Prismatic Wall [3/5]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

Red: The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.

Orange: The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.

Yellow: The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.

Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a

Wizard 9th level Abjuration

Prismatic Wall [4/5]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

portal on a solid surface, destroys this layer.

Blue: The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.

Indigo: On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the creature collects three of a kind.
While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.



Wizard 9th level Abjuration

Prismatic Wall [5/5]

  • casting time1 action
  • range60 feet

  • componentsV, S
  • duration10 minutes

Violet: On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.

Wizard 9th level Abjuration

Shapechange [1/3]

  • casting time1 action
  • rangeSelf

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping

Wizard 9th level Transmutation

Shapechange [2/3]

  • casting time1 action
  • rangeSelf

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.
During this spell's duration, you can

Wizard 9th level Transmutation

Shapechange [3/3]

  • casting time1 action
  • rangeSelf

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

a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell

use your action to assume a different form following the same restrictions and rules for the original form, with one exception - if your new form has more hit pints than your current one, your hit points remain at their current value.

Wizard 9th level Transmutation

True Polymorph [1/3]

  • casting time1 action
  • range30 feet

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

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

Choose one creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.
Shapechangers aren't affected by this spell. An unwilling creature can make a Wisdom saving throw, 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 whose challenge rating is equal to or less than the target's (or its 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 new form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it

Wizard 9th level Transmutation

True Polymorph [2/3]

  • casting time1 action
  • range30 feet

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

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

reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its 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's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and

Wizard 9th level Transmutation

True Polymorph [3/3]

  • casting time1 action
  • range30 feet

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

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

movement.
• If the spell becomes permanent, 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. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

Wizard 9th level Transmutation

9 9
9 9
9 9
9 9
9 9
9 9
9 9
9 9
9 9

Fizban's Platinum Shield

  • casting time1 bonus action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a platinum-plated dragon scale, worth at least 500 gp

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:
Cover. The creature has half cover.
Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.
Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

Wizard(FToD) 6th Level Abjuration

Summon Draconic Spirit

  • casting time1 action
  • range60 feet

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

an object with the image of a dragon engraved on it, worth at least 500 gp

You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

Wizard(FToD) 5th Level Conjuration

6 6
5 5