You set an alarm against intrusion. Choose a door a window or an area within range that is no larger than a 20-foot Cube. Until the spell ends an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You hurl an orb of energy at a target within range. Choose Acid Cold Fire Lightning Poison or Thunder for the type of orb you create and then make a ranged spell attack against the target. On a hit the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target and make a new damage roll. The orb can’t leap again unless you cast the spell with a level 2+ spell slot.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended and a creature can be targeted only once by each casting of this spell.
For the duration you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode symbols or secret messages.
You take the Dash action and until the spell ends you can take that action again as a Bonus Action.
You gain 2d4 + 4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
You gain the service of a familiar a spirit that takes an animal form you choose: Bat Cat Frog Hawk Lizard Octopus Owl Rat Raven Spider Weasel or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range the familiar has the statistics of the chosen form (see appendix B) though it is a Celestial Fey or Fiend (your choice) instead of a Beast. Your familiar acts independently of you but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you you can communicate with it telepathically. Additionally as a Bonus Action you can see through the familiar’s eyes and hear what it hears until the start of your next turn gaining the benefits of any special senses it has.
Finally when you cast a spell with a range of touch your familiar can deliver the touch. Your familiar must be within 100 feet of you and it must take a Reaction to deliver the touch when you cast the spell.
Combat. The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack but it can take
other actions as normal.
One Familiar Only. You can’t have more than one familiar at a time. If you cast this spell while you have a familiar you instead cause it to adopt a new eligible form.
BRIAN VALEZA
Spirits summoned by Find Familiar take forms inspired by the mages who conjure them
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot. The fog’s radius increases by 20 feet for each spell slot level above 1.
You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.
Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
When the grease appears each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit the target takes 1d10 Piercing damage. Hit or miss the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object you learn its properties and how to use them whether it requires Attunement and how many charges it has if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell you learn that spell’s name.
If you instead touch a creature throughout the casting you learn which ongoing spells if any are currently affecting it.
You touch a willing creature who isn’t wearing armor. Until the spell ends the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.
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.
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
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.
An imperceptible barrier of magical force protects you. Until the start of your next turn you have a +5 bonus to AC including against the triggering attack and you take no damage from Magic Missile.
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn at which point it must repeat the save. If the target fails the second save the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep such as elves or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
This spell creates an Invisible mindless shapeless Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10 1 Hit Point and a Strength of 2 and it can’t attack. If it drops to 0 Hit Points the spell ends.
Once on each of your turns as a Bonus Action you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do such as fetching things cleaning mending folding clothes lighting fires serving food and pouring drinks. Once you give the command the servant performs the task to the best of its ability until it completes the task then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you the spell ends.
You alter your physical form. Choose one of the following options. Its effects last for the duration during which you can take a Magic action to replace the option you chose with a different one.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide what you look like including your height weight facial features sound of your voice hair length coloration and other distinguishing characteristics. You can make yourself appear as a member of another species though none of your statistics change. You can’t appear as a creature of a different size and your basic shape stays the same
One creature that you can see within range must succeed on a Constitution saving throw or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns the target repeats the save ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Your body becomes blurred. For the duration any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
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.
You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.
On your later turns you can take a Magic action to teleport the Cube up to 30 feet.
Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.
One creature that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The creature succeeds automatically if it isn’t Humanoid.
A spectral crown appears on the Charmed target's head and it must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if no creature is within its reach. The target repeats the save at the end of each of its turns ending the spell on itself on a success.
On your later turns you must take the Magic action to maintain control of the target or the spell ends.
You activate one of the effects below. Until the spell ends you can activate either effect as a Magic action on your later turns.
Sense Thoughts. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone dirt or wood 1 inch of metal or a thin sheet of lead.
Read Thoughts. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic you learn nothing.
As a Magic action on your next turn you can try to probe deeper into the target’s mind. If you probe deeper the target makes a Wisdom saving throw. On a failed save you discern the target’s reasoning emotions and something that looms large in its mind (such as a worry love or hate). On a successful save the spell ends. Either way the target knows that you are probing into its
mind and until you shift your attention away from the target’s mind the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC ending the spell on a success.
You touch one willing creature and imbue it with the power to spew magical energy from its mouth provided it has one. Choose acid cold fire lightning or poison. Until the spell ends the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
At Higher Levels: When you cast this spell us ing a spell slot of 3rd level or higher the damage increases by 1d6 for each slot level above 2nd.
You touch a creature and choose Strength Dexterity Intelligence Wisdom or Charisma. For the duration the target has Advantage on ability checks using the chosen ability.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.
For the duration the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature it can make a Constitution saving throw. On a successful save the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce. The target’s size decreases by one category—from Medium to Small for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action you can move the sphere up to 30 feet rolling it along the ground. If you move the sphere into a creature’s space that creature makes the save against the sphere and the sphere stops moving for the turn.
When you move the sphere you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
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.
You touch a corpse or other remains. For the duration the target is protected from decay and can’t become Undead.
The spell also effectively extends the time limit on raising the target from the dead since days spent under the influence of this spell don’t count against the time limit of spells such as Raise Dead.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns the target repeats the save ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
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.
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll deals damage or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Choose an object that you can see within range. The object can be a door a box a chest a set of manacles a padlock or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked unstuck or unbarred. If the object has multiple locks only one of them is unlocked.
If the target is held shut by Arcane Lock that spell is suppressed for 10 minutes during which time the target can be opened and closed.
When you cast the spell a loud knock audible up to 300 feet away emanates from the target.
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
Three illusory duplicates of yourself appear in your space. Until the spell ends the duplicates move with you and mimic your actions shifting position so it’s impossible to track which image is real.
Each time a creature hits you with an attack roll during the spell’s duration roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher one of the duplicates is hit instead of you and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition Blindsight or Truesight.
Briefly surrounded by silvery mist you teleport up to 30 feet to an unoccupied space you can see.
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save you create a phantasmal object creature or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound temperature and other stimuli.
The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds the target realizes that the phantasm is an illusion and the spell ends.
While affected by the spell the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example if the target steps through a phantasmal bridge and survives the fall it believes the bridge exists and something else caused it to fall.
An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of
the phantasm. The target perceives the damage as a type appropriate to the illusion.
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save the target has Disadvantage on Strength-based D20 Tests for the duration. During that time it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns ending the spell on a success.
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope which can be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller creatures. Attacks spells and other effects can’t pass into or out of the space but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example you could say “Fetch the key to the cult’s treasure vault and give the key to me.” Or you could say “Stop fighting leave this library peacefully and don’t return.”
The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration but if the suggested activity can be completed in a shorter time the spell ends for the target upon completing it.
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain and the area within them is Lightly Obscured.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor wall or ceiling the web collapses on itself and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
The first time a creature enters the webs on a turn or starts its turn there it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds it is no longer Restrained.
The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round dealing 2d4 Fire damage to any creature that starts its turn in the fire.
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you remaining centered on you. The wind lasts for the spell's duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• It hedges out vapor gas and fog that can be dispersed by strong wind.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers.
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above 2nd, and the number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd.
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.
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see appendix B for the stat blocks).
On each of your turns you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures you can command any 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 on its next turn or you can issue a general command such as to guard a chamber or corridor. If you issue no commands the creature takes the Dodge action and moves only to avoid harm. Once given an order the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell
reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.
Using a Higher-Level Spell Slot. You animate or reassert control over two additional Undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
You touch a creature which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends the target suffers one of the following effects of your choice:
Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
The target has Disadvantage on attack rolls against you.
In combat the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
If you deal damage to the target with an attack roll or a spell the target takes an extra 1d8 Necrotic damage.
Using a Higher-Level Spell Slot. If you cast this spell using a level 4 spell slot you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot the spell doesn’t require Concentration and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot the spell lasts until dispelled.
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6 you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane you can perceive the plane you left which is cast in shades of gray but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane and creatures on the other plane can’t perceive you unless they have a special ability that lets them perceive things on the Ethereal Plane.
You return to the other plane at the start of your next turn and when the spell ends if you are on the Ethereal Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range you appear in the nearest unoccupied space.
You make a calming gesture and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration that target gains the benefit of a short rest and it can't be affected by this spell again until it finishes a long rest.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher you can target one additional willing creature for each slot level above 3rd.
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door around a corner or in a grove of trees). The intangible invulnerable sensor remains in place for the duration.
When you cast the spell choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a Bonus Action you can switch between seeing and hearing.
A creature that sees the sensor (such as a creature benefiting from See Invisibility or Truesight) sees a luminous orb about the size of your fist.
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save the spell dissipates with no effect and the action Bonus Action or Reaction used to cast it is wasted. If that spell was cast with a spell slot the slot isn’t expended.
Choose one creature object or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check the spell ends.
Using a Higher-Level Spell Slot. You automatically end a spell on the target if the spell’s level is equal to or less than the level of the spell slot you use.
You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save the target loses the ability to distinguish friend from foe regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage it can repeat the saving throw ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target it must choose the target at random from among the creatures it can see within range of the attack spell or other ability it's using. lf an enemy provokes an opportunity attack from the affected creature the creature must make that attack if it is able to.
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you the creature makes a Wisdom saving throw. On a successful save the spell ends on that creature.
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
For the duration the target appears dead to outward inspection and to spells used to determine the target’s status. The target has the Blinded and Incapacitated conditions and its Speed is 0.
The target also has Resistance to all damage except Psychic damage and it has Immunity to the Poisoned condition.
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
You touch a willing creature. For the duration the target gains a Fly Speed of 60 feet and can hover. When the spell ends the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.
Choose a willing creature that you can see within range. Until the spell ends the target’s Speed is doubled it gains a +2 bonus to Armor Class it has Advantage on Dexterity saving throws and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only) Dash Disengage Hide or Utilize action.
When the spell ends the target is Incapacitated and has a Speed of 0 until the end of its next turn as a wave of lethargy washes over it.
You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed the creature has the Incapacitated condition and a Speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it and the effects of such spells can’t extend into it.
The atmosphere inside the Emanation is comfortable and dry regardless of the weather outside. Until the spell ends you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. AtHigher Levels. When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d8 for each slot level above 3rd.
A stroke of lightning forming a 100-foot-long 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You create the image of an object a creature or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real including sounds smells and temperature appropriate to the thing depicted but it can’t deal damage or cause conditions.
If you are within range of the illusion you can take a Magic action to cause the image to move to any other spot within range. As the image changes location you can alter its appearance so that its movements appear natural for the image. For example if you create an image of a creature and move it you can alter the image so that it appears to be walking. Similarly you can cause the illusion to make different sounds at different times even making it carry on a conversation for example.
Physical interaction with the image reveals it to be an illusion for things can pass through it. A creature that takes a Study 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 its other sensory qualities become faint to the creature.
Using a Higher-Level Spell Slot. The spell lasts until dispelled without requiring Concentration if cast with a level 4+ spell slot.
For the duration the willing creature you touch has Resistance to one damage type of your choice: Acid Cold Fire Lightning or Thunder.
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.
At your touch all curses affecting one creature or object end. If the object is a cursed magic item its curse remains but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.
Weapons forged of divine light fall from the heavens to strike your foes. Choose up to five creatures you can see within range. Make a ranged spell attack against each target. On a hit, a target takes radiant damage based on the current time of day:
6d4 radiant damage during the night
6d8 radiant damage during the day
6d12 radiant damage during high noon
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by one die (of the type determined by the time of day) for each slot level above 3rd.
Until the spell ends sleet falls in a 40-foot-tall 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s Speed is halved it takes a −2 penalty to AC and Dexterity saving throws and it can’t take Reactions. On its turns it can take either an action or a Bonus Action not both and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component there is a 25 percent chance the spell fails as a result of the target making the spell’s gestures too slowly.
An affected target repeats the save at the end of each of its turns ending the spell on itself on a success.
You grant the semblance of life to a corpse of your choice within range allowing it to answer questions you pose. The corpse must have a mouth and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
Until the spell ends you can ask the corpse up to five questions. The corpse knows only what it knew in life including the languages it knew. Answers are usually brief cryptic or repetitive and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body only its animating spirit. Thus the corpse can’t learn new information doesn’t comprehend anything that has happened since it died and can’t speculate about future events.
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell choose a mood: Fuming Mirthful or Tricksy. The creature resembles a Fey creature of your choice marked by the chosen mood which determines certain details 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 allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Fey Spirit
Small Fey Neutral
AC 12 + the spell’s
level
HP 30 + 10 for each spell level above 3
Speed 30 ft. Fly 30 ft.
 
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell choose the creature’s form: Ghostly Putrid or Skeletal. The spirit resembles an Undead creature with the chosen form which determines certain details 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 allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear a thunderous boom sounds and each creature within 10 feet of the space you left must make a Constitution saving throw taking 3d10 thunder damage on a failed save or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in. Otherwise the creature is left behind.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d10 for each slot level above 3rd.
This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover when the target communicates by speaking or signing any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit the target takes 3d6 Necrotic damage and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends you can make the attack again on each of your turns as a Magic action targeting the same creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there the target has the Incapacitated condition. When the spell ends the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration a Celestial an Elemental a Fey or a Fiend the target doesn’t return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (DM’s choice) associated with its creature type.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
A creature that you can see within range makes a Constitution saving throw taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively target a nonmagical plant that isn’t a creature such as a tree or shrub. It doesn’t make a save
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly to you. When the spell ends the target knows it was Charmed by you.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 4.
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw or that target can’t take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn consulting the table below.
1d10 
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid Cold Fire or Lightning (your choice when you make the attack).
In addition the ground in the Emanation is Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 4.
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see one you can visualize or one you can describe by stating distance and direction such as “200 feet straight downward” or “300 feet upward to the northwest at a 45-degree angle.”
You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport and it teleports to a space within 5 feet of your destination space.
If you the other creature or both would arrive in a space occupied by a creature or completely filled by one or more objects you and any creature traveling with you each take 4d6 Force damage and the teleportation fails.
Choose one creature you can see within range and choose one of the following damage types - acid cold fire lightning or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type the target takes an extra 2d6 damage of that type. Moreover the target loses any resistance to that damage type until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Squirming ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success it frees itself.
Wispy flames wreathe your body for the duration shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield as you choose. The warm shield grants you Resistance to Cold damage and the chill shield grants you Resistance to Fire damage.
In addition whenever a creature within 5 feet of you hits you with a melee attack roll the shield erupts with flame. The attacker takes 2d8 Fire damage from a warm shield or 2d8 Cold damage from a chill shield.
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 creatures 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.
The target creature is made aware of the chests contents before it chooses whether or not to open it, and knows how much of the spells 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.
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.
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one but you can see the hound and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
At the start of each of your turns the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.
On your later turns you can take a Magic action to move the hound up to 30 feet.
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell you decide what sort of security the spell provides choosing any of the following properties:
Sound can’t pass through the barrier at the edge of the warded area.
The barrier of the warded area appears dark and foggy preventing vision (including Darkvision) through it.
Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
Creatures in the area can’t be targeted by Divination spells.
Nothing can teleport into or out of the warded area.
Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears visible only to that creature. The target makes a Wisdom saving throw. On a failed save the target takes 4d10 Psychic damage and has Disadvantage on ability checks and attack rolls for the duration. On a successful save the target takes half as much damage and the spell ends.
For the duration the target makes a Wisdom saving throw at the end of each of its turns. On a failed save it takes the Psychic damage again. On a successful save the spell ends.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target’s (or the target’s level if it doesn’t have a Challenge Rating). The target’s game statistics are replaced by the stat block of the chosen Beast but the target retains its alignment personality creature type Hit Points and Hit Point Dice.
The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left.
The target is limited in the actions it can perform by the anatomy of its new form and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell's duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere's space is difficult terrain.
Until the spell ends you can use a bonus action on each ofyour turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the damage for each of its effects increases by 1d6 for each slot level above 4th.
JUSTINE CRUZ
Aberrant Spirit (Beholderkin)
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell choose Beholderkin Mind Flayer or Slaad. The creature resembles an Aberration of that kind which determines certain details 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 allies. In combat it 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 movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Aberrant Spirit
Medium Aberration
Neutral
AC 11 + the spell’s level
HP 40 + 10 for each spell level above 4
Speed 30 ft.
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell choose a material: Clay Metal or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material which determines certain details 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 allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Construct Spirit
Medium
Construct Neutral
AC 13 + the spell’s level
HP 40 + 15 for each spell level above 4
Speed 30 ft.
 
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell choose an element: Air Earth Fire or Water. The creature resembles a bipedal form wreathed in the chosen element which determines certain details 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 allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Elemental Spirit
Medium Elemental Neutral
AC 11 + the
spell’s level
HP 50 + 10 for each spell level above 4
Speed 40 ft.
You utter foul words summoning one demon from the chaos of the Abyss. You choose the demon's type which must be one of challenge rating 5 or lower such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range and the demon disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the demon which has its own turns. When you summon it and on each of your turns thereafter you can issue a verbal command to it (requfring no action on your part) telling it what it must do on its next turn. If you issue no command it spends its turn attacking any creature within reach that has attacked it.
At the end of each of the demon's turns it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save the demon continues to obey you. On a successful save your control of the demon ends for the rest of the duration and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it
reaches its full duration an uncontrolled demon doesn't disappear for 1d6 rounds if it still has hit points.
As part of casting the spell you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts the summoned demon can't cross the circle or harm it and it can't target anyone within it. Using the material component in this manner consumes it when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the challenge rating increases by 1 for each slot level above 4th.
You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long 20 feet high and 1 foot thick or a ringed wall up to 20 feet in diameter 20 feet high and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears each creature in its area makes a Dexterity saving throw taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
One side of the wall selected by you when you cast this spell deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
DAVID AUDEN NASH
A Brazier Affected by the Spell Animate Objects
Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried aren’t fixed to a surface and aren’t Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier
A tendril of inky darkness reaches out from you touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save the target takes 2d8 necrotic damage and the spell ends . On a failed save the target takes 4d8 necrotic damage and until the spell ends you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else if the target is ever outside the spell's range or if the target has total cover from you.
Whenever the spell deals damage to a target you regain hit points equal to half the amount of necrotic damage the target takes.
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.
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.