You indicate a point within range. All creatures within 10 feet of that point must make a Constitution at advantage saving throw or be incapacitated for the next minute due to uncontrollable sneezing. At the beginning of its turn, a creature may make a Constitution saving throw, ending the effect on a success. A creature who is immune to being poisoned cannot be affected by this spell.
()You may transform one musical instrument into another one of similar size (up to 50% larger or smaller) with which you are familiar. It remains in this shape for as long as you are touching it. If you put it down, it reverts to its normal shape.
The spell’s duration increases to 1 hour when you reach 5th level and 3 hours when you reach 11th level.
()You create a cloud that fills a five-foot cube at any point within range. You can freely move the cloud at a speed of 40 feet by concentrating on it
()You magically resize one mundane outfit or suit of armor to fit you or another creature within range you can see.
When the wearer removes the outfit or armor, it reverts to its normal size.
()The most basic prayers that an acolyte learns, orisons are used to hone the spellcasting ability of priests. You create one of the following effects within range.
♦You cause mundane pain and nausea to lessen for up to 1 hour, or heal one creature other than yourself of 1d4 hit points of damage. Once you heal a creature with this spell, you cannot use this spell again on that creature again until you have taken a short or long rest.
♦You bless a meal (food to be shared by up to four individuals), and roll a d4. Add that number to any saving throw to avoid being poisoned by that meal or drink.
♦One candle cannot be extinguished by any means for as long as you hold it.
♦You offer up a quick prayer along the lines of “give me strength!” or “don’t let me fail!” The GM secretly rolls 2d20 and records the better of the two rolls. At some point during the next hour, you may choose to replace your roll with that roll, for good or for ill.
♦You cause one creature you see within range to gain a +1 to their attack or saving throw for the next minute.
♦You cause one creature you see within range to suffer a -1 penalty to its attack or saving throw for the next minute.
You create a large, bolder-sized unbreakable sphere of force that can be fired from a catapult or trebuchet (and thus uses that siege equipment’s range). You designate what form you wish the sphere to take:
♦Crystal Shards. The sphere splinters apart while 30 feet above the target. All creatures in a 20-foot radius beneath it must make a Dexterity saving throw. A creature takes 10d6 force damage on a failed saving throw, or half as much damage on a successful one.
♦Liquid Fire. The sphere shatters on impact, spraying sticky fire in a 30-foot radius. All creatures in that area must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed saving throw, or half as much damage on a successful one
()One creature you touch is wracked by horrific pains. For the duration of the spell, that creature is at disadvantage on attack rolls and ability checks.
At the beginning of each of its turns, the creature may make a Constitution saving throw, ending the effect on a success.
()You create a deep furrow in the ground, suitable for planting, that extends from your feet to up to 50 feet away. It will not work on earth that is consecrated or under a long-term spell.
You create additional furrows when you reach 5th level (2 furrows), 11th level (4 furrows), and 17th level (8 furrows).
()You create an invisible, slightly convex barrier about three feet in diameter to appear no higher than five feet above your head. This protects you from normal rainfall and light hail, but not from magical non-water-based rains. It will protect you from other sorts of falling liquids.
With concentration, you may angle the rainshield to help protect you from wind-blown rain.
()You or one willing creature you touch meditates, drawing on an inner strength to banish weariness. While this spell is active, the target is immune to exhaustion.
This spell’s duration increases when you reach 5th level (6 hours), 11th level (12 hours), and 17th level (1 day).
()You point to any group of small, unsecured items (each of which may be no larger than a hen’s egg), within range, which must be piled together in an area of no more than 1 square foot, and cause them to fly off in all directions. The DM must decide if the items are hard or sharp enough to cause damage. If so, all creatures within 20 feet must make a Dexterity saving throw or take 1 to 1d4 points of either bludgeoning or piercing damage, depending on the weight and type of item that is scattered.
()You make a particular gesture, place an object in a certain way, or give someone a meaningful look and convey a single thought or idea of up to 10 words in length to one recipient within 30 feet of you who can see you.
()You may shape masses of smoke, mist, or fog into any shape you want, although you will be incapable of fine detail. Once you have created the desired shape, you may give it a gentle push or blow hard on it, propelling it in one direction with a speed of 30 feet. You can only affect a cloud of smoke up to Large sized. A strong wind will rapidly dissipate the shape.
A 5-foot-square area of floor squeaks loudly if anything that weighs more than 3 pounds passes over it.
The duration of the spell increases at 5th-level (3 hours), 11th-level (8 hours), and 17th-level (24 hours).
()One nonmagical fire that is no larger than a Large bonfire is slowed and consumes its fuel at one-tenth its normal rate, while still giving off the normal amount of heat and light. It lasts until it goes out, or 24 hours have passed.
You touch an item or object of Large size or smaller. For the duration, the object is immune to getting wet from natural water, such as rainfall. This spell offers no protection from water-based attacks or spells. Full immersion in water breaks the spell.
You smack a hostile, attacking creature with the item you are holding on the head, face, or hand, forelimb, or paw while berating it, using an unarmed attack or your spell attack modifier to hit. The creature must make a Wisdom saving throw or be stunned for 1 round.
()You can shout a single word (such as “Help!” or “Orcs!”), which is magically amplified loud enough to be heard a half-mile away. You must be outside to cast this spell.
You bring together two solid, inanimate objects, which become stuck together. It requires a DC 15 Strength (Athletics) ability check to pry the two objects apart or a dispel magic spell.
At Higher Levels. When you cast this spell with a 3rd-level spell slot, you increase the ability check DC to 20. When you cast this spell with a 6th-level spell slot, you increase the ability check DC to 25.
()You or one willing creature of your choice is kept wide awake and alert for the spell’s duration, allowing them to stand guard without fear of falling asleep. The creature will not suffer any exhaustion due to missed sleep. In addition, the creature has advantage on Wisdom (Perception) checks made while on guard.
A creature may not have this spell cast on it another time until it has had a long rest.
()One creature you can see within range must make a Wisdom saving throw or develop a hateful aura beasts can sense. All beasts with an Intelligence of 4 or lower who come within 30 feet of the target will become angry with that target and may attempt to attack it.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st.
You touch a bow or crossbow. For the duration of this spell, the range for this weapon is doubled.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may affect one additional bow or crossbow for each slot level above 1st.
You gently ring the chime and magical vibrations issue forth. These vibrations instantly release any form on nonmagical bindings on a single individual you can see within range: ropes are untied, chains and shackles are loosened, stocks are opened, gags are removed, bridles and saddles are unbuckled, and so on.
When the wearer is attacked by that spell and fails the saving throw, the amulet absorbs the magic and shatters, protecting the wearer.
()A sickly yellow beam of enervating energy springs from your finger towards a creature within range. Make a ranged spell attack against the creature. On a hit, the creature takes a level of exhaustion. This cannot bring the target past the 5th level exhaustion
You turn a normal blade of grass into a magical quarterstaff that does 1d10 bludgeoning damage. If anyone other than you touches the staff, it turns back into grass.
You touch a willing creature. For the spell’s duration, if that creature is ever in danger, you are mentally warned and given a mental image of the situation. This works no matter how far away that creature is, but will not inform you of its location.
()You or one willing target you choose can see through water to a range of 100 feet, no matter how dark or murky it is, as if it was crystal clear. This works whether the target is already in the water or on land looking in.
You touch a piece of paper or a page in a book that has writing on it, and the writing changes to something completely different, of your choice. You may speak a command word to see the original text. A true seeing spell will reveal the original text.
You gather together an armful of grasses and roots which are magically woven together into a suit of armor. This armor provides AC 14 + the wearer’s Dexterity bonus.
()This spell can only be cast upon a creature with a bite attack. For the duration, one creature you touch deals +1 damage with its bite attack.
You create a physical effect of a visual, auditory, olfactory, gustatory, or tactile nature in a 10-foot cube. This effect can take nearly any form but cannot be harmful or debilitating. For instance, you can create haunting music that plays on repeat or when a creature enters the area, the scent of pine trees or lemons in a room, make the floor or walls feel spongy, or so on.
()You catch a minor spirit and wrap a part of your soul around it and let it go. While under the effects of this spell, all attempts to use a divination spell on you are misdirected to the spirit instead.
Two willing creatures you touch has advantage on Strength (Athletics) ability checks and Dexterity (Acrobatics) ability checks made while swimming, and gains a Swim speed of 40 feet.
At Higher Levels. When you cast this spell with a 2nd-level or higher spell slot, you may cast this spell on two additional creatures for each slot level above 1st.
You pick up a chunk of rock and turn it into a one-handed melee weapon of your choice. While it is made of stone, it inflicts damage as a normal weapon of its type
You provide protection for yourself or one willing creature against unwanted mental intrusion. The trap will be triggered if a protected creature be affected by a spell or effect that would sense its emotions, read its thoughts, or put the charmed condition on it. The attacker must make a Wisdom saving throw. The attacker takes 3d10 psychic damage on a failed saving throw, or half as much damage on a successful one.
Once this spell has been triggered, it ends.
You call upon your ancestor spirits for advice or protection. You may ask it to complete one task for you:
♦Oracle. You ask the spirit a question, which it answers to the best of its ability. It will not lie to you, but it may not know the answer.
♦Blessing. The spirit blesses you. For the next 24 hours, you have advantage on one saving throw of your choice.
♦Guardianship. The spirit will guard your home or workspace. It will alert you instantly if there are any intruders, no matter where you are (as long as you are on the same plane), but it cannot fight or otherwise interfere. It will remain for one month before departing.
()You point to a spot within range and begin humming. All aberrations, beasts, dragons, monstrosities, oozes, and plants with an Intelligence of 1 to 4 that are in a 20-foot-radius of that spot must make a Wisdom saving throw. Creatures that are actively being hostile, either to you or to something else, have advantage on that roll.
Creatures who fail hear the soothing hum and become calm. They stop what they doing in order to hear the sound and will show no fear or aggression unless you or your companions attack them first. In addition, those creatures will be at disadvantage on saving throws to resist being charmed.
Up to 250 pounds of raw food will remain perfectly preserved for one week. This spell does not work on cooked food, nor does it prevent the food from being eaten during this time
You create a floating mirror that is 4 square feet
One undead creature you touch is granted a measure of resistance. It has advantage when making saving throws against being turned or against spells specifically designed to harm or control undead.
You choose a point within range. Everything within a 10-foot radius of that point is covered in sticky tree sap.
The area becomes difficult terrain. In order to perform any action that is not purely mental or vocal in nature requires a DC 10 Dexterity ability check first. Creatures in the area lose their Dexterity bonus to AC. Winged creatures cannot fly. A creature under the effects of a freedom of movement spell is unaffected by this spell.
You gain the ability to unerringly track any living creature that has directly caused injury or insult to you or to an allied creature, by that creature’s smell. This spell does not work on celestials, elementals, fiends, or undead.
You may only cast this spell at the site of the insult or injury. You can follow the scent even if the quarry swims or flies. The only way to throw you off the trail is to use teleportation magic, although you can pick up the trail again from the other side of the teleport.
()You target a creature within range that is capable of speech. That creature must make a Wisdom saving throw. On a failure, that creature cannot say anything insulting, critical, or otherwise defamatory or disparaging about you—if the target tries, its lips seal shut. You can end this spell at any time, and a remove curse is also effective.
()You can look through the eyes of any living creature within range. You do not have to see the creature in order to choose it
You create a three-foot long, glowing amber-brown shark out of magical force. The shark swims with a speed of 60 and attacks one target you can see within range. It uses your spell attack modifier to attack and on a hit, it inflicts 2d6 piercing damage. It will continue to attack the chosen target for as long as you concentrate on it
()The land within the radius around you becomes grim and dismal-feeling for the duration. The area’s appearance is not masked in anyway
You cast this spell while holding a humanoid’s skull, then let go. The skull continues to float in mid-air, facing the same direction you had originally pointed. The skull has truesight out to 90 feet and is blind beyond that. If any creature enters its field of vision within 90 feet, it releases a piercing shriek that can be heard up to a quarter-mile away
You create a solid hook of force that hovers immovably in midair. You may choose to make the hook visible or invisible to everyone else but you.
The hook can support up to 30 tons of weight and can be used as a handhold or as the base of a pulley system. It is too small to be stood on, but it can hold the ropes that hold a platform. The hook cannot be harmed, although flying creatures that collide with it take 1d8 bludgeoning damage.
()You cause a wooden object, including trees, of Medium-size or smaller to violently explode. All creatures within 30 feet must make a Dexterity saving throw. A creature takes 3d6 piercing damage on a failed saving throw, or half as much on a successful one. If the wooden object is held by a creature (such as a spear or quarterstaff), the creature who is holding it may not attempt to make a saving throw to avoid damage, but must make a Constitution saving throw or be blinded for 1 minute due to flying splinters (if the creature is wearing something over its eyes, such as a full-face helmet, it is immune).
You touch an arrow, which is then fired from a bow. As soon as it leaves the bow, the arrow turns into a hawk (Monster Manual, p.330). The hawk will then attack. You may use a bonus action to direct its attack. When the duration expires, or the hawk is slain, it reverts back to an arrow and falls.
If you cast this spell on a magical arrow (except for an arrow of slaying), the hawk retains the magical properties. For instance, if cast on an arrow +1, the hawk gains +1 to attack and damage.
At Higher Levels. When you cast this spell with a 3rd- or 4th-level spell slot, the arrow transforms into an eagle. When you cast this spell with a 5th-level or higher spell slot, the arrow transforms into a giant eagle.
An explosion of lightning and crash of thunder erupts for a point you choose within range. All creatures within 20 feet of that point must make a Constitution saving throw. A creature takes 1d6 lightning damage and 1d6 thunder damage and is deafened for 1 minute on a failed saving throw, or takes half as much damage and is deafened for 1 round on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 lightning and 1d6 thunder damage for each slot level above 2nd.
You magically cover one bladed weapon or three projectile or thrown weapons with a deadly contact poison. This poison remains effective for three successful strikes on a blade, or for one use each on a missile.
Each blow inflicts an additional 2d6 poison damage, and the target must make a Constitution saving throw or be poisoned for 1 minute.
At Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may use the blade for one additional strike, or poison one additional missile, for each slot level above 2nd.
()You change one hand-held, nonmagical weapon into an entirely different one that you are proficient in. The weapon’s material remains the same (you cannot turn a wooden club into a steel sword, for instance). You cannot give this weapon to anyone else to use.
()You direct the breezes to carry the sounds of distant conversation to you. You can hear what any speaking creature you can see within range as clearly as if they were right next to you.
You transform your hand into a pair of powerful, wolf-like jaws. You use your spell attack modifier to attack. On a hit, you inflict 2d8 + your Strength modifier in piercing damage and, if you choose, the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the target is restrained and you can’t bite another target. At the beginning of each of your turns, you inflict an additional 1d8 piercing damage for as long as the grapple remains in effect.
()You create a cloud of mauve smoke in roughly the shape of a wyvern, which you set to guard an area. If a creature of Small size or larger approaches within 10 feet, the wyvern strikes and the creature must make a Dexterity saving throw or be paralyzed for 1 minute.
As soon as a creature has succumbed to the wyvern’s attack, or when 12 hours has passed, the wyvern will dissipate.
()
An affected creature is aware of the spell and can thus avoid answering questions to which it doesn’t want to lie. Such a creature can hint at the truth as long as the bulk of its statement is a lie.
You create a ten-foot long, vividly-purple, glowing line of magical force, which you can use as a whip. You use your spell attack modifier to attack. On a hit, it does 2d10 acid damage. If it does at least 15 points of damage, and if the target is wearing armor, the armor’s AC is permanently reduced by one level of effectiveness. If it is reduced to AC 10, it is destroyed.
You animate a quill pen to precisely duplicate any form of nonmagical writing you see.
You create a token that repels one specific creature that is feared by many. You must provide either the creature’s name or a description of the creature (such as “the vampire Ebon Thuthane” or “the giant one-eyed boar that destroyed hamlet of Marswick”). When the person who wears the token confronts this creature in melee combat, it must make an Intelligence saving throw or be at disadvantage on attack rolls against the wearer.
You render one living creature you can touch unconscious and insensate. The target creature may attempt a Constitution saving throw, ending this effect on a success. Undead, constructs, and creatures that are immune to being charmed or unconscious are immune to this spell.
Upon waking up, the creature has disadvantage on all rolls for 1 minute.
()You choose one beast you can see and that can hear you and get it to perform one trick for you. As long as the trick is within that creature’s physical capabilities, it will perform the trick to the best of its ability. The animal is unlikely to understand abstract reasoning and must have your request spelled out in detail.
You create an immovable, nearly invisible barrier around yourself or one willing creature. This barrier is solid save for an “arrow slit” and grants the target AC 18. The target may fire a bow or crossbow through the slit and may mentally command the slit to move, thus allowing the target to fire in any direction.
You summon a slender baton made of glowing, colored light, drawn directly from the Elemental Plane of Radiance. You have proficiency in using it and on a hit it does 2d8 + Strength modifier in radiant damage. In addition, it has an extra affect which depends on what color you chose it to have when you cast the spell:
♦Red Baton. The target takes an additional 2d8 fire damage.
♦Orange Baton. The target takes an additional 2d8 poison damage.
♦Yellow Baton. The target takes an additional 2d8 thunder damage.
♦Green Baton. The target takes an additional 2d8 acid damage.
♦Blue Baton. The target takes an additional 2d8 lightning damage.
♦Indigo Baton. The target takes an additional 2d8 force damage.
♦Purple Baton. The target takes an additional 2d8 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 radiant and 1d8 color-specific damage for each slot level above 3rd.
You create a container made of pure magical force, which forms around a substance of your choice, up to one pound. The container is completely unbreakable and inside of it, the object is held in stasis so it doesn’t age. When the spell ends, the contents inside the orb are released.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by an extra day for each slot level above 3rd.
You or one willing creature you touch gains semi-illusory armor and weapon of your choice, which can look like anything you wish. Until the spell ends, the target’s base AC becomes 15 + its Dexterity modifier. The weapon, regardless of its appearance, does 2d6 + its Strength or Dexterity modifier in force damage.
()A green beam of enervating energy shoots from your finger towards a creature within range. Make a ranged spell attack against the creature. On a hit, the creature becomes paralyzed.
At the end of each of the creature’s turns, it make a Constitution saving throw against the spell. On a success, the spell ends.
You hold an item and learn the current or most recent owner’s race, class or profession, and alignment. In addition, roll a d6. On a roll of 1-4, it also reveals the last event that happened to the owner while he still had the object in its possession, if that event had some emotional importance. It does not reveal that person’s name, age, or anything else about him or her.
()For the duration, one undead creature you touch gains advantage on saving throws to resist magical spells, if it did not already have this ability.
You may touch a damaged structure or object made of earth, stone, or clay that is too large to use mending on. Each round that you remain in contact with the object, you heal 2d10 hit points.
At Higher Levels. When you cast this spell with a 4th-level or higher spell slot, you heal an additional 1d10 hit points per slot level above 3rd.
The sand or dirt you hold becomes a sword of a type of your choice. You may use the sword or give it to someone else to use. It deals damage as normal weapon of that type. However, it is immune to spells that affect metal.
You hold of your hand and a gout of boiling water shoots forth at a target you choose within range. Make a ranged spell attack to hit. On a hit, you inflict 3d10 bludgeoning damage and 2d10 fire damage to the target.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell does an additional 1d10 fire or bludgeoning damage, your choice, for each slot level above 2nd.
()You discern the destination of another individual who used spells such as teleport, dimension door, or arcane gate.
()You touch an arrow, slingstone, handaxe, or other object that is fired or thrown at a target. This object then will invariably hit the first creature it is aimed at, even traveling around corners to get to its target and past its normal range. It cannot pass through solid obstructions.
At Higher Levels. When you cast this spell with a 3rd-level or higher spell slot, you may enchant one additional missile for every spell slot above 2nd.
You or one creature you touch is transformed into a translucent, insubstantial shadow.
In this form, the creature can move through a space as narrow as 1 inch wide without squeezing, has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, has advantage on Dexterity (Stealth) ability checks, can take the Hide action as a bonus action when in dim light or darkness, can levitate up to 100 feet, and is immune to falling damage. Finally, the creature can move through other creatures and objects as if they were difficult terrain, and takes 1d10 force damage if it ends its turn inside an object.
You touch a wooden object of Medium size and form it into any shape that suits your purpose. The object you create can have up to two hinges and a latch, but finer detail isn’t possible.
You cast this spell and all locks, fastenings, bolts, clasps, and so on within range are illuminated in brilliant gold. In addition, all keys are illuminated as well If any of the revealed devices are enchanted, they glow ruby instead. This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You hum, sing, or play a short tune or recite a poem (one that can be sung in less than a minute) into a stone. Thereafter, whenever if the stone is sharply tapped or completely immersed in water, it plays the tune
You pick a point within range. All flowering plants within 20 feet of that point temporarily awaken and become carnivorous. A creature that ends its turn within that area must make a Dexterity saving throw. The creature takes 4d6 piercing damage on a failed saving throw, or half as much on a successful one.
The animated flowers also spit pollen. This causes disabling sneezing and choking while in that area. All creatures have their movement reduced to 10 feet.
You create a snare or simple trap that is almost completely undetectable without the use of magic. In order to locate it, a searcher would need to make an Intelligence (Insight) check with a DC of 25.
At Higher Levels. When you cast this spell with a 5th-level or higher spell slot, the DC increases to 30.
()You start singing a well-known and mindless travelling song that has many verses. All living creatures within range that can hear and understand you must make a Wisdom saving throw or begin singing along. Neither you nor singing creatures are unable to take offensive actions, cast spells, or using any magic items (unless they would help with the song). A creature may make a new saving throw, at disadvantage, every minute, to end this effect.
You create a temporary freshwater spring that flows at a rate of 2d6 gallons per minute
()An intense blast of heat and light emanates from your hand, forming a narrow beam that curves around obstacles and moves to follow its target, which it strikes unerringly.
The blast deals 2d10 fire damage and 2d10 radiant damage. If the creature is wearing metal armor or a shield, or holding any metal item that is larger than Small, then it takes an additional 1d10 fire damage as the sun heats the metal up to unbearable temperatures.
At Higher Levels. When you cast this spell with a 4th-level or higher spell slot, it does an additional 1d10 fire or radiant damage per slot level above 3rd.
()You may teleport a Small-sized inanimate object weighing 1 pound or less to any location on the same plane as you. The destination you choose must be familiar to you, and your familiarity with the destination determines whether the object arrives their successfully. The DM rolls 1d100 and consults the table for the Teleport spell (PHB pg. 281).
This spell otherwise acts exactly as the teleport spell.
At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, you double the weight of the item you can send for each spell slot above 3rd. (2 pounds with a 4th-level slot, 4 pounds with a 5th-level slot, 8 pounds with a 6th-level slot, 16 pounds with a 7th-level slot, 32 pounds with a 8th-level slot, and 64 pounds with a 9th-level slot.)
You ward an area against mundane thievery. All creatures who enter the area are at disadvantage when using thieves’ tools, when attempting a sneak attack, and when using Sleight of Hand or Stealth.
At Higher Levels. When you cast this spell with a higher-level spell slot, you increase its duration. When you use a 5th-level spell slot, the duration increases to 12 hours. When you use a 7th-level spell slot, the duration increases to 24 hours. When you use a 9th-level spell slot, the duration increases to 1 week.
()You create an ounce of highly toxic dust, which you can sprinkle on objects (or parts of an object) that are no larger than to 1 square foot. The venomdust adheres to the material and cannot be blown or washed off. It stays potent for 1 month.
A creature that touches an object with bare hands or thin gloves must make a Constitution saving throw. The creature takes 6d10 poison damage and is poisoned for 1 hour on a failure, or no damage but is poisoned for 1 hour on a success.
()You touch a throwing weapon
You create a ten-foot long, flaming line of magical force, which you can use as a whip. You use your spell attack modifier to attack. On a hit, it does 4d10 fire damage. It can also be used to set combustibles alight.
You transform your own cudgel, mace, staff, or other bludgeoning weapon into one made of pure elemental adamantine. It does an additional 2d12 bludgeoning damage on a successful hit and acts as a magical weapon.
You choose one creature that you see within range that has recently been injured by an edged weapon (the creature must not be at full hit points). This spell will cause bound wounds to reopen and unbound wounds to bleed profusely. The target takes 2d6 damage and must make a Constitution saving throw. On a success, the target takes no more damage. On a failure, the target takes another 1d4 damage each round until the wound is treated.
When you cast this spell, you pick one of the following options:
♦Clear Path. The road ahead of you to a distance of ten feet is cleared of debris as you walk, providing you with a easy path.
♦Clutter Path. The road behind you is strewed with debris to a distance of ten feet, turning the path behind you into difficult terrain.
Only relatively light debris, such as light branches and gravel, is moved. Large obstacles such as fallen trees are unaffected.
()You animate a Medium-size nonmagical flame, causing it leave its source of fuel and move in your direct with a speed of 30 feet. It does not require fuel during this time.
The animated fire causes 1d10 fire damage to any creature it touches and it automatically ignites combustible material.
This spell is used to rally or demoralize troops. You choose which effect you wish to use.
♦Drums of Despair. The sound of oppressively loud war drums fills the area. All creatures within that area, except for allies you designate, must make a Wisdom saving throw. A creature who fails is filled with dread and despair and be at disadvantage on all saving throws for the duration. In addition, whenever an affected creature rolls a 20 when rolling to attack, that creature must reroll.
♦Rousing Anthem. The sound of rhythmic, encouraging drums fills the area. All allies you designate are at advantage on all saving throws for the duration. In addition, whenever an affected creature rolls a 1 when rolling to attack, that creature may reroll.
A pit 20 feet deep and 20 feet across appears at a point you indicate within range. This doesn’t work on natural or worked stone. If you cast this spell directly underneath or in front of a creature, that creature may make a Dexterity saving throw to avoid falling. Those who fall in take 2d6 bludgeoning damage from the fall.
You pick a distant object or place you can see or are aware of that is within range. An image of that object or place is then projected onto a flat surface or in the air within 10 feet of you. It is two-dimensional, outlined in faint blue light, and covers an area of up to 10 square feet. You can zoom in and out up to 10× magnification.
You cast this spell on a copper brooch and give it to another creature to wear. As long as that creature is wearing the brooch, you can use your action to see and hear anything that creature is seeing and hearing. This spell only works if the creature is actively wearing the brooch (it won’t work if the creature merely has the brooch on its person) and is within five miles of you.
All corporeal undead within 30 feet of you that have fewer than 50 hit points must make a Constitution saving throw. An undead takes 5d10 force damage on a failed saving throw, or half as much on a successful one. If an undead is reduced to 0 hit points, it crumbles into dust.
You touch a ferrous metal or alloy and cause it to rust. This inflicts 4d10 acid damage each round to an inanimate object such as an iron wall. Magical metallic objects take half damage.
If you touch either metal armor or a metal shield, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to AC 10 or a shield that drops to a +0 bonus is destroyed. If you touch a metal weapon, the weapon takes a permanent and cumulative -1 to the damage it deals. If the penalty drops to -5, the weapon is destroyed. Touching metallic weapons and armor in combat requires you to make an attack using your spell attack modifier.
You may use this to attack a metallic creature, such as an iron golem or a gorgon. The creature may make a Constitution saving throw. The creature takes 4d10 acid damage on a failed roll, or half as much damage on a successful one.
You create a whip of magical force that is always silent. It has a range of 10 feet and you use your spell attack modifier to strike. On a hit, it inflicts 2d8 + your spellcasting ability modifier in force damage and 1d8 necromantic damage. If the target is a living creature, it must also make a Constitution saving throw. If it fails, you heal a number of hit points equal to the necromantic damage inflicted and the target is wracked by terrible pains. The target is at disadvantage to all rolls on the following round.
You choose a point within range. The area within a 100 foot radius of that point becomes choked with seaweed, turning it into difficult terrain for both ships and swimmers for the duration of the spell.
()You sing a deadly song. This can have one of two different effects:
♦You shout the song. It forms a line of solid air aimed at one target within 60 feet. That creature may make a Dexterity saving throw. It takes 4d10 bludgeoning damage on a failed saving throw, or half as much damage on a successful one.
♦You touch a creature, and the song’s vibrations melt the creature’s flesh. You use your spell attack modifier to hit. On a hit, this inflicts 5d10 acid damage.
Although this is a dangerous song, deafness does not protect against it.
()You gain the ability to harm a creature by striking at its shadow. The shadow is treated as if it has AC 8 + the creature’s Dexterity modifier.
()One willing creature’s skin is altered to become a chitinous substance that grants AC 16 and provides resistance to piercing attacks from nonmagical weapons.
You shout, releasing an ear-splitting noise. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 5d10 thunder damage on a failed saving throw, or half as much damage on a successful one, and is deafened for 10 minutes. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
All objects and structures take double damage.
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 about 4th.
You touch a corpse that has been dead for no less than 12 hours. For the spell’s duration, you gain proficiency with all skills, tools, and weapons that were known to that creature in life. You use your own proficiency modifier when using the stolen skills.
You choose one humanoid target within range that you can see. That target hears haunting, beautiful music and must make a Wisdom saving throw or become overwhelmed with the need to find the source. As the music is illusory, it has no actual source and so the target will wander aimlessly.
The target will ignore all distractions and will attempt to walk through any obstacle that isn’t an obvious danger. If the target’s companions keep him from finding the source of the music, the target will fight them.
You target one sleeping creature within range
()You imbue a body of water (or Medium- to Large-sized section of water) with limited sentience and the ability to communicate with you. You can question the water as to the events in the spell’s area within the past day, gaining information about creatures and objects that have entered the water or drunk from it.
You transform 2d6 sticks into either constrictor snakes (Monster Manual, p.320) or poisonous snakes (p.334), with a 50% chance of either. They will fight under your direction.
At Higher Levels. If you cast this spell with a 7th-level or higher spell slot, the sticks turn into giant constrictor snakes (p.324) or giant poisonous snakes (p.327) instead.
You hurl a mote of pure sunlight at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 4d10 radiant damage, and the target and all creatures within 20 feet must make a Constitution saving throw or be blinded for 1 minute.
If the creature has the trait Sunlight Sensitivity or Sunlight Hypersensitivity, they must succeed on a second Constitution saving throw or take double damage.
You draw a square of sand no greater than 20 feet by 20 feet, and tell a story. This spell creates illusions of the creatures and objects in the story, which move and act according to your narration. At the same time, you are covered in shadows—you do not disappear, but your body (although not your voice) seems to fades into the background.
The creatures are slightly translucent and are obviously illusions. They cannot move past the sandy line and are completely insubstantial and silent—you must produce the voices and sound effects. However, you can direct the illusions to appear to interact with living creatures and physical objects, if you wish.
If you stop narrating the story or performing actions (including singing or additional spellcasting) that enhance the story, take a break longer than 15 minutes, or step beyond the boundary of the sandy line, the spend ends.
If you cast a spell such as enthrall while using this spell, the targets are at disadvantage on their saving throws.
You record up to six sounds that you, personally have heard. The sounds can be as soft or as loud as you wish, but can never be so loud as to cause harm. Each sound can be no more than 1 round in length and do not have to be audible while you are casting the spell.
At any point during the spell’s duration, you may firmly press one of cube’s sides and it will release the sound. Each sound can only be called forth once.
You enclose a telepathic message in one to five gemstones and set the circumstances under which the message will be revealed. When a creature holds a vision stone in the criterion is met, the message is transmitted telepathically to that creature. The message can be 50 words long or a one-minute silent vision. All vision stones created with a single casting of this spell must share the same language.
At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, you may create an additional two stones for each slot above 4th level.
()You create a mobile shadow that sends you visual information in a way similar to an arcane eye. You can direct it to move along walls and the floor with a speed of 60 feet, and can pass through a crack as narrow as 1 inch without squeezing. You may use your action to change the shadow’s shape.
()One willing creature you touch gains a pair of wings. The creature’s flying speed is double your walking speed, and the creature gains one additional ability, depending on the type of wing:
♦Butterfly Wings. These wings grant the bearer the ability to flutter—the bearer moves in an erratic fashion. While in the air, any creature targeting the bearer with a melee or missile weapon attack are at disadvantage to do so.
♦Dragon Wings. These wings grant the bearer a wing buffet attack, which can be used as a bonus action. This attack has a reach of 10 feet and inflicts 1d4 + the bearer’s Strength modifier, and that creature must make a Strength saving throw, with a DC equal to 8 + the bearer’s Strength modifier, or fall prone.
♦Dragonfly Wings. These wings grant the bearer the ability to hover.
♦Eagle Wings. These wings grant the bearer the ability to make a dive attack. If that creature dives at least 30 feet straight towards a target and then hit it with a melee weapon attack, the attack deals an additional 1d10 damage to the target.
You instantly age an item by up to 100 years. The actual effect depends on the nature of the item—iron and steel will rust and corrode, masonry will crack and weaken, wood will rot away to nothing, and so on.
()You transfer your mind into the body of a beast, who may make a Charisma saving throw. You gain full control of the beast’s body and senses. You retain your mental abilities, but cannot cast spells while in this form, and you have the physical abilities of the creature you have taken over. Your body is comatose during this time
()You or one willing creature you touch vows to behave in a certain way for the length of the oath and, if it breaks its vow, to perform a certain act of contrition, which must be feasibly possible and not be suicidal in nature. Because this spell only affects willing creatures, it is effective on creatures that are immune to being charmed.
If the creature breaks its vow, even unknowingly, it takes 1d10 psychic damage. If the creature then fails to perform the chosen act of contrition within 1 week, it takes 5d10 psychic damage, and its hit point total is reduced by that amount, until it performs the act of contrition.
Breaking the vow and performing the act of contrition does not end the spell. You may choose to end the spell early by using an action to dismiss it, and a remove curse, greater restoration, or wish spell also ends it.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the spell lasts until it is ended by one of the spells mentioned above.
You point at a spot within range and a 10-foot-wide pillar of earth, stone, or clay erupts from the ground. You can raise or lower it at will to a maximum height of 100 feet, at a rate of 30 feet. You can choose to have it be 20 feet wide with a maximum height of 50 feet.
If crushed against a roof, it causes 2d8 bludgeoning damage and may eventually break through the roof. The pillar is vertical and cannot be grown horizontally or diagonally.
At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, you may create another pillar for each spell slot above 5th.
You release your soul from your body and possess another humanoid or beast. That creature must make a Charisma saving throw to resist. If it fails, you take over its body.
The target becomes incapacitated and unconscious. While in control of this body, you have resistance to all forms of damage except for psychic—injuries your body takes will appear, in reduced form, on your actual body. You may use the target body’s Strength, Dexterity and Constitution but you retain your own Intelligence, Wisdom, and Charisma. You do not have access to the target’s knowledge, memories, class features, or proficiencies.
If the body you are in drops to 0 hit points, the possession ends and you must make a Charisma saving throw. You take 6d6 psychic damage on a failed saving throw, or half as much on a successful one. You may choose to end the possession at any time.
A target is immune to your attempts to possess it for 24 hours after succeeding on the saving throw or the possession ends.
A storm of sticky, life-leeching, brilliant red blood appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. A creature takes 5d6 necrotic damage on a failed save, or half of much damage on a successful one, each round that the creature ends its turn in the storm and for one round afterwards.
()You read the residual psychic impressions in a room or area. Typically, you can only read the most recent events, but a highly-emotional event, especially one that is also very unusual or violent, leaves psychic energies that can be picked up for months or years afterwards. The event is played back perfectly—you see, hear, smell, and feel the events perfectly.
The event that is replayed for you is done so in real-time, so the replay takes as long to complete as the original event, to a maximum of one hour.
For the duration, you or one creature you touch gains advantage on saving throws to resist magical spells.
You hold up your hand a thin beam of sickly green-brown light shoots out and strikes one living, corporeal creature within range you can see. That creature must make a Constitution saving throw each round. The creature takes 1d8 poison damage and 1d8 necrotic damage on a failed saving throw, or half as much damage on a successful one. These effects continue until the target has successfully save three times, although they do not have to be consecutive.
At Higher Levels. If you cast this spell with a 7th-level or higher spell slot, it inflicts 2d8 poison damage and 2d8 necrotic damage each round.
Sand or loose soil or gravel opens up under an non-living, inanimate object that is Large-sized or smaller and swallows it up instantly, burying it to a depth of 60 feet. The ground above it looks completely undisturbed.
You may also cast this spell on an undead or construct. The creature may make a Dexterity saving throw to avoid being buried. If it fails its roll, it is buried, but can dig its way out eventually.
A coffin-shaped rectangle of force forms around one target you can see within range. That target must make a Dexterity saving throw to avoid being trapped inside.
The sarcophagus is completely airtight and cannot be broken from the inside. On the outside, it is a physical object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends.
You touch the target, who must make a Charisma saving throw. On a failure, all other creatures within 20 feet of the target that have an Intelligence of at least 5 believe that the target is responsible for whatever troubles are plaguing them. They are allowed to make an Intelligence saving throw to come to their senses. This saving throw is at disadvantage if they already have reason to dislike or distrust the target.
()You gain the ability enter a shadow and move from inside it to inside another shadow within 60 feet. Both shadows must be at least the same size as you. You must use 5 feet of movement to enter a shadow. You can use this transportation ability once per round for the duration.
You place a lit candle in the middle of a room that is no larger than 30 feet by 30 feet, and cast this spell. The shadows projected by the candle transform into the shadows of the room’s previous occupants, which them silently act out the events of those creatures. This spell does not replay the actions of undead, constructs, celestials, or fiends.
At Higher Levels. When you cast this spell with a 6th-level or higher spell slot, the shadows will speak in whispering tones, repeating the words that the room’s previous occupants said.
You create a cat made of semi-solid shadow. You have full telepathic control over it and can use your action to see, hear, and speak through it. While seeing through the cat’s eyes, you have darkvision to 60 feet.
The cat is an object that has AC 15, a speed of 40, hit points equal to your hit point maximum, and has immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons. If it drops to 0 hit points, the spell ends. It can move through a space as narrow as 1 inch wide without squeezing, has the Stealth skill using your proficiency bonus and has advantage on Dexterity (Stealth) ability checks, can take the Hide action as a bonus action when in dim light or darkness. Finally, the cat can move through other creatures and objects as if they were difficult terrain, and takes 1d10 force damage if it ends its turn inside an object. The cat cannot attack but otherwise has the attributes of a normal cat (Monster Manual, pg. 320).
You place an invisible rune on a single inanimate object. Thereafter, you can concentrate for a minute and learn direction and distance to that object, even if it’s on another plane
()You imbue a Medium- or Large-sized rock with limited sentience and the ability to communicate with you. You can question the water as to the events in the spell’s area within the past day, gaining information about creatures and objects that have come close to the rock.
()You aid a beast in some way, such as by freeing it from a snare or defending it from a predator, and then cast this spell. The creature may make a Wisdom saving throw. If it fails, it will permanently become charmed by you. It will see you as a trusted ally.
Depending on the nature of the creature, it may or may not decide to follow you. If it doesn’t, it will remember you the next time it sees you and still consider you a friend.
Any action that removes the charmed effect from the creature will instantly end this spell. How it reacts depends on how well you treated it.
()One creature you touch must make a Wisdom saving throw or fall into a deep sleep. The creature cannot be awoken from this sleep except by using the spells dispel magic, lesser restoration, or remove curse. Creatures that can’t be charmed are immune to this effect. If the creature is already asleep, it makes the saving throw at disadvantage.
While the target is asleep, you may project images and emotions into the its mind. The subject will then have dreams or nightmares based on those images. The exact results are up to the DM, depending on the content of the sent images.
You may also place a suggestion into the target’s mind. The creature may make a Wisdom saving throw to resist. It will then follow the suggestion when it awakens.
You can broadcast your thoughts, emotions, or instructions to all creatures you choose within range who can understand your language. This is one-way communication
()You touch a creature and cause long, painful thorns to grow out of its flesh, piercing the skin from the inside. A thorn takes 1 round to grow and inflicts 1d4 + your spellcasting ability modifier in piercing damage each round. After each minute, the creature must make a Constitution saving throw or fall unconscious from the pain.
You choose one target you can see within range. That creature’s bones begin to throb and pulsate. Plants, oozes, and other creatures that do not have bones (or other creatures that only have cartilage or an exoskeleton) are immune to this spell.
The pain the creature suffers due to this spell causes it to be at disadvantage for all attack rolls and ability checks, and its speed is reduced by 10 feet. In addition, the target must make a Constitution saving throw each round. The creature takes 1d10 bludgeoning damage on a failed saving throw, or half as much on a successful one.
You switch your appearance and the sound of your voice with one creature of similar size and shape within range that you can see: you look like that creature and it looks like you. The creature makes an Intelligence saving throw to resist, but at disadvantage if it is unaware of you.
()You create a web of force that wraps around the wings and body of any one flying creature within range. The creature is grappled (escape DC equal to your spell save DC) and restrained as long as the grapple remains.
()This spell ages any beast or monstrosity with an Intelligence of 4 or less, at a rate of one year per round you concentrate.
You animate your own blood, creating six tiny, droplet-shaped constructs
You paint runes of dire power on one missile or thrown weapon and it turns into chilling bone. You may then throw or fire the missile yourself or give it to a companion to use.
This missile does normal weapon damage, plus 10d10 necrotic damage, plus the target must make a Constitution saving throw or be poisoned for 1 minute. Creatures that are immune to necrotic damage or poison are immune to this spell and only take normal damage from the missile.
If the sliver of bone you use comes from a close blood relative of the target (sibling, parent, or child), then the person who is firing or throwing the missile has advantage on the attack.
You place the circlet, necklace, or bracelet on an aberration, dragon, humanoid, giant, or monstrosity with an Intelligence of 5 or more, and then cast the spell. The creature makes a Wisdom saving throw. On a failure, the creature is bound by the circlet and cannot remove it.
While wearing the circlet, you may issue orders to the creature. If the creature refuses the order, you may activate the circlet. For each round the circlet is activated, the creature suffers 1d10 psychic damage and is stunned due to incredible pain. You may deactivate the circlet at any time.
You may choose to remove the circlet at any time. A dispel magic, remove curse, or wish spell also will remove it. Finally, at every midnight, the creature, if it is awake, can make a new saving throw at disadvantage. On a success, the creature can remove the circlet and is freed.
A thick cloud appears, seeping up from the ground, in a location you choose within range. It glows white and is shot through with sparks, which are actually tiny bolts of lightning. The cloud consists of ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube.
The cloud’s area is heavily obscured, All creatures in the area must make a Dexterity saving through or take 6d6 lightning damage on a failed saving throw, or half as much on a successful one, each round that the creature ends its turn in the cloud.
()You dose a creature you touch with an extremely potent toxin. The creature is poisoned for 1 day and must make a Constitution saving throw. On a success, the creature is unaffected. On a failure, the creature takes 1d6 poison damage every hour for 24 hours, and its hit point total is reduced by that amount. If the creature’s hit point total is reduced to 0 by this effect, the creature dies. The creature’s hit point maximum will be restored once it is no longer poisoned and has taken a long rest.
At Higher Levels. When you cast this spell with an 8th-level or higher spell slot, the poison does 1d10 damage every hour.
You enter a long trance and get a vision of the future, which describes an important event that shall occur at some point in the near future. It may be vague and open to interpretation. In addition, the DM will secretly roll a d10. On a roll of 1, the vision will be completely false.
If you touch another creature while casting this spell, then the prophecy will be about an event that directly concerns that creature.
If you attempt to cast this spell more than once about a single event, you will receive the same visions.
At Higher Levels. If you cast this spell using an 8th- or 9th-level spell slot, you can attempt to divine a prophecy that concerns an area as large as a kingdom. The DM will secretly roll a d10. On a roll of 1, the vision will be completely false
You throw a snake at a target. Make a ranged spell attack to hit. On a hit, the snake turns into a magical, grappling tentacle that restrains the target (escape DC equal to your spell save DC).
The snake is an object with AC 15, hit points equal to your hit point total
()You create a silent, weightless, magical four-foot-long sword made out of moonlight or sunlight, your choice. Only you may use it, and it cannot be dropped. You use your spell attack modifier to hit. On a hit, it does 2d8 + your spellcasting attribute modifier in radiant damage. Against undead, it does 2d12 + twice your spellcasting attribute modifier in radiant damage. This weapon does not leave visible wounds, except on undead
You create a slightly glowing, ghostly beast or monstrosity that has a challenge rating 6 or lower that erupts from your chest and bounds towards a target. The creature is translucent and utterly silent.
You must use your action to direct its attack
()You gain the ability to enter a flame of at least Small size and move from inside it to another flame within 1 miles. You must use 5 feet of movement to enter the fire, and you take no damage from it. You instantly know the location of all fires within 1 miles. You appear in a spot of your choice within 5 feet of the destination fire, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the fire you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
At Higher Levels. When you cast this spell with a higher-level spell slot, you increase the range. When you use a 7th-level spell slot, you increase the range to 5 miles. When you use an 8th-level spell slot, you increase the range to 10 miles. When you use a 9th-level spell slot, you increase the range to 20 miles.
You softly hum or sing a song and a blue-white, glowing image of a harp, surrounded by little stars of twinkling radiance, that floats in mid-air just above you.
All creatures within 10 feet of you are freed from one effect of being charmed, frightened, incapacitated, or stunned, or it will restore one level of exhaustion. In addition, each round, if you choose to, you may concentrate on a creature within range, and that creature regains 30 hit points. You may continue to concentrate on that individual for multiple rounds, or you may pick a different target.
You tattoo a spell onto a willing creature’s skin. While you cast this spell, you also cast the spell you wish to tattoo—you may use a higher-level spell slot when casting that spell, if you wish. The creature may release the spell at any time by touching it and speaking a command word. This causes the tattoo to disappear and that spell to be cast.
Each tattoo takes up two square inches per level. Up to two spell levels can be tattooed on a neck, up to four levels can be tattooed on an arm, up to six levels can be tattooed on a leg, and up to ten levels can be tattooed on the chest or back.
No more than four different tattoos of power can be placed on a single individual at a time.
One of your arms transforms into a wriggling gray tentacle with sticky suction cups. You can use this tentacle to pick up objects with ease. The tentacle is 30 feet long.
If you strike someone with this tentacle, it does 1d6 + your Strength ability modifier in bludgeoning damage, plus 2d8 necrotic damage. In addition, the DM rolls 1d8 to determine the hit location and effect:
1-3: Torso. No effect.
4-5: Leg. Speed is halved and Dexterity check or fall prone.
6: Left Arm. Drop anything being held. Cannot use that arm or bonus action for 1 round.
7: Right Arm. Drop anything being held. Cannot use that arm or bonus action for 1 round.
8: Head. Blinded and deafened for 1 round.
On a successful hit, you may choose to grapple that creature (escape DC is equal to your spell save DC). As long as the grapple remains in effect, that target is restrained. At the start of each of your turns, you inflict an additional 2d8 necrotic damage.
Two 10-foot-long greenish tentacles grow out of your body. You may use them as additional arms. They grant you one additional attack: you may use the tentacles to wield weapons, using your proficiency bonus, or to slam an opponent, using your spell attack modifier.
If you use them to slam, they inflict 2d6 + your Strength modifier in bludgeoning damage, and if the creature is your size or smaller, it is grappled (escape DC equal to your spell save DC) and restrained until the grapple ends. You may only grapple as many creatures as you have available tentacles. At the beginning of each of your turns, you constrict, inflicting an additional 1d6 bludgeoning damage as long as the creature is restrained.
Each tentacle has AC 11 + your Dexterity modifier and 8 hit points. Damage inflicted on a tentacle does not harm you.
At Higher Levels. When you cast this spell with a 7th-level or higher spell slot, you grow an additional tentacle for each spell slot higher than 6th level.
You touch a dead skeleton or any object made out of bone and give it the tensile strength and durability of steel. If you touch a skeleton, you may then animate it as a skeleton. The undead skeleton then has AC 17.
You target a celestial, fey, fiend, or other creature within range that has a hidden true name. That creature must make a Charisma saving throw. On a failure, you learn that creature’s true name.
At the same time, you must make an Intelligence saving throw equal to 8 + the total of the creature’s Intelligence, Wisdom, and Charisma attribute modifiers. If you fail, the creature you targeted learns your name and appearance.
You cry out loudly and up to 12 living creatures within range you can see must make a Constitution saving throw. A creature drops to 0 hit points on a failure, or takes 3d6 psychic damage on a success.
You fill an area 40 cubic feet with shadow-grey, intangible strands of force that resembles a giant spider web. The webbing is almost invisible. It requires a DC 18 Investigation check to locate them. Once created, these webs cannot be harmed by any nonmagical attacks.
Any creature who enters the web has its movement slowed to 10 feet. Each round a creature ends its turn in the webbing, the creature must make a Constitution saving throw. The creature takes 3d10 cold damage on a failed saving throw and has its Strength reduced by 1
()A storm made of gelatinous, acidic droplets appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least once face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 4d10 acid damage on a failed save, or half as much damage on a successful one, each round that the creature ends its turn in the storm and for one round afterwards.
You prepare a special fluid inside of a glass orb, a process that takes ten minutes. At any time in the next 24 hours, you may break the orb, releasing the blob within. The blob has the same attributes as the ochre jelly (Monster Manual pg.243). At the end of the 24 hours, if the blob has not been released, the fluid breaks down and becomes useless.
The blob has no ability to discern friend from foe and will attack indiscriminately.
You turn a pool of water that is anywhere from 1 foot to 30 feet in diameter as a storyteller. It shows, in images only, the deeds of any one person you name, living or dead. You must name which deeds you wish to see (i.e., the deeds must be publically known), but the pool will show even unknown details. It will show the event in realtime. If there are details that the named person does or did not want known, you must make a DC 18 Intelligence check to reveal them.
()You pick a point within range. All creatures within a 20-foot radius that have 30 or fewer hit points fall asleep instantly. Creatures with a greater number of hit points may make a Wisdom saving throw or fall asleep. A sleeping creature will stay asleep until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the creature awake.
You turn one creature or object in range that you can see into a full-color, two-dimensional image on the surface you have provided. The creature or object is reduced to 12:1 scale
()You draw a magical rune on the ground. An unusually dark, cursed storm develops over the next half-hour (if a storm is already present, the spell takes place immediately). You choose the nature of the rain from the following: ash, bats, blood and bits of flesh, centipedes, fish, lumps of gelatinous slime, putrid black, yellow, or red water, salamanders, small birds, small lizards, small snakes, spiders, toads, or worms. If the rain consists of living creatures, only around half of the animals will survive the fall. None of these animals are capable of harming anyone.
()You become larger, more powerful, and far more commanding.
Your size double in all dimensions and your weight is multiplied by eight, and you increase in size by one category. Your Strength increases by 1d6 and can increase to 22. Your clothing and equipment enlarge with you and your weapons do an additional 1d4 damage, plus your new Strength modifier. You also gain advantage on Strength checks and Strength saving throws.
You become outlined in a faint but mesmerizing aura, which gives you the ability to make powerful commands. You can 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. This suggestion must me no more than one or two short sentences and must be reasonable and non-suicidal in nature. Each target may make a Wisdom saving throw to resist. This part of right of might works like the spell mass suggestion.
You seal a creature or object against any sort of divination that would reveal its destiny, fate, or role in epic events.
(seven gemstones worth at least 50 gp, on which bless has been cast
()You tie the target’s life force to a particular building, an estate, or another place with a clearly-defined border, unless the target succeeds at a Wisdom saving throw. While this spell is in effect, the target cannot leave that place unless you or the building’s owner (if that is not also the target) grant permission, or a dispel magic or remove curse spell is successfully cast on the target.
If the target attempts to leave, the area outside the border becomes difficult terrain, and the target takes 1d10 force damage each time it ends its turn outside the designated place.
()A glistening, transparent globe forms around one creature you touch and moves with that creature. Other creatures may remain within the sphere as well if they stay close to the target.
The globe contains a self-renewing supply of air and allows no inanimate objects in (it does not prevent undead or constructs from entering). Creatures within the sphere are immune to gasses and respiratory attacks and can breathe underwater or even in a vacuum.
At Higher Levels. If you cast this spell with a 8th-level or higher spell slot, the duration increases to 1 week.
You draw the breath out of all creatures in range. Each creature in range must make a Constitution saving throw to resist. On a failure, the creature begins to suffocate.
You and up to seven other willing targets become completely intangible to metal items. A target is immune to bludgeoning, piercing, and slashing damage from nonmagical metallic weapons. It can pass through metal bars, gates and the like as if they were difficult terrain (a creature takes 1d10 force damage if it ends its turn inside a metal structure).
Each target may specify one metal object that they are holding while you cast this spell. The target will be able to continue holding that item for the duration. If that item is a container of some sort, it can continue hold other metal items inside of it.
You touch an inanimate object and it put in stasis. The object can be handled, moved, or carried, but it cannot be damaged, opened, or otherwise affected in any way, even by yourself.
This spell lasts for as long as you wish, up to for 1 month, plus a number of months equal to your spellcasting ability modifier. You may use an action to dismiss the spell at any time.
()One creature you touch must make an Intelligence saving throw or completely forget the events of the previous 24 hours. These memories are forever gone and can only be retrieved by the use of a wish spell.
You cast this spell on anything that has been burned within the last 24 hours. It conjures of a hand-sized black flame that radiates cold and shadow, which proceeds to “unburn” the burnt material, taking it back to its pre-fire state. Anyone who touches this flame will take 1 point of cold damage. It will not reverse burn damage to living creatures and will not restore hit points lost to fire damage. If a living creature died due to fire damage, this spell will remove the burns from the corpse, but will not restore the creature to life.
Like normal fire, this black flame spreads and grows, consuming all burnt items until 24 hours have passed or it runs out of burnt material to consume.
If the original fire reduced an object to ashes, and some of those ashes have blown away, then this spell will restore the item with gaps.
Because rust is a form of oxidation, the black flame will reverse the effects of rust, tarnish, and corrosion on metal.
()You must be outside to cast this spell. You point to a cloud, which immediately descends towards you and changes shape until it becomes a ship made of clouds. The exact shape depends on your whims—it can look like a caravel, dragon-galley, rowboat, etc.
You and up to eight other creatures of your choice may board the airboat, which flies at a speed of 100 feet under your telepathic command.
You are considered to have proficiency with the airboat. The airboat has an AC of 13 and 20 hit points.
At Higher Levels. When cast with a 9th-level spell slot, you may bring up to sixteen other creatures onboard with you.
You may sculpt part of a living being’s body as you wish. For instance, you could change paws into hands, make a quadruped walk upright, enlarge a creature’s brain, and so on. The creature may make a Constitution saving throw to resist. On a success, you make the changes you want. On a failure, you make the changes you want and the creature also takes 3d6 necrotic damage as its body is painfully rearranged.
The changes you make are permanent and might be passed down to any offspring it may have.
Two bright streaks of energy, one red and one blue, flash from your pointing finger to a point you choose within range. The red streak explodes in a 20-foot-radius sphere centered on that point
()You point to one creature you can see within range. If the creature you choose has 50 hit points or fewer, it goes permanently blind. If it has up to 100 hit points, it goes blind for 1 day. If it has more than 100 hit points, the spell has no effect.
All creatures within 10 feet of the creature you pointed out are permanently blinded if they have 25 hit points or fewer, or are blinded for 1 day if they have up to 50 hit points.
You point the finger bone at a creature within range. That creature must make a Charisma saving throw or take 6d12 +30 psychic damage.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
You turn a handful of sand into cut and polished gemstones. Roll 1d6 to determine which table to use in pg. 134 of the DMG. Roll in that table, then repeat that roll to determine the number of gems. The transformation is permanent and the gemstones continue to radiate magic.
()You protect an area from divination, much the same as a nondetection spell, and at the same time create a programmed illusion of sight and sound that is detected by anyone using divination magic to spy on that area. You determine the contents of the illusion, but once you set it, you can’t change the illusion.
()You touch a living creature, which must make a Constitution saving throw. If the saving throw fails, all of the creature’s bones turn to jelly for the duration.
The boneless creature can breathe, speak, and perceive, but its move is reduced to 5 feet and it can perform no other actions. The creature also gains resistance to bludgeoning weapons but vulnerability to piercing weapons.
When the spell expires, the creature’s bones grow back to normal.
At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration increases to 1 month.
()You pick any point within range and shout out your god’s wrath. All creatures within 20 feet of that point must make a Constitution saving throw
You cause a horrendous thunderstorm to develop over the course of half an hour and rage for 12 hours. Rain falls at the rate of 1/2 inch per hour.
Once every 10 minutes, you may direct a lightning bolt to hit a target of your choice. If the target is a living being, it may make a Dexterity saving throw. The target takes 4d8 lightning damage on a failed saving throw, or half as much on a successful one.
You enchant a specially-prepared object, such as a statuette, a gemstone, etc., and give it to a willing creature
You pick a point within range. All rock, earth, stone, metal, crystals within a 20-foot radius cube that is centered on that point vanish, turned into a dense, billowing fog that eventually evaporates. The fog provides light concealment and can be blown away with a stiff breeze.
Creatures made of rock, earth, metal, or crystal must make a Constitution saving throw. A creature takes 10d10 force damage on a failed saving throw, or half as much on a successful one.
You take the blood and use it to inscribe ritualistic runes on the screen, all the while holding the lit candle. At the end of the casting, the creature’s whose blood you are using must make a Constitution saving throw. The creature takes 6d6 necrotic damage and your age is reduced by a number of years equal to half the amount of damage inflicted. If the creature takes enough damage to kill it, it will look as though it died of old age.
()You touch an altar, shrine, icon, the gate of a cemetery, or other object that is dedicated to your god. If this object is desecrated, then this spell is triggered and the person or people who committed the desecration is cursed. The curse can take any form
()You utter a word of great power that forces one elemental, fiend, or celestial that you can see within range to immediately return to its home plane.
You call into being the head, torso, and arms of an enormous humanoid being that appears to be made of the same substance as the ground from which it rose. It is bald and lacks all facial features save a mouth. You may use your action to direct its attack. It is capable of turning completely around but cannot leave the area from which it rose.
Colossus
Gargantuan construct, unaligned
Armor Class: 20 (natural armor)
Hit Points: 310 (20d20+100)
Speed: 0
STR: 28 (+9)
DEX: 8 (-1)
CON: 20 (+5)
INT: 1 (-5)
WIS: 5 (-3)
CHA: 1 (-5)
Immunities: blinded, charmed, deafened, frightened, petrified, poison damage, poisoned, prone, stunned, unconscious
Resistances: damage from nonmagical weapons
Senses: truesight 120 feet (blind beyond this radius)
Challenge: 18 (20,000 XP)
♦ Siege Monster. The colossus deals double damage to objects and structures.
Actions
♦ Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 48 (6d12+9) bludgeoning
()You and up to 8 others within range are instantly transported 24 hours into the future. Unwilling people may make a Charisma saving throw to resist. To outsiders, it appears that you simply disappear.
You appear in the exact spot you disappeared in. If there is something in that spot, you appear within 5 feet of it. There is no guarantee that this area will be any safer than the one you left.
You place a special seat in the center of a building of no more than 1 million square feet (a castle and environs
You touch a creature, who, if unwilling must make a Wisdom saving throw. If it fails, that creature is removed from time. You may declare while casting the spell how long you want this state to continue, up to 1 month.
A creature that has been removed from time is paralyzed, does not age, and does not need to eat, drink, breathe, or sleep. It is immune to all forms of damage and all conditions.
A creature under the effect of this spell can only be freed by casting a wish.