A Longer List of Bot Spells

Notes:
Unfiltered output from Model 744, 512 minibatches GD
Seems to more reliably make good spell names but is overfitting on spell descriptions?


Lightfoot

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

The spell fades from your visible eye’s appearance. You can see through to much of the creature’s body as if through a 3-foot-by-5-foot window centered on a point within range. You can’t see or hear anything beyond the window and nothing beyond it can’t apparate or pass through it. While affected by this spell, the creature is invisible to all magical means. The target can repeat the saving throw to work with. If the saving throw is successful, the spell ends. Abjuration

Evard's Last Supper

Casting Time: 1 action
Range: Entering
Duration: 1 Round

Your soul and body are guided to a magnificent throne room that will show off your achievements from your youth. You appear in a chair and lie on the ground, looking up at the sky. You must be able to stand still and see into the future. You appear at a point in the timeline that you are familiar with. You appear to be in your late teens or early twenties.” You appear to be alive and well.” You appear to be alive and well.” You appear to be alive and well.” You appear to be alive and well.” You appear to be alive and well.” You appear to be alive and well.” You appear to be alive and well.” You appear to be alive and well.” You appear to be alive and well. If the spell ends before you have cast it, the current time is 11:00 AM PT. Otherwise, it is 1:00 PM PT. When the spell ends, you are no longer in the spell’s range. Illusion

Harshness

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. 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. The creatures must be within 30 feet of each other when you target them. Enchantment

Tearing through the Veil

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a primal power to shake up the very foundations of your organization. Choose a creature within range, which must be within range. You or your companions shed dim light in a 5-foot radius and can dim light and darkens light for an additional 5 feet. The creature needs no material component. The transformation lasts for the duration for the target by an additional 5 feet, and it affects both of the creatures it affects with it. If the creature is created equal to more than three times the spell’s level, it must make a Wisdom saving throw. On a failed save, it can’t become the target of a spell for 1 minute. On a successful save, the creature can’t be affected for 1 minute. After 1 minute, if the creature is no longer affected by a spell, it reappears in the space it left or in the nearest unoccupied space if that space is occupied. Conjuration

Disarming Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its normal size and being invisible. Abjuration

Swift Retribution

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You choose a nonmagical weapon that you can see within range and that isn’t

Light Armor

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. The target’s gearLight and has an AC of 10, and the attack rolls of ranged attacks using it. The target’s attack bonus and survival is based on the creature’s hit point maximum. Transmutation

Tornadoes

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A tornado of thorns hits a point away from as far away as you are on the ground. Each creature in that spot must make a Dexterity saving throw. On a failed save, a creature takes 10d4 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Evocation

Instantaneous

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: A whirlwind of thorns appears in a location you ch

oose within range. The whirlwind appears in the space you specify and lasts for the spell’s duration. The whirlwind is difficult terrain for creatures other than you. Any creature that starts its turn in the whirlwind must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage, and the whirlwind is

Dispel Evil Curse

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Dispel Evil Curse, enriching the worlds around you. Each creature you choose within 30 feet of you must make a saving throw. On a failed save, the target takes 2d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to move the target 10 feet away from you by using one movement action to touch the target, must make a Constitution saving throw. On a failed save, the creature takes 1d8 necrotic damage, and until the spell ends, you can only affect the target with one of the spells. If you target a plant creature, an undead plant, or a zombie, you create a toxic cloud that lasts until the spell ends. You can end the cloud on the spot you cast the spell. 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. Conjuration

Light step

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Light step descends from your concentration on the summoned weapon. If the weapon has a damage type III or IV, the damage increases by I damage for each slot level above I. Evocation

Tasha's Hideous Mangle

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You hide a creature’s nest, make a discovery that causes it to alarm, and then teleport to an unoccupied space nearest to the spot you’ve mentioned. The creature has advantage on Intelligence checks itself so that it can see it, which it can in turn can it’t see the creature. Transmutation

Disappear

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a phantom drawing a bead on the target body and deleting its memories. The target remains there for the duration or until it escapes from the spell. If the target drops to 0 hit points, it dies or is replaced by another target. Necromancy

Sleet Star

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a surface that is no larger than 10 feet in any dimension and created only because of a rare event. One creature you can see within range rages. You teleport the target to an unoccupied space that you can see within 120 feet of you. On subsequent turns, you can use your action to make a Climbing or Usual move to the top of the target’s reach, causing it to drop down to 0 hit points. On subsequent turns, you can use your action to make a melee spell attack against the target, ending the effect of the spell on the target. Transmutation

Curesong

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature you touch regains the maximum number of hit points from a slot class. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Transmutation

Tasha the Invasive Growth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell causes flowing water in a 5-foot radius around you to form in a mature adult male’s bestial form and grow to a height of up to 30 feet. The water appears in an unoccupied space on the ground within range. The water lasts for the duration or until another river or stream or lake supplies the area. The water usually moves with the wind, remaining partly submerged and continuing to grow larger and larger until it is almost as big as the area around it. Transmutation

Earthen Touch

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a creature and get up to 15 feet in height. You and the creature you touch have advantage on Wisdom (Perception) checks you make to be poisoned. Transmutation

Snip Tube

Casting Time: 1 action
Range: SLAM
Duration: Small wind sways through your flesh and then hurri

es you. Each creature in a 15-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the hand up to 20 feet. Any creature that ends its turn in the sphere must succeed on a Dexterity saving throw or be affected by the spell. On a failed save, the creature is restrained as long as

Vengeful Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, until it uses its action on a later turn. If the target succeeds on this saving throw, this spell doesn’t ended. A creature with an Intelligence of 3 or lower can’t be affected by this spell. Enchantment

Warmachine

Casting Time: 1 action
Range: 30
Duration: 8 Hours

A mass of undead appears and hovers around a creature in the midst of life-giving magic. The target must make a Constitution saving throw. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th Necromancy

Fanged weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a melee weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. Transmutation

Telekinetic spike

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You send a pulse of telekinetic energy that is 5 feet long and 5 feet out at a point you can see within range. If you are sending the energy at the target, make the attack roll against the chosen target using your advantage. The energy is brief and lacks the power to move. It instead moves with you, remaining within 10 feet of you for the duration. If the energy is continuous, increases in speed over the duration are created. A creature must now make an Intelligence saving throw at the end of each of its turns. If they succeed, the effect ends. Transmutation

Morgemont's Private Sanctum

Casting Time: 1 action
Range: 120
Duration: 24 Hours

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 or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: • Sound can't pass through the barrier at the edge of the w arded 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

Blaze cancellation

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You send a negative energy pulse coursing through a creature that you can see within range. The target must succeed on a Constitution saving throw or take 1d8 + 10 bludgeoning damage. If the target fails the saving throw, it can’t be affected by this spell again until its next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Maddening light

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 10 minutes

Magical darkness spreads from a point you choose within range to fill a 60 foot radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. Evocation

Fire dragon cry

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You point your finger, and the sound of a dragon cry echoes throughout the area. The area becomes difficult terrain for the duration. Each creature that starts its turn in the area must succeed on a Dexterity saving throw or take 5d6 thunder damage, and the sound of a beast cry can be heard from up to 300 feet away. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Evocation

angel's hold

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You awake the soul of a humanoid as it attempts to regain control of its body. The soul must be within 1 mile of the entity for it to work. Once a day for 1 hour and 5 minutes, and every 5 minutes for 1 hour and 5 minutes for 1 hour. The spell ends if you cast it again. Abjuration

Evard's Black Tome

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You summon a fey servant that assumes the form of a larger or smaller beast. Choose a beast that you can see within range, such as a mountain goat, cobracca, boar, or lynx, or a humanoid that you can see within range, such as a maiden, son, or daughter-in-law. The fey servant disappears when it drops to 0 hit points or when the spell ends. The fey servant gains no magical value until this spell ends. It takes 10d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a fey inine. Transmutation

Tenser of Titania

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Tenser of Titania appears in a location you choose within range. Until the spell ends, Tenser has disadvantage on attack rolls against undead and creatures of your kind that aren’t friendly to you. If you cast this spell using a spell slot of 4th level or higher, the spell creates an illusion of a Undeadess, which has it fight its way around a corner. When you cast the spell, you can designate any number of targets for the spell. The targets can’t be more than once on your turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by two for each slot level above 2nd. Transmutation

Otiluke's Free spirit

Casting Time: 1 action
Range: 60
Duration: 1 Hour

This spell grants the nonmagical devil a portion of the spirits attributes of its living victims: body, mind, and personality. The devil’s body is an immobile mass, with 100 hit points and 10 hit points if it is buried. The devil has 50 hit points per round until it drops to 0 hit points or until it dies. Casting this spell grants a maximum of one additional hour for each slot level above natural armor. Transmutation

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. Conjuration

Create Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You expunge a section of stone from itself and appear in the area where the area of the flame occurs. The area can be a space you can see (at least a 5-foot cube), a fixed building you can see, a direction you can see, or some other coordinateable shape. It can’t be more than 10 feet on either side of you, and it can’t been created by another spell of equal or greater level or direction. Conjuration

True Reflection

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You create a ray of light in front of you. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. On a hit, the target takes 4d6 bludgeoning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Thunderbolt

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You hurl a metameturn cloud of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Earth Tremors

Casting Time: 1 action
Range: interaction
Duration: Touch

Instantaneous You cause up to ten tremor warnings in the air. Each creature other than you within range must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Muklukhut's Instant Summons

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you

Tenser's Freezing Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous or 1 hour (see below)

A frigid globe of icy fire springs from your fingertips into a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage, or half as much damage on a successful save. A creature takes 5d6 acid damage on a failed save. A creature takes 10d6 fire damage on a failed save, and 20d6 lightning damage on a failed save. The fire spreads around corners. A creature takes 10d6 cold damage on a failed save, and 25 dice damage on a successful one. Ranged weapon attacks that pass through the globe or that are made against targets within the sphere have disadvantage on their attack rolls. Rocks and rubble move around corners. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage for both effects of the spell increases by 1d6 for each slot level above 5th. Evocation

Evard Lockwood’s Thoughts

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You sense the thoughts, feelings, and desires of a group of 10th-level followers of Berk. They consist of those you designate, any creatures that you designate as friends, and any objects that you designate as magic items. You must be close to the followers to gauge whether they have any problems understanding your spell. If they do, you immediately cast the spell again. If you target a follower, that follower is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional follower for each slot level above 6th. Enchantment

Eidolon of Vitality

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You inject one willing creature you can see within range into an aleisterium chloride solution. The target must succeed on a Wisdom saving throw or take 1d8 poison damage. After rolling a d8 and setting another, the target can roll a d10 at the end of each of its turns to determine its next lethal touch. Necromancy

Find Melf’s Eerie Wind

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You locate the wind that is driving a wind-like whirlwind that is summoned in an unoccupied space of your choice within range. For the duration, wind blasts a target that you can see within range. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature restrained by the whirlwind can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the whirlwind reaches its full height, it vanishes. Conjuration

Snilloc’s poisonous web

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You can see through the webs of a creature that is beneath it and into it, causing it, or a creature with a touch or less hearing function, to become paralyzed for the duration. The duration is thus: 20 minutes, 30 minutes, 20 minutes, 15 minutes, 10 minutes, 9 minutes, 8 seconds. Conjuration

Druid's Irrestistible Grace

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Otto's Obsidian Blade

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a shard of obsidian and lay it within range. You make the attack roll with advantage, and draw it in without expending a spell slot. On a hit, the target takes 4d6 piercing damage. Constructs and undead aren’t affected, and plants and water elementals make the attack roll with advantage. If you drop the shard in question, it’s lost. Transmutation

Blindsense

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and can see in that creature’s eyes the direction the spell

Omnaterrestriale

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a devil from the chaos of space. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends. The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control

Thunderning Bolt

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. A t Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Otto's Irradiation

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and can emit bright light in a 30-foot radius and dim light for an additional 30 feet. The light can’t undeadly enter the area. Evocation

Wicked Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s powers become resistance, and the stronger the attack rolls you make with that weapon. The target also gains a +2 bonus to attack rolls and a saving throw against spells. Abjuration

Warding Winds

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

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. • The area is difficult terrain for creatures other than you. • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind. • It hedges out vapor, gas, and fog created by wind. Evocation

Tonguish

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. The targetnyve becomes transparent. Until the spell ends, the target can’t become invisible. In addition, as an action, you can touch the target and become immune to all damage and effects directed at it, including the triggering trigger, for each of those turns. Additionally, until the spell ends, the target can’t speak, and its hit points are all. Abjuration

Sneak Attack

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You weave your body and energy around a specific object that you can see within range. You choose the object—which is a magical item made of metal or stone—and move like you would with regard to each touch. For the duration, that object has AC 15 and 30 hit points. Your muscle memory and reasoning capabilities are enhanced, though you can’t deduct events that take place in a straight line. Finally, your telekinesis, if elevated, is unaffected. The spell ends when you use up any casting space or when you dismiss the spell. Transmutation

Find the Way

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. Divination

Lightning Strike

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A stroke of lightning forming a point on your costar's person grants the subject powerful telekinetics. Each creature of your choice that you can see within range takes 1d4 lightning damage, and on a hit, the creature must make a Dexterity saving throw. On a failed save, the creature takes 1d4 lightning damage and is pushed 10 feet away from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Evocation

Find Your Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

This spell allows you to find your way to your destination in a particular direction. The spell has a range of 120 feet and a time to appear in a location where you do. The spell ends if you are unable to find your way to a location you choose. Its DC equals 10 + your spellcasting ability modifier. If you cast this spell using a spell slot of 3nd level or higher, the DC increases to 11 + your spellcasting ability modifier. When you first gain this benefit, you were unaffected by the spell. The spell can’t.ai; back then, you could cast it again as an action while it lasts. Divination

Dispose Self

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Youuseuseitation, up to 1 minute intake, tond it with an illusory creature comforter, and until the spell ends, it has disadvantage on attack rolls against creatures other than you for the duration. If you don’t end the spell early, the illusory creature’s fate is decided by how well the spell pans out. When the spell ends, the creature becomes aware that it has become aware of an illusory creature. At the end of every 30 days Until done inactivity, an illusory creature haunts it. It is quiet, leaves behind nothing to talk about, and looks entirely normal. When the spell ends, the creature disappears, and the spell ends on a different creature. 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. Enchantment

Wicked Relish

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose a creature you can see within range and pour acid energy (your choice) to cause a creature in the area to become charmed by you. The target must succeed on a Wisdom saving throw or be charmed by you for the duration. While the target is charmed in this way, you have resistance against all damage, and your spellcasting ability can’t use a weapon if it isn’t out of alignment. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this effect to end. 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. Conjuration

Caster level check

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and bestow a magical force that is equal to your Intelligence modifier. For the duration, the target is protected from poison, diseases, and diseases. The target also has resistance to fire damage. If the target drops to 0 hit points, its vitality is lost, and it becomes permanently injured. This spell doesn’t protect the target from natural disasters, wars, and other natural disasters. Conjuration

Herald of Thorns

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you make a melee spell attack with an object wielded by a creature within range, add your spellcasting ability to the attack roll. On a roll of 14, the creature can roll a d4 as part of the attack. On a roll of 10, the creature can roll a d4 as a ranged spell attack. On a roll of 7, the creature can roll a d4 as an action and make the attack. The creature can use its action to dismiss the dismissal of its disbelief with a curse, keep, or some other acceptable means. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Enchantment

Glibnaga

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Holy magic flows through you in an instant, draining magical energy from all places you take it and limiting your field of vision. You must make a Dexterity saving throw a full turn later. If you have a Strength score of 5 or lower and you are fighting a creature using Strength against you, the saving throw fails. The creature must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

A trench Transmutation

Vulnerable System

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. The target’s base AC isioned and it has attack rolls equal to its hit point maximum. The target also has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Abjuration

Blinking Blade

Casting Time: 1 action
Range: 5
Duration: 1 Round

As part of the action used to cast this spell, you must make a Wisdom saving throw or be charmed. Transmutation

Druidic Gear

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature’s gear, attaining a slot that can hold a weapon or a shield. When the spell ends, the target reappears in the space it left or that was damaged in the spell’s area falls prone in lieu of the spell’s level. Conjuration

investiture of trees

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create up to four evergreen trees in an unoccupied space on the ground within range. As an action, you can lengthen the trees, creating a reach of 10 feet. When you cast the spell, you can designate any size or kind of trunk. Any creature in the trees reach maximum size up to that size. Small or smaller vehicles and all objects loaded with food are supported by the trees. Any creature or object supported by dirt or stone is withdrawn from the trees at its last motion. Transmutation

Control Animals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You take control of the animals in a 20-foot-radius hemisphere one-on-one. One creature you choose within range causes for the animals to make a Wisdom saving throw, and if it succeeds, you pull the creature into the trance for the duration. The creature is under your control for the duration, gaining and losing control of the animal. It can perform any action it wishes, as the creature loses control of itself. While merged with the spell, the creature has a limited use of the magic of the original object it was held in. When it w as dismissed, it reverts to its original form, and if it reverts within the last minute, it can’t be re-animated. If the creature attempts to use an action to dismiss itself from the spell, it instead attempts to use one that has been exhausted. Conjuration

Transport through void

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You choose a point within range and step on it, speaking a portion of the language you know into the void. You consume a willing creature’s flesh or fingened body, and each creature of your choice that you can see within 30 feet of it dies. A successful Constitution saving throw fails. The creature is left with nothing but lifeless body parts and no sounds other than a whimper. 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. Necromancy

Arcane Aura

Casting Time: 1 action
Range: 30
Duration: 24 Hours

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 is imperceptible to melee or ranged attacks, and doesn’t recognize you. The spell ends if you are incapacitated or if you cast another spell. The image changes colors when you use your action to dismiss it. For example, if you create an image of a creature and stick your finger in it, the image would change from pink to turquoise if it were created with normal touch. Otherwise, the image would be unchanged until the end of your next turn. You can also dismiss the spell as an action. Illusion

Tasha's Hideous Compulsion

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

When you cast this spell using a spell slot of 3rd level or higher, your body becomes shrouded in darkness until the spell ends. You can dismiss this spell as an action. However, if you cast it again this turn, you can create a 10-foot-radius sphere of darkness centered on a point you choose within range. The sphere spreads around corners. It extinguishes flames if it is within 5 feet of a point you choose. A candle must also be lit between the two of you for the spell to work. When you cast the spell, you choose any number of words, one word a phrase, or one voice. The spell ends if you or the target are no longer on the same plane of existence. This spell may also affect other creatures! (Typically, it affects creatures that share a space). At any time for the duration of the spell, the target can make a Wisdom saving throw. On a successful save, the spell ends. Enchantment

Ceremony of the gods

Casting Time: 1 action
Range: Self
Duration: Instantaneous

Up to six creatures of your choice

Coulotaur zombie

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the channeller, Tiamat, to deliver an army of undead to wipe out a city so monstrous it threatens the very foundation of reality. Choose a point you can see within range. The zombies enter the area in masses of decaying flesh and leave a trail of footprints indicating where they will be forced to go. Each foot that a zombie makes deals 1d6 necrotic damage. The zombies are centaur-like in shape and weigh up to 10 pounds. If you choose a point on an undead’s torso that is undergrowth, you instead create a centaur zombie bridge that travels up to 30 feet in any direction, stabbing at the target that enters the area. If you choose movement over head, the zombie travels at least 10 feet per round for the spell’s duration. Conjuration

Otto's Irresilience

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible sensor within the substance and invisibly familiarizes yourself with the sensor if you are close enough to the sensor and his or her presence. You can use your action to dismiss the spell. When the spell ends, any remaining worn or discarded magic items in your bag are lost, and you can use your action to dismiss it. With advantage, each time you cast a spell that uses up magic items, you lose 1d10 the amount of time you have remaining. When you cast this spell, you can specify a price for the sensor, which can be gold, jewels, experience, or a spell slot only available to you. The price you receive is contingent on the state of the game—for example, if you cast the spell and the price is not in the Monster Manual, the game doesn't end when that spell ends. This spell can have additional effects, such as increasing the price of rare goods. To determine whether a spell is successful, you must ask the DM a question that can be answered in one of the following ways: 1. The spell leaves the sensor awk at the start of your next turn. 2. The sensor appears

Detect Water

Casting Time: 1 action
Range: Self
Duration: 1 Round

For the duration, you can read the scent of water on objects you touch. If the target is on a surface, but it is invisible, the spell fails. Divination

Thunderous Crash

Casting Time: 1 action
Range: 60
Duration: Con

Ennervate Vampire

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You prise a vampiric enemy within range and drain his vigor, leaving him helpless. He has AC 10, 0 hit points, 0 damage, and has 0 hit points maximum. He is charmed by you. Humanoids, fiends, and undead can be charmed as well. Your DM chooses statistics appropriate for the type of creature dealt by the attack, such as mental or physical exhaustion. If

Fire Dragon's Grace

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Grace from outside of the line of sight of a creature of your choice that you can see within range. Until the spell ends, the spell also ends for fey creatures and undead. You can also use your action to temporarily halt the flow of magic between the spell and the target. Transmutation

illusory hope

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A willing creature you touch is gifted a new ability score. The creature starts off at 1 + 1, and increases to 2 + 1. The more you have the ability score, the higher you become at getting into and surviving this spell’s duration. You can’t more than one ability at a time. 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. Transmutation

Conjure Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, wind whirls around you, and you gain the following benefits: • Ranged weapon attacks made against you have disadvantage on the attack roll. • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. Until the spell ends, wind whirls around you, and you gain the following benefits: - You gain an extra hand of protection from cold at the DM’s discretion. You appear in a spot of you away

Snilloc’s Snowboarder’s Aura

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You evoke the snow or sleet of the Ethereal Plane in an unoccupied space, then use an action to cause it to raise its speed by 60 feet for the duration. Until the spell ends, the snow or the sleet moves with you, centered on you. Snow prevents vehicles from traveling in the area at the time you cast the spell, and it lasts for the duration. If you cast this spell while you already have a building or a tunnel open, you instead cause it to open; if it closes again, you have no choice but to end the effect. Transmutation

Telekinetic wave

Casting Time: 1 action
Range: 500
Duration: Instantaneous

You choose a point within range and cause psychic energy to explode there. Each creature in a 20 foot radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. Enchantment

Seductive radiance

Casting Time: 1 action
Range: 120
Duration: Concentration, up to

Dampening light

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. Evocation

Titanite Swarm

Casting Time: 1 action
Range: 1Earth
Duration: Instantaneous

A group of antsieable creatures of your choice that are crawling on solid ground appear in an unoccupied space you can see within range retreat form. Roll a d4 for the number of creatures that can occupy the space. The area is heavily obscured.–until the spell ends, you can use your action to move up to fifteen feet away from the target. The target can use its action to deal 1d4 damage to the left of the target, or end its turn quickly. The target can repeat the saving throw after making the extra attack roll. The spell ends if you use your action to do anything else

Foster the Chosen

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your story begins in this world. Pick a point you want to tell your character's people, and they will follow you there. If they don’t, they will. Choose a point you can see within range. You can see a vague outline of a location before entering the place. A portal stands in the opening you step through. Any creature that enters the portal instantaneously travels through it, even if it can’t see where you start. Travel through a flame portal, for example. The portal opens in the character's location and exits at a point you choose within 120 feet of you. You can use a bonus action to push the flame upward and collapse it. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 fire damage and is blinded until the spell ends. On a successful save, a creature

Dissonantly Beautiful Aura

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature. For the duration, the target’s orange and lavender eyes turn lavender. The target’s Charisma is 10. 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. Enchantment

Sickened by Madness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You have turned into a mold-like image of your self for the duration. This illusion lasts for the duration or until someone uses an action to shake your brain. At the end of every 10-foot-radius sphere you can see within range, you can see, or hear each image you choose from, but nothing else. The image doesn’t reach into the mind of another entity. If you send the image a creature must make a Wisdom saving throw or become frightened of it for 1 minute. If you refrain from sending the image, the image doesn’t leave your mind. A frightened creature can’t take actions until the illusion is removed. A frightened creature can use its action to make a Wisdom (Perception) check against your spell save DC. On a success, the image vanished. A frightened creature can use its action to move its mind from one condition to the next. 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. Enchantment

Flesh and Blood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into undead. If the target’s body is covered by a layer of frigid or slush, blistered flesh appears there at the target’s command. The creature must succeed on a Dexterity saving throw or be stripped of its soul and subjected to the condition of undead flesh and blood. The creature is denied the benefit of its soul until it falls out of reach of the spell. Necromancy

Mana Leak

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a Small or larger creature. For the duration, the target is blinded and doesn’t speak any sound. The spell can also be used as a way to quiet intruders, to ward off potential predators, or as a means to lure a predator away from you. As part of casting the spell, you can offer one of the following effects to the target. Liquefied milk. The target’s milk supply was infused with this spell’s poison. Grasping a strand of string from the target’s tunic. If handle tight, pulls up into a fist sized fist. This fist has AC 15 and 30 hit points. If it drops to 0 hit points, the target is restrained until the spell ends. Screaming as the target flies away from you. The target takes 10d8 thunder damage on a failed save, or half as much damage on a successful one. Whirlpool. The target is restrained in a whirlpool. It must make a Strength saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. A strong wind keeps the whirlpool churning. It also stops the spell at the target when it activates. Transmutation

Power/Tattoo Tail

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a toy tail and put it within range to make it flutter. It flaps its own scruff so that your stepped foot can pass it. The toy tail doesn’t provoke opportunity attacks, and it doesn’t possess any senses of audience. The toy tail doesn’t attempt to gallop or lunge; instead, it follows your every movement to the letter and strikes anything it comes across as an attack. If it can’t reach a target, the tail darts between them, grabbing both the target and the tail, effectively slashing it away. Transmutation

Magic Beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You invoke the power of another spirit to fight. Choose an elemental spirit of challenge rating 4 or lower. A challenge is rolled for each rating you have available. You unleash the power of your hand to push a creature up to 10 feet away from you. The creature must succeed on a Constitution saving throw or be pushed 10 feet away from you. Conjuration

Teleporting

Casting Time: 1 action
Range: 30
Duration: 1 minute

You teleport up to 30 feet to an unoccupied space you can see. Up to three possible destinations can be selected. The destination must be a world or a place other than a start field or a start location. Conjuration

Earth Tremors

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension and touch it up to 100 feet in any dimension. The spell creates an earth-based Terrify Monster on one creature you can see within 120 feet of you. The target must succeed on a Dexterity saving throw or be affected by the spell for its duration. A creature that successfully saves against this spell is usually sent back to its original environment, where it's skeletal remains were the remains of a creature. A creature with Intelligence score of 2 or less isn’t affected. If the target is a creature, it rolls a d4 and subtracts the number rolled from the attack roll or die. A creature that doesn’t make a attack roll can’t benefit from this spell taking the attack to be unaffected. Evocation

Tasha polymorph

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You transform a willing creature you touch, and up to ten other creatures thereafter, from the chosen form you pledged when you cast the spell. For the duration, you gain the following benefits: - You appear in pairs, w waanging as long as you maintain control of the subject and decreasing in area of effect as you move. - You can use your action to create a 15-foot-radius sphere of uncontrolled water centered on a point you can see within range. Until the spell ends, any creature in the sphere is pushed away from it and must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. - You can move through the sphere at supersonic speeds. Choose one of the following paths: acid, cold, fire, lightning, or thunder. • You cause water, stone, or metal to move apart from you and create a 20-foot-radius sphere of debris around itself that lasts until the spell ends. - You alter the trajectory of trackers, turning buidlyagons, goblins, and other creatures, as well as those who can see through the ice, into disappear pieces, each with a different power and effect. • You alter the properties of barriers, chests, and other such locations. They are made of ice, and unless they are animated, they remain standing when removed. • You cause liquids, gas

Gathering Courage

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

When you cast this spell with a casting area of destination in a location you can see, the area becomes difficult terrain for the duration. When you cast the spell and as a bonus action on your subsequent turns, you can mentally command the area you cast this spell with any commando commandoke or cast my audible commands (no action required) with any of the area’s material components urations overlaid on top. Conjuration

Snilloc Swarm

Casting Time: 1 action
Range: 1 Insect
Duration: 10 minutes

Swarming, swimming, and weaving between trees and shrubs delivers a dazzling array of plant and martial weaponry that lasts for the duration. If the target is a tree—such as a thicket or a crevasse tree—it enables creatures of similar size or stature to move about them in a circle that is three times as large or wider. The target creature can sit or stand on any surface it chooses, but it can’t stand except on solid ground. The spell damages objects and causes damage to plants and mud, but nothing else. Transmutation

Searing Blaze

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The speed of light in a 60-foot cube increases by 60 feet for the duration. Transmutation

Find Your Own Path

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 hour

You return a willing creature you can see within range to a plane of your choice. The target must succeed on a Wisdom saving throw or follow your example and exit the rift at any time. The target disappears into a harmless demiplane. While affected by this spell, the target grows in power and intelligence—especially if it is a celestial, fey, fiend, or undead (

Control flames Blade of Fire

Casting Time: 1 action
Range: 60
Duration: Instantaneous or 1 hour (see below)

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

Chakravara's Faithful Hound

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. 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 sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound’s attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage. Conjuration

Otto's Irrestistible Rock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You blast up to ten tortural rockets of challenge rating 4 or lower within range, placing them to their doom. Choose one of the d20 of 15 point one of the creatures you target, and it obeys your commands immediately. You must use your action to target the other creature. If you do so, the rockets all fail their saving throws and become a storm cloud for the spell’s duration. Each rocket takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature killed by the wall can feel the quake and can spend 1 ounce of force on each of his or her saving throws to break free and avoid it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Bold Polymerization

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Charisma saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The creature can’t open a front door or use any movement. It can, however, stand up and walk over wallowed ground. When the spell ends, the creature returns to its normal form, and the spell ends on a part of it that the spell’s energy was sent to. If the creature is destroyed by a fall, Reaper of Thorns has no effect to stop it. While the spell ends, the creature can use its action to try to swim back to you. A swimming creature must a swim other than left or fast. If the creature is moving, repeat. If the creature is concentrating on a spell, this spell ends. Transmutation

Abi-Dalzim’s Scorcher

Casting Time: 1 action
Range: auto-casting
Duration: 1 minute

The next time you hit a creature with a Scorcher spell, your arrow strikes up to ten times more often than necessary, and the extra damage is greater for each casting of Scorcher that uses a slot of 3 or less: ". At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d10 for each slot level above 1st. Evocation

Water Mage

Casting Time: 1 action
Range: 30
Duration: 8 Hours

This spell grants the ability to move through mud, sand, or snow to a depth of up to 30 feet. The target must succeed on a Dexterity saving throw or be pushed back up to two feet. The spell doesn’t create any existing movement forces or objects, but instead uses any one of the mount’s club functions. The mount has resistance to nonmagical damage, and it has resistance to damage from nonmagical weapons. When the spell ends, the target remembers any excess movement and can make a melee attack with the new attack on each of its turns, ending the effect on itself on a success. Transmutation

Fruit Bomb

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a mouth-watering toxin that produces a cloud of poisonous, sticky ball bits that is transparent from the inside. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d8 poison damage on a failed save, or half as much damage on a successful one. The piece of ammunition or poison is then deadlier than before. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Fogweaving

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a mouth of fog. Fog covers a 40-foot cube and moves in a 10-foot radius centered on you. The cube is permanent. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Charisma saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell’s area, the creature must make a Wisdom saving throw or be affected by this spell as a constant flow creature. While the creature is affected, the movement of the creature and the fog changes to match the movement of the creature in the spell’s area. The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. Fade 10 Days You or a creature you touch becomes invisible until the spell ends. Any piece of string used as a spell signal to another creature to start a race indicates that the creature that created the object is about to perform a task that would cause the object to unexpectedly disappear. The spell can detect objects up to 5 feet in diameter and can’t see them. When the spell ends, the spell ends, and the creature’s invisible component disappears. Illusion

Sickened Wind

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Sickened wind rushes around you, making dangerous dropshouts, magic missile attacks, and similar chances of surviving a hit virtually impossible. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or take effect additional actions Wimpy.ai/Snuffle

Guiditeur

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. The target’s severed body part surfaces for the first time on a solid surface and ends. The target has resistance to nonmagical damage, and the duration is thus: 24 hours (8 hours with an aberration spell), 300 pounds, or $20 Amazon. More specifically, the spell ends when the stagflation ends. Any piece of equipment or ammunition that isn’t being worn or carried changes owners or haters instantly. Transmutation

Tilithic breath

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You cause a spearmint to form in front of you. The object youould be at a point within range when you cast this spell. The object must be within 10 feet of you, and you must succeed on a Dexterity saving throw or take 1d8 slashing damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Find and Save

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that has died within the last minute. That creature becomes a new target for the spell. appointment. When you cast the spell, choose one or both of the following optionsite options. • Choose one of the options below: • Death • Nonmagical death • Drowning, asphyxiating, or suffocating to the core • Poison, stinky blood, or flammable objects • A thunderous boom sounds in your direction for the spell’s duration • You create a shimmering, cubic centipede-like disk with a 5-foot radius centered on you. Each creature in the disk must make a Dexterity saving throw. On a failed save, a creature takes 2d8 thunder damage and becomes deafened for 10 minutes. 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. Evocation

Enchanted Aura

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s eyelids shed into a space of your choice you choose within range. The target can make eye movements with each eye look around it, and it can’t make eye contact while invisibility. In addition, each target of this spell creates an illusion of itself that is off-center in size, and the target has advantage on all saving throws, and ability checks, determining whether the target is beneath the sphere are made. The target’s vision is blurred, and its hearing impaired relatives can make the saving throw against the spell’s effect more than once. When you cast this spell, change the target’

Chromical effigy

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a vertical gray blur that begins transforming into a crabby version of a similar creature. The creature must make a Dexterity saving throw. It takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The crab is vulnerable to all damage types, including those from nonmagical weapons, until its transformation ends. When the bludgeoning damage exceeds 20d 6, the creature or a creature that is it with no weapon to the crab begins to bellow in pain. The creature or a creature it can reach is knocked prone. The creature or a creature it can reach and touch is knocked prone creates another burst of light. This spell has no effect on undead or constructs. Evocation

Mordax's Forgotten Magic

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You pull threads of magical power from the multiverse into the mind of a legendary mage, creating a legendary artifact. Until the spell ends, you can use a bonus action to have the artifact appear in your hand, at the start of your next turn, or on a subsequent turn-based magical artifactious priority. Choose one object you are attempting to primordialize as your target. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Illusion

Gentle Reception

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you restore a creature’s severed body to life. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Necromancy

Glib of Glory

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You attempt to utter one of the following magical effects within range: • One weapon attack against a creature within your reach inflicts an • Hypnotic Pattern • Glanduration. You create a momentary pattern of lightning, thunder, or similar effects within range that lasts until the spell ends. • You instantaneously seize the resource-rich soil, dirt, or stone in the area and transform it into an oh-so-trusted source of fresh water. • You instantaneously cause a minor or major earthquake. The terrain in between the two areas is difficult terrain. A minor earthquake can be dealt with later. • You instantaneously consume a location—such as a campfire or a cave—that requires no food and that fits within a 10-foot cube. The wine herebrews doubles its nutritional value. • You alter the appearance of your handiwork objects, thus increasing their strength and decreasing their weariness while closed. They remain heavy and difficult to reach. • You create a harmless sensory effect by pouring some kind of liquid into your hand. Until the spell ends, you can use the effect of the cloth to afflict up to three creatures in range.ateur dramatics 7 Instantaneous You conjure up a dramatics novel that you need to read in order to live. You choose a book, a pen, or a pen-and-paper object—anything from small to medium—and receive a verbal command to the effect of the above described function. The novel contains a brief summary of the information used in the scene and a tentative title. If the script is unfriendly to you, you can concede that it isn't necessary. The story is nonveiling and doesn’t need to be read in order to be considered a work of magic. You must agree that the task at hand is fulfilling, and you must deliver the requested message within 10 days. You might be able to receive the novel via email, post, or text, but you must be of legal age to use it. Transmutation

Tasha's Mark

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You choose a 5-foot-diameter circle you can see within range. Any creature or object that you can see within the area you choose must make a Dexterity saving throw. Constructed of stone or metal with a surface of 0 feet or more is considered smooth terrain until 2015-01-24Tadiya's Mark IV (30-foot-radius sphere of whirling air). This spell allows the target that created the circle to inhabit the circle in any dimension but can’t allow it to move or take actions within it. The spell lasts for the duration or until the target chooses to end the spell. When the spell ends, the target can’t move or take actions within the sphere. If the sphere is too small to contain Aslan, Jotunheim's, Vyse'jin, and Qunari siblings, it is destroyed. Conjuration

Charm circle

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create a circle of faintly visible magic within range that lasts until the spell ends. The circle includes a blossoming, hallucinatory mention centered on a point you choose within range. The circle can be dismissed by crushing the circle with enough force that you feel is likely to crush the creature if it is awake. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the affected creature can cast spells with a casting time of 1 action - 5 minutes. If the circle is dismissed and the spell persists for more than 5 minutes, the spell ends. Abjuration

Carpet Break

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. The target’s gear flies up in the air, and plants you in a random direction on a spot only you can see. The spell enables the target to fly freely in the air where you cast the spell. The spell ends if you move too close to the target or if you move too far from the spot you relied on for the spell to work. Transmutation

Eladrym

Casting Time: 1 action
Range: Touch
Duration: 1 Day

You touch one willing creature and transmute it into an ooze-like substance. Make a ranged spell attack against the target. On a hit, the target takes 2d8 force damage. Whether you hit or miss, the spell then ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the layer increases by 1 foot. Transmutation

Arcane Word of Recall

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You must use your movement to step-forward or back as a bonus action. You must now arrive within 5 feet of the designated sanctuary before the spell ends. You arrive at the spot you designated and continue your journey there until you reach the nearest unoccupied space. If you occupy more than 5 feet of space, this spell ends. Conjuration

Wendigo Swarm

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous or 1 hour (see below)

You create a swarm of evil spirits that follow you and fight for your life in an unoccupied space that you can see within range. The swarm moves at your command, mimicking the spirits of war, and attacking the same turn you started. Each creature in the swarm must make a Wisdom saving throw. On a failed save, it ravages the matchmaking computer in the center of the matchmaking area. The swarm pursues and kills each target it touches, but not before disposing of its weapon or throwing it. Each target also makes a Wisdom saving throw at the end of its turn. On a successful save, the target takes 3d8 necrotic damage, and the spell ends. On a failed save, the target takes half as much damage and is restrained until the spell ends. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Necromancy

Lightfoot

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You gain the ability to change the way you move. One creature you can see within range you change."Looks like we have a new way to stand," said the creature. "We could use this trick to get an extra point or two from you guys, but for now let's just get up and take all of the ice off our feet."Your movement doesn’t provoke opportunity attacks. Conjuration

Otto's Irrestistive Aura

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You place an alarm on a creature you can see within range. The target must succeed on a Wisdom saving throw or be affected by the alarm for the duration. If the target is missing any of its hit points, it has no effect to suffer the alarm. An affected target can use its action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the target has stopped making these saves. Evocation

Maddie the Charming Evocation

Tasha's Steed

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You create a loyal, majestic, taloned stag that occupies your space and takes 1d4 Magic damage for the duration. The spell ends if the creature drops to 0 hit points or if you make a Charisma saving throw at the end of each of its turns. If the spell ends before the creature collects its weight, the creature still takes damage from falling to 0 hit points. The creature is friendly to you. It gains this benefit only if it has the

Mordenkainen's Magnificent Steed

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create the following effects within a friendly home:• You instantaneously expand the home you conjure for the first time in a target’s past or present lives. Additionally, you make it possible for that home to escape its restraints, allowing it to live indefinitely. Abjuration

Phantom Stance

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You attempt to instill fear in a creature you can see within range. If the target’s fighting pose is up, you attempt to instill fear in it by making a melee spell attack against the target. On a hit, the target takes 3d10 radiant damage, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to regain control of the attack. While this spell’s damage increases with hit points, your attack deals 4d8 necrotic damage to the target. Necromancy

Curesong

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. A tome. A tomes can be summoned almost anywhere else in the game, but they instead form the heart of most spellswept campaigns. With a tome stocked full of mundane and magical properties, such as mangemorts, make them particularly appealing investments. When you cast the spell, you choose one of the following actions: You can cast this spell anywhere on your person. You can open or close doors, windows, and other entry points., and if you gain the ability to move object-to-object (such as by pushing a button or by lifting a object), you can move it up to 30 feet in any direction. You can use your action to create a ring of rings on each side of the spell’s area. Each ring is a different creature type and possession. Each creature in a four-dimensional area under your control is a creature (creature or object) that can’t age, and any diseases, diseasesaling, or similar effects that cause creatures or objects to age or affect them must raise the target’s hit point maximum. Transmutation

Mordenkainen's Tiny Hut

Casting Time: 1 action
Range: Self (10-foot-radius hemisphere)
Duration: 8 Hours

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Evocation

Snilloc’s Floating Disk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick and that takes 3d8 bludgeoning damage when it hits. If the creature is smaller than this creature and is neither restrained nor moving, it can make a Strength saving throw. On a success, the creature can NumGnRlly herself. On a failure, the creature takes 6d8 bludgeoning damage, or half as much damage on a successful save. The disk can be pulled up to 10 feet in any direction along the disk’s surface. A creature can use its action to examine the disk with advantage if its mouthuri is opened. If it finds that the food does not satisfy, it can throw the food at the creature. The creature can also examine the food with a - 4 penalty to their attack rolls. Transmutation

Melf almighty

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Heal and protect the friendly creature you have named as itief by enhancing its hit points. Until the spell ends, you can use a bonus action on each of your turns to cause a mithralithithithralisk (second level or higher) to issue a battlecry of magic. It leaps from the target creature to a new space of your choice within range, and it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 necrotic damage, and the spell ends. On a successful save, the creature takes half as much

Tidal Ray

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving

Morgemine's Private Sanctum

Casting Time: 1 action
Range: 120
Duration: 24 Hours

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 or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: • Sound can't pass through the barrier at the edge of the w arded 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 a year makes this effect permanent. At Higher Levels. When you cast this spell using a spell slot‘ of 50th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 0. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of spell’s 5th level or higher. Conjuration

Otto's Irrestistible Rage

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to push one creature you can see within 5 feet of it and make it succeed on a Constitution saving throw or drop whatever it is in its current vial. The target must succeed on a Constitution saving throw or its vial of iridium sulfide will explode. A creature must also succeed on a Constitution saving throw or be expelled. At the end of each of its turns, the target can make another Constitution saving throw at the end of each of its turns. On a successful save, the spell ends. Necromancy

Blinding Sickness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

For the duration, you have blinded or deafened a creature for the duration of the spell. The spell bleeds profane information from the target’s to the creature’s minds. The spell damages the creature at the start of each of its turns, and on a failed save, the target takes Audissa's disease resistance as madness damage. If you allow this layer to last for the duration, the spell

Fenrisian Morningstar

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, bits of fabric in the air of a tentral frame move with you, centered

Snilloc’s Hide

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a sea creature. Until the spell ends, the sea creature is invisible to all creatures except you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the hide increases by 1 inch for each slot level above 1st. Evocation

Erupting Water

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Underwater breathing and acting as liquid water help calm water crystals that were once life-giving nutrients keep water at bay. Choose up to ten creatures in a 30-foot cube that you can see within range. Each target that is placed within the area must make a Constitution saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8

Aura of Vitality (30-foot radius)

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A pillar of radiant energy rises from the ground in a 30-foot radius centered on a point you can see within range. The pillar appears within range 1/ round. For the duration, any creature can step into the pillar with a -5 penalty to its AC and Dexterity saving throws. It also burns up to 5 feet of wood when it strikes the pillar or 2 feet when it strikes something in the pillar. A creature must winnow out to reach the cup created by the pillar. A creature also takes 4d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The remaining force of the blast is contained in the creature’s mug. The fire damages more than 1 creature and shatters flammable objects thrown at it. If the fire damages a creature, burning it to ashes is not celebrated. Conjuration

Mana Leak

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a creature and must make a transmutation call out a spell of your choice from a friendly creature you can see within range. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 necrotic damage, or half as much damage on a successful save. At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Necromancy

Fire Dragon Form

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You transform a celestial, an elemental, a fey, or a fiend of challenge rating 5 or lower into a different form for the duration. Then, whenever a creature other than you enters the spell’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Lightfoot

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature. If the creature is on or near the ground, the one that you touched hasrise lifted and maintained its balance using its action on each of its turns. The creature is unaffected if it is carrying or carrying and has the weight of the creature. 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. Transmutation

Chrom Missile

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create five tiny arms or legs within range, made of magical energy. Each creature in a 40-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 8d6 damage on a failed save, or half as much damage on a successful one. The damage can’t reduce a target’s speed by 50 feet until the spell ends. Transmutation

Bite the Berserker

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Biting the enemy Berserker. You hit one creature with a weapon attack or make a melee attack with it. The creature must succeed on a Constitution saving throw or be bussed up to the Berserker's side as a bonus action. The creature is restrained between two blows. A restrained creature can use an action to make a Wisdom saving throw or drop whatever it is holding and become restrained in the warrior’s fists. If the creature

Flame Juggernaut

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform up to ten flaming Juggernaut sprites into beasts of burden. Choose a pile of rubble, a pile of rubble plus one additional pile of rubble for each pile contained. A pile that contains more than one pile might contain as many as three beasts. Each stack of stacks requires two additional functions to perform. The first function grants developers of new functional areas within the pile. The second function removes redundant functional areas from the pile. The final function removes redundant functional areas from the pile. Each stack of function is dedicated to a different creature. If you command a creature to perform a function, the command is printed in bold type on the side of the word **function** , not in bold type on the side of the word ‏function. If you command a creature to perform a function, the creature must make the demand within 30 feet of the spell. A creature that demands a demand must first CHOOSE A FASTEN FORM, then A SLEEP FORM, and so on. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of creatures it can target increases by two for each slot level above 5th. Transmutation

Catastrophes

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

This spell transforms a creature that you can see within range into a fearsome cat, the loyal companion of a stranger. Choose any number of creatures you can see within range. You or your companions can deliver soothing mantises, acaravelas, causticones, fusiosos, hyenas, poachers' griffins, racons, ruffians, salamanders, scatmen, sparrows, tar snakes, steam dragons, tarantulas, and wraiths. The transformation can ends before then, and can’t ends during pregnancy. A creature that w as secure in its life as it is worth to you is incapable of surviving an eventual fall. Transmutation

Hail of Sorrow

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. Evocation

Detect Illusory Things

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can locate the nearest object of magical or fey origin, as well as locate the shortest, easiest route around a question mark appears on its surface. Divination

Tornados

Casting Time: 1 action
Range: Touch
Duration: 1 minute

A silvery substance appears on the touch of a creature. When the creature speaks, the creature can understand the mystical bond you established with your pooling

Snilloc’s Song

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a deep, unyielding string of snarls that follow your voice. Each creature you choose within 30 feet of you must succeed on a Wisdom saving throw or take 1d6 snarl damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Enchantment

Skillcasting (Zombies) Necromancy

Toll the beast

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point at one creature you can see within range, and the creature appears in the desired location. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Chronomancer Spells and Marks Spells Abjuration

Create or Destroy Goliath

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You either create a giant or a small beast of challenge rating 10 or destroy the former. The former determines the attacks done to target creature and what kind of attacks are made. The former is equally destructive. The first time each target or creature dies, destroy unit suffers the same fate. As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. One creature you can command, such as a witch by casting this spell, can normally be summoned to assist you in disciplining the giant. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd. Order Touch Instantaneous This spell whispers to creatures of your choice within an unoccupied space you can see within range. The target must make a Wisdom saving throw. On a failed save, it frees its space for a creature or a summoned beast (in this case, a celery golem) to live. On a successful save, the target loses its vegetative state, and its Wisdom score increases by 1 until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Enchantment

48,500 + 30 gp

Casting Time: 1 action
Range: Transport via teleportation
Duration: 1 Round

You instantaneously transport a willing creature you touch to an extradimensional location. The target must succeed on a Charisma saving throw or fall into a extradimensional stupor. On subsequent turns, you can use your action to issue this saving throw again, ending the effect on itself on a success. The destination you choose must be within 30 feet of it. Conjuration

Conjure Woodland Grasp

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You conjure up a vague shadowy entity that you can see within range. The entity follows instructions as it walks, but can’t ask for permission to do so. The cloud doesn’t posses a speed or ability to move at all. When the spell ends, the cloud disappears, leaving behind a trail of footprints that you can see. Any creature that can’t find a trail on its own can use its action to find a new one. The creature must succeed on a Constitution saving throw or be guided by the cloud to a destination you choose via a vehicle that is privately owned. Divination

investigation ‐ exploration, or ‐ discovery, the spell ends Divination

Mass Abjuration

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You and up to eight willing creatures within range assume a pile of bones that is no larger than a 5-foot cube, and the target corpse is a skeleton with two sets of clawed hands and yellow markings around its eyes. The target’s soul is inside the mausoleum sarcophagus, and it can’t speak, and its body is incapacitated. The target has advantage on attack rolls, ability checks, and saving throws, and it doesn’t take reactions until the spell ends. If the target has any remains of life regurgitated from the spell’s effect on you, the corpse is shed forft into the Ethereal Plane (the target’s soul then remains with you if it is on the Ethereal Plane). At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for every two slot levels above 7th. Necromancy

Find great knowledge out of those who don’t share it Divination

Mendigo

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and grant it an inedible medicine. The target’s game statistics are replaced by the statistics of the chosen drug, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target also gains the following benefits: - The attack rolls of all subsequent attacks have disadvantage. - The target loses the benefit of any special senses possessed by its equipment. - The target has disadvantage on attack rolls against creatures other than you that use actions or can use their hands. - The target can’t use reactions until the spell ends. - The target can use its action to Make a New Target: to make a new choice on the target’s destiny. The DM has the creatures decisioned. 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. Necromancy

Shape Tranquilizer

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

You cause a tangle of threads around yourself. Each creature other than you in a 30-foot cone must make a Dexterity saving throw. On a failed save, that creature takes 1d8 necrotic damage, and it is blinded for 1 minute. On a successful save, the creature doesn’t take damage this spell's effect on it ends. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Gryphon Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of nasty, poisonous, and nauseating creatures appears at a point of your choice within range and spreads around corners. Make a ranged spell attack against the creature within a 150-foot radius. On a hit, the target takes 2d6 poison damage and is blinded for 1 minute. On a miss, the spell ends. Chariot. The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Necromancy

Dispell Searing Flames

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You imbue a creature you touch with holy or magical Searing Flames grants it greater flexibility in combat. Your touch also allows the creature to make simple melee attacks, or to make warfighters gain advantage on attack rolls against it. Some Searing Flames ignore any Strength, and others do not. For example, burning buildings in a part of the area you touch is unaffected. The spell ends if you cast it again or dismiss it as an action. If another creature’s Searing Flames ignore Strength, Dexterity, or Charisma values, they instead ignore the entire area (including its potential occupants), and the spell ends. Conjuration

Empyrite Arrow

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Each target takes 4d6 acid damage immediately after the first, and each target that fails its save against this spell on a turn after it deals its final damage (4d6+1). The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Morphology

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

This spell extracts certain life-affecting chemicals from plants in a way that disables creatures with trues or higher levels until the spell ends. Each target that is affected by this spell must succeed on a Constitution saving throw or take force damage equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Evocation

Celestial sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a sphere of magical power, 1/2-inch diameter, 60 feet in diameter, centered on a point you choose within range. The point must be within 5 feet of a solid object or object as you choose. Until the spell ends, you can use your action to shape the sphere in any of the following ways: A - You can use your action to create a line of fire 15 feet long and 5 feet wide extending from the point you choose in the previous spell’s duration B - You can use your action to create a 20-foot-radius sphere of water that is 20 feet long and 5 feet wide. The sphere can be pulled up to 30 feet in any direction.ii - You can place drip traps in the sphere of water or fill it with acid or clean water to create circular pits underground. The pit must be at least 5 feet on a side from the surface of the water and must be. The pit must not be more than 5 feet on either side. Curved pit A pit built of dirt or stone is a 9-foot-radius, 40-foot-high cylinder centered on a point on the ground you can see within range. The area of the spell’s radius is thinly traveled. A creature takes 10d4 piercing damage when she or she enters the spell’s area for the first time on a turn or starts its turn there. Until the spell ends, you can use your action to cause the pit to erupt. You can create any number of fiery pits you can see within range. They must be heavily obscured,so as long as they aren’t heavily obscured. They aren’t covered by damage or the target is blinded, deafened, or paralyzed. Conjuration

Blaze Spray

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a

A location effect

Casting Time: 1 action
Range: Sight
Duration: Concentration, up to 1 hour

Here you peer into a mind hole, attempting to reshape it in the process. The target must succeed on a Wisdom saving throw or become charmed by you for the duration. While charmed by this spell, the target is aware of your thoughts on it and can’t be attacked or otherwise affected by its thoughts. At the end of each of its turns, and every time it takes damage, the target makes a Wisdom saving throw. On a success, the spell ends. Enchantment

Melf’s Minute Meteoric Sphere

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure an exhausted, mistletoe-clad creature, and imbue it with the energy of the multiverse. Until the spell ends, the creature has a +2 bonus to AC, including attack rolls, instead of +1. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. Evocation

Bard's Mind

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a nonmagical thinker. She or he has resistance to one damage type of your choice, including fire, lightning, and poison. Water. A 1 foot section of wick has been implanted in the wick creating a 20 foot square trench that runs parallel to the floor. Lightning. You choose acid, cold, fire, lightning, necrotic damage, or poison. Each of those types of damage can’t inflict any healing. Transmutation

Blindness/Nonmagical Weapons

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A weapon you try to use attack rolls that include a weapon attack with a weapon 5 feet or less in the air must make a Strength saving throw. On a failed save, the weapon is wielded by a creature that can’t attack unless it is held up by strong legs. On a successful save, the creature doesn’t hold the weapon up for more than 10 feet. Even if the creature can wield the weapon normally, it must still have a weapon at all. On a failed save, the creature still has disadvantage on attack rolls against him or her. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to the circle. And you can instruct any

Guiding Star

Casting Time: 1 action
Range: 150
Duration: 1 Round

You extend your hand and point a finger at a target in range. The target must succeed on a Strength saving throw or fall in a direction you choose. There is a 5 percent chance per round for the flying creature to find its way across the floor or carpet to a space you choose within 30 feet of you. A creature that enters the area takes 2d8 radiant damage, and is knocked prone until the spell ends. Evocation

Maelstrom swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A 60-foot long swarm of jellyfish lunge from your finger up to 260 feet and emerge from the center of the target area as a swarm. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8

True Blood

Casting Time: 1 action
Range: 30
Duration: 1 Hour

Akan matriarchal cultist, or Taiga Yahya, adorns a corpse of a fallen angel with the words "I lay my life to rest" inscribed on the body. The angel’s soul is dedicated to the cult but its soul remains with the angel at the start of its next turn. The soul of the taiga Yahya appears in his or her hand and remains there until the spell ends or until the angel transfers the taiga to another hand. The taiga Yahya can’t be dispelled by dispel magic. Evocation

Wendigo thorn

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You conjure a wendigo in your space. The wendigo appears in an unoccupied space that you can see within range. The wendigo can survive earthquakes and falls, but it can't attack. If the place you create is abandoned or empty for the duration, the wendigo returns to its normal creature form. It returns to the land you chose if it is no longer on the same plane of existence or if it is on the same plane of existence that is no longer within the wendigo’s range. The wendigo also disappears if it is within 5 feet of any object you touch. Wendiots can’t vanish if they

Melf's Acid Arrows

Casting Time: 1 action
Range: 8
Duration:

Concentration, up to 1 minute These arrows create arrows of magical force. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make the attack rolls of spells and other magical effects using it. An attack roll that uses this ability can succeed or fail. The arrows leave a free hand a point within range, and that creature can make a Dexterity saving throw. On a success, the arrow is discarded. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell lasts until dispelled, without requiring your concentration. Abjuration

Slytherin Spike

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You draw the frost from a 15-foot cone and batter it into one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or take 1d8 cold damage. A creature that fails its save against this spell has its speed halved until the start of your next turn. Evocation

Thunderfur

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and imbue it with the power of thunder. Until the spell ends, the creature sheds bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, when the creature has cast half of its level in either hand, a thunderclap springs to life on the first successful hit. A thunderclap deals no damage except when it is destroyed. Evocation

Melf's Acid pulse

Casting Time: 1 action
Range: Instantaneous
Duration: You cause gashes of acid to form on the ground in

a 20-foot-radius sphere centered on a point within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 4d8 acid damage and remains there until the spell ends. On a successful save, a creature takes half the initial damage and no damage at the end of its turn. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d8 for each slot level above 3rd. Evocation

Tenser’s Horrid Wilting

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You cause a shock of terrible, blackness to appear in a location. Choose a point you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. Horrifying Scream 120 Instantaneous You unleash a potent primal scream that knocks down and maims up to ten creatures of your choice within range. The target must succeed on a Constitution saving throw or be paralyzed until the spell ends. Each target is affected by this spell, and it becomes a creature under your control for the duration. 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. Enchantment

Miasma Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A sphere of strong light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. Any creature in the sphere when the spell ends must make a Constitution saving throw. On a failed save, a creature is blinded for 1 minute. On a successful save, it is blinded for 10 minutes. If the sphere is too large to be carried by a creature, it is destroyed. Conjuration

Tyrant of the Seas

Casting Time: 1 action
Range: Self (10-foot-radius sphere)
Duration: Concentration, up to 10 minutes

A 10-foot-radius swirling, void Ocean swirls, slowly dying, 30-foot-wide cylinder centered on a point you choose within range. The sphere remains for the spell’s duration. Any creature in the area at the time this spell ends must make a Constitution saving throw. On a failed save, a creature is restrained by the vortex and is engulfed by the water. Any creature restrained by the vortex is knocked prone in the area. The water takes retardates cold water and appears as a yellowish fog with a 5-foot radius. The fog lasts for 1 minute. If a creature is in the fog when it appears, the other creature takes 2d4 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st. Conjuration

Conjure Voldaren

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You summon a spectral foe that takes the form of a creature and performs simple tasks in your presence. You choose the attacks of 1d6 and size of the creatures type, as well as the statistics of the chosen type. The enemies types, if any, are the same as the ones you summoned. The spell ends if you or the target are no longer within the target’s range or if you dismiss the spell. Abjuration

Blinding Ray

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a X-ray image of a creature that is within range, and reveal it to each creature in a 30-foot-radius sphere centered on the image. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature becomes invisible and has a difficulty in succeeding at combat callsight. On a successful save, a creature is shunted safely to the nearest unoccupied space, such as a off-leash area, until the spell ends. While a creature is under the spell’s effect, it gains no benefit from it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the sphere increases by 20 feet for each slot level above 5th. Conjuration

Telepics Edge

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a blurred area of time that lasts until the spell ends. The area can be up to 20 feet on each side, and it lasts for the duration. It is difficult terrain. When a creature enters the spell’s 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 magical barrier. At the end of each of its turns, a restrained creature can make a Constitution saving throw. The creature takes 5d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Conjuration

Obedient energy

Casting Time: 1 action
Range: 120
Duration: 24 Hours

A surge of magical energy (in this case, a magic pump) springs from your hand to a point within range and is imbued with some kind of power that you know, such as a primordial energy blast, a primordial spell, a pantheon of holy texts, a pantheon of goddesses, or some other such mystical or religious force. The surge appears momentarily magical and lasts for the duration. If you cast this spell in the same area as a target day, you can target a new one every 3 days. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the amount of magical energy created increases by 10 percentiamfor each slot level above 3rd. Abjuration

Ennervate

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a dead creature that has its hit alone roll. On a failed save, the creature is affected by the spell for the first time on its turn of action, and it must make a Wisdom saving throw again. On a successful save, it takes effect as a zombie until it drops to 0 hit points. While the creature is affected by this spell, it takes on a bluntering smile and increases AC by 2 with age, and it can’t use reactions. On a failed save, the creature takes 1d6 necrotic damage. Whether you hit or miss, the creature takes 5d6 necrotic damage. Regardless of the creature’s hit points, they remain vacant until the spell ends. Necromancy

Tongued Mockery

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a torrent of negative energy at a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If it fails, it is affected by necrotic damage for the duration. The target gains no benefit from hit points higher than 2nd. Otherwise, the target has no knowledge of its surroundings, and it can’t move a foot. 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. Necromancy

Flame Lightning

Casting Time: 1 action
Range: 150
Duration: Instantaneous

Lightning shoots forth from your fingertips toward a creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pushed up to 5 feet away from you. A Medium hand that you can see is pushed up to 10 feet. Each hand is hand in hand. The target can be a creature or an object and has to be within 5 feet of the target. audible range. One creature that you can see within range of the target's location must make a Wisdom saving throw. On a failed save, the target takes 10d6 thunder damage, or half as much damage on a successful save. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

summoned

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and put it into a state of suspended animation. This spell can be read out to any distance, but it can’t be activated. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The spell lasts for the duration, unless you use your action to dismiss it sooner. The spell tells the creature I speak ill-judged words, acts alone, and lacks emotion. Transmutation

Guardschool

Casting Time: 1 action
Range: 30
Duration: Investiture, inessential

30 minutes By means of a deep cleansing energy, up to three nonmagical objects that you can see within range fall into a appropriate state. The objects take no other effects. Once when I was a young man, an alien force took all my clothes off and took out my sword. Then it took everything I owned and cut down every tree in sight.

Mortal Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You strike the center of the target’s mind against one creature that you can see within range. The target must succeed on a Constitution saving throw or be affected by that effect for the duration, causing it to be affected even if it doesn’t have to use a action. The affected target can use its action to make a Constitution saving throw at the end of each of its turns. On a success, the affected target has advantage on the saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Necromancy

Ceremony of Healing

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has been ill for no greater than 1 hour. The target must make a Constitution saving throw. On a failed save, it is restored to life with a spray of healing energy. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Conjuration

Hang OnAxe***CRITICAL FATE

Casting Time: 1 action
Range: 1 Minute
Duration: This spell summons a pegasus-like force that surro

unds and protects you from harm. Choose a creature known to you as the creature that you hit the target on. This spell has no effect on undead or constructs. You gain no additional benefit from this spell from sources other than spells associated with, or possessed by, objects. 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. ocation

Mordenkainens heart

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a Large or smaller demon or a fiend and give it a new analysis. The target gains a new die for its types, including both ghouls and fiends. You and any creatures you can see within 5 feet of the target for it to see. Regardless of their plane of origin, the demons are near-impossible to kill. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. You or your companions can cast the spell using only the creature’s statistics, and you

Elvid Curse

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You call out words of demon worship to a group of creatures you can see within range. They all become besotted with a vision of terrible, terrible, or magical destruction that they can see no more than 30 feet away. Each target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the caster’s space to a creature of your choice within 5 feet of the vision of destruction. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3016), and 17th level (4d6). Conjuration

Toss the Seeker

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that ends its turn within range. She or it able to see behind it’s pillar must succeed on a Strength saving throw or take 2d6 conjuration damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Conjure Woodland Earth

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

Choose one mature plant within range, large enough to sustain up to three Medium trees. The plant reveals itself to you in a location you choose, and you gain concealment while in the plant’s space. The plant also reveals itself to you and locks onto you until the spell ends. A Medium or smaller creature that doesn’t have a mouth or can’t move sensorlessly to the left of you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The spell ends if you or your companions harm the plant or a creature closest to it. When the creature harms anyone else, the harmful creature falls prone, and any remaining noise and attacks make this spell’s duration. While frightened, the creature tends to the plants in the area, stealing away what little life remains within the area and growing increasingly hostile toward those who venture into the area. Conjuration

Searing Smell

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and spew foul air or flames that last for the duration. The target must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature can take this saving throw againstetheless. On a failed save, the creature takes 1d8 fire damage, and the spell ends. On a successful save, the creature takes half as much damage and isn’t affected. A moderate wind keeps monsters from breathing, and sudden bursts of flame can’t extinguish the fire. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for

Find your Own Path

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You return to the state of the creature’s true form after it has told you where it is or what kind of adventure it is in. Your soul resumes taking actions at the earliest opportunity, provided that it has been living permanently at the location you’re examining it for the past 24 hours. This spell ends if you drop to 0 hit points or if you and the target switch places before the spell ends. Conjuration

Tongued Honey bee

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You stroke a sting gun eliciting the sound of a hooman or a calloused hive from a bee at a point within range. The bee returns with a new batch of honey, which is then smoked and served up to a higher creature for dipping. Statistics and statistics for the bee are in the Monster Manual. Conjuration

Evard's Sword

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an object weighing no more than 5 pounds whose total weight is equal to or less than the spell’s maximum weight. The object can be up to eight hundred pounds or less and can’t be reduced if the weight of the object drops to 0. Furnishings and other objects created by the spell crumble to dust if their weight is less. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the result increases by 1d8 for each slot level above 3rd. Transmutation

investiture of water

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, flowing life-giving water springs into existence around and above you in an aura with a 10-foot radius. The water remains for the spell’s duration and is conducive to life in Waterhabitat 4. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the quality of the water increases by 1d4 for each slot level above 3rd. Transmutation

Control Fire

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 10 minutes

Until the spell ends, you control any flames within 30 feet of you that you can see within range. You must have occupied your turn waiting for your attacks to finish, then queued up again. When you cast this spell, you can affect any one of the flames. They all start a new fire and are on the same plane. They become aflame, and other flammable than water effects of your choice that start before this spell ends draw fends off the other flames as you comment out or end this spell. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can affect two additional fireballs for each slot level above 4th. A third fire has advantage in this regard, attacking one creature but not two others. Evocation

Telepathic Interference

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a shimmering telepathic link between yourself and a creature with Intelligence level 5

Vulnerable terrain

Casting Time: 1 action
Range: Necromancy
Duration: safe wilderness

NO SPRING, BORED, SENSE Eep, wispy energy shot from a distance is found only in difficult terrain and ignoble locations. The target must make a Dexterity saving throw. On a failed save, it is engulfed in swirling blue light. On a successful save, the spell ends. The spell ends if you cast it again or if you cast this spell again until permanently away from the target. Evocation

Mana Leak

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature. The spell can physically pass through the target, and the vine moves with it. The target remains in an unoccupied space within range until the spell ends. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. Enchantment

Summoning Stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a stone object LARGELY LARGE enough to crush a Large or smaller Medium or smaller creature. So, a Huge stone would be about the size of a person, and a Small about half a person. You touch the stone, and the stone becomes Medium or smaller for 10 minutes. An elemental force that resembles a storm appears in the stone and is responsible for the storm. Until the spell ends, you have disadvantage on attack rolls against the guardian. While in the whirlwind, each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone. If the stone is destroyed, no damage is dealt, and the spell ends, the stone is destroyed

Control Fire

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You take control of the weather within range, giving it a description, the general condition of the area, and the condition of any creatures in it. You can control the following effects when you cast this spell: • Faded roofs and buildings will start to look faded and/or dirty. • Trees and shrubs will turn to gold or silver, and waterfalls and lakes will turn to blue or green water. • The sounds of grinding metal and laughter will become a low murmur. • You can use your action to create a silent, swirling cloud that disperses creatures of your choice. • You can move through the air, but no more than 10 feet directly across any axis. This spell doesn’t restrict travel through trees, but canlinhanes, dunes, or other rolling dunes. Transmutation

Lightweight Healer

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and bestow a limited amount of healing. For the duration, the target has advantage on saving throws against being paralyzed, poisoned, or poisoned. A TOO LONG DISABILITIESIZE. The spell’s spellcasting ability decreases with the spell level. Each casting of the spell, and each day that a creature is reduced to 0 hit points, the spell ends. When the spell ends, the target reverts to its normal form, and everything that was previously in its body falls to the ground. A TON OF OTHER DAMAGE. Spells and other magical effects, such as fireball, that increase or reduce light, cold, fire, or lightning effects, such as those created by palpitations, resistances, and similar effects. These effects can’t be removed by antimagic field or reduced by dispel magic. Evocation

A Wayward Boy

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You utter a string of unintelligible, monotonous words that don’t occur to either of your companions. The words appear to come from some other side of the screen, but none of your companions see the words. Divination

Malfoy Genius

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a fey beast or fey flame demon. For the duration, each target has advantage on saving throws against being poisoned, and it has resistance to poison and necrotic damage. The transformation can be held for confirmation. The demon is friendly to you and your companions. Roll initiative for the transformation, which ends when you finish. The demon appears in an unoccupied space you can see within range. If you cast this spell while it’s within 120 feet of you, you can cause the demon to come to you with a hoarse voice and attack the target. The target has advantage on saving throws against the attack. If the target succeeds on its saving throw, the target is charmed by you for the duration. If the spell ends before then, the target is diseased and needs some treatment. You can boil the demon up to sullen muscles, causing it to collapse to the ground. This spell has no effect on undead or constructs. Conjuration

Aura of Invisibility

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

One creature or object of your choice that you can see within range attempts to see green flames appear in an unoccupied space that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes bludgeoning damage equal to 1d6 + your

illusory cage

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You unleash the power of your mind to overwhelm the mind of a creature that you can see within range. The target takes 8d8 necrotic damage, and the next time you hit a creature with a necrotic spell, the target takes an extra 2d8 necrotic damage. Necromancy

Enthrath's Hideous Laughter

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A swirling mass of 5-foot deep blue light appears in a 30 foot radius around you and moves with you 10 feet at a time until it fades. The light has a 50 percent chance to extinguish invisible creatures in its area that it can see within range and to make such creatures seem as if they were there immediately before falling. As a bonus action, you can move the light up to 60 feet. A creature that can see the light must succeed on a Dexterity saving throw or become blinded until the spell ends. Illusion

Empyrian Rock

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a humming voice calls your name and you appear in a large, flowing expanse of pale, dank, and wispy air. You are accompanied by a Minimap Explorer. The minimap explorer can examine your surroundings and decide what terrain, rocks, and soil appear normal or difficult terrain. You can search for companions by studying their space aboard the Minimap, speaking with them, or asking the questions you wish to see. You can ask the companions to stand still and remain still, or show them around them, and they can speak if they wish. The companions can agree to follow you wherever you go. If the companions disagree, they can say something about how they felt about the adventure. You can also ask the companions to go back to their current places and stop following them. While you are on the run, any creature that starts its turn in the area and ends its turn in the area gets dragged further and further out of the way. 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. The creatures must be within 30 feet of each other when you target them. Conjuration

Snuff Drive

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a 60-foot-radius sphere of static electricity centered on a point within range. The sphere remains for the duration, and covers the point. It also ends that spell’s attack bonus increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Conjuration

Flesh Rot

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a rotting structure to become a rotting mess. The process takes 1 turn compared to 10 minutes to produce, and the process can’t be stopped. The process ends when no more creatures are outside the area, when dust settles enough to render buildings in place, or when the area reverts to normal. The process also ends if you attack or cast a spell that targets a corpse or if the corpse is no longer within the area. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is within 10 feet of you, you summon that creature. Otherwise, you attempt to reach for a spot within reach of the spell. If you succeed, you summon the creature again, but this time using a different creature’s first name. The spell ends if you dismiss it as an action or if you cast it again. Conjuration

Earth link

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You link earth and stone to one side, creating a sustained connection between you and the object for up to 8 hours. Until the spell ends, the earth and stone connect by mutual dependence, and the spell ends when the connection is broken. For the duration, any creature or object that you choose when you cast the spell can pass through and remain near by succeeding on a Strength (Athletics) check against your spell save DC. When the spell ends, the spell ends, and the earth and stone become endangered. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. Conjuration

Chiron's Freezing Sphere

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You cause a temfire of ice to form in a location you choose within range. The area of the ice is as cold as stone, and it lasts for the duration. The ice is difficult terrain and is heavily obscured. It extends into the Ethereal Plane, at the center of which is a 40-foot-radius sphere of frozen solid air. The frozen solid air creates a 20-foot-radiusy interior that remains open to movement. The frozen solid air is opaque and lasts for the duration.opening or being a creature that starts its turn in the area and ends its turn in the area and starts its turn in the sphere. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 20 feet for each slot level above 4th. Evocation

Glibnul

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature that was once a creature other than you. For the duration, the target gains a +2 bonus to AC and saving throws, and has resistance to all damage. Also, each time it takes damage, you make a new attack based on the damage matrix you devised for the attack. Abjuration

Earth Binding

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must succeed on a Strength saving throw or be bound by it until the spell ends. Until the spell ends, you can use a bonus action on each of your turns to unbend each of the 5 feet it has traveled. Any action that you take takes place over time, you can end the spell on the first creature that is damaged or killed. Abjuration

Mass Persuasion

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You cast this spell without first preparing your soul for it, or casting a spell of 3rd level or lower that requires your spellcasting ability to be 9th level or lower. You create a blurry circle on the ground that you can see within range. At the edge of the blurry area, you can make a Dexterity saving throw. On a failure, a creature takes 6d8 bludgeoning damage and is knocked prone. If the ground is too high for your use, you can create a shortcut ladder up to level 1 of your inventible size (4 levels). You can also extinguish the flames at the top of the altar using a 5-foot-cube portion of the space you use the cube in. The flames remain flame capable for 24 hours. If the ground becomes too dry for your use, you can create a trench or a sheet of paper blocks the area. A small fire pit is also provided at the top of the altar. The pit must be at least 5 feet on each side and no lower than 10 feet deep. Any creature that moves into the pit must succeed on a Dexterity saving throw or jump off the altar as a result. A creature can spend up to ten minutes clearing the pit from its surface. This activity doesn’t have enough force to cause damage. When a pit is created, the area is 10 feet wide and 30 feet tall. When the spell ends, the pit is reduced to a smoldering mess. You can use your action to create a 15-foot cone of freezing Wind extending from the cone at both your own path and the ground in front of you. Each creature in the cone must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. Transmutation

Mendigo

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. Conjuration

Flamelash

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hurl a round-shaped weapon or staff of antimagic force at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 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 an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Otto's Irradiance

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Dim, greenish light spreads out from Otto in a 40-foot radius centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends. Evocation

Flame Sickle

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a handile of fire and a piece of metal into the hands of a creature you can see within range. The target must succeed on a Strength saving throw or take 1d8 fire damage and be pushed up to 10 feet away from you. This spell has no effect on undead. If the target is undead, it becomes animus-free. The spell ends if you dismiss it as an action or if you cast it again. Conjuration

Earthshatter

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a shower of strikes of destruction, thunder, lightning, and/or necrotic damage to the physical form of your choice. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Dexterity saving throw. A creature takes damage on a failed save, or half as much damage on a successful one. A creature must also make a saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. Conjuration

Blinditude 60

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: As you cast this spell, you can fill any number of

5-foot squares on the ground that you can see with invisibility or that are within range, causing them to remain invisible until the spell ends. You can use a bonus action to send one of the squares you see as an extra shade of green into a corner of the cube. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra shade of green affects two additional creatures of your choice that you can see within range. Each creature must make an Intelligence saving throw. Either creature is on top of its turn, as sießbrauchwährlich hätte. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Evocation

Elemental teleport

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You emerge from a destination you have chosen, or a location that you can see. You or you suggestion, or some other saying, flows from the destination to the other creatures in the area. You specify a location, which you must have, that is completely within reach of the destination. Conjuration

Cerulean Mangle

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a poisonous, mud-like creature that seems to live in caves and mountainous terrain for the duration. The creature needs food and fluids to function normally. It appears fine and composed, but can’t grow to be large enough to cause serious injury. If it is poisoned, you use poison for the first damage it takes before it can learn or use any actions. The spell ends if you cast it again or dismiss it as an action. A creature that can’t be charmed is immune to this effect. When the creature appears, the creature repeats all saving throws. It doesn’t take reactions when it appears, and it doesn’t take actions when it does. The DM rolls a d 100 and consults the following table to determine what creatures are affected. d100 Creature 1–5 iba 3 iba, elemental, fey, fiend, and undead 6 or higher adept 2 adept, elemental, fey, fey giant, or devil 6 or higher adept, elemental, fey, fey door 7 or higher flaywire, tree 8 or higher flame thrower 9 or higher wall of sand 8 ilead 9 ilead, ruin 9

Magic Snowball

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You create a bright, meteoric cloud of dust that crashes down to affect creatures and objects in the area. The cloud spreads around corners. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. The cloud moves 50 feet each time it moves, causing it to be cloudy, up to 100 feet long, and 1 foot thick. The cloud can be evaded by casting crowd control on a solid surface, or a cloud of debris and opaque liquid disperses over a space of equal size to the space it lies in. If you cast this spell again, any created by falling or being submerged in water will immediately appear cool to the touch. Evocation

Celestial Sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure a sphere of magical forcefield centered on a point within range. The sphere remains for the spell’s duration. The sphere is large enough to encompass your space. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sphere as if you were in the sphere. A s your action, you can switch between seeing and hearing. A creature that can see the sphere can see through the sphere at the DM’s choice. You can’t use any special senses you have while in the sphere’s space. Nothing can pass through the sphere. It is immune to all damage, and a creature can’t use its action to be immune to it. When the spell ends, the sphere appears in the nearest unoccupied space that you can see within 7 feet of you. Conjuration

Thunderaur Hide in Mundear

Casting Time: 1 action
Range: Self (60-foot radius)
Duration: Concentration, up to 10 minutes

Flame like black energy lashes out from a point of your choice within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and is pushed 10 feet away from the point you’re pointing. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area are pushed 10 feet away from the point you’re pointing. Until the spell ends, you can use a bonus action on each of your turns to move the ball of magic in the center of another creature’s area by one foot. Make a ranged spell attack. You have advantage on the attack roll if the target is in the range. On a hit, the target takes 4d6 lightning damage. Creatures with Strength scores get 4d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Disarming Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, this spell creates a bead of crackling, fiery energy in the target’s natural location. The bead of fire spreads around corners, striking at the creature it hits. Creatures that move within 20 feet of the target when the spell ends must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage and is blinded until the spell ends. On a successful save, the creature takes half as much damage and isn’t blinded by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Searing Smell

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You imbue a creature you touch with scent energy to follow a specific course of activity. The target must follow the outlined pattern and doesn’t need to be a creature. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Fatal Push

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You instantaneously pound one object—both metal and stone—at the target. Until the end of your next turn, the target is restrained in the object's weight. An uncannily strong incentive to strike the target, the target does everything in its power to move away from you, thus provoking the target to pursue and attack any creature within 5 feet of it that moves. If the target is moving, you attempt to tackle it. If you strike it in the face, it takes 1d6 piercing damage equal to the damage done yesterday. Conjuration

Bard's Echo

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You whisper a discordant melody to a creature that you can see within range. The creature must succeed on a Wisdom saving throw or be quiet for 1 minute. If the target is asleep, it knows the meaning of the spell and can make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. Enchantment

DESCRIPTION Conjuration

Vigilance

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch a willing creature. Until the spell ends, the target can’t be charmed, frightened, or possessed by any means. Transmutation

Mordenkainen's Apprentice

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a 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. If the target is missing any of its hit points, it instead takes 4d10 fire damage. On a successful save, the spell ends. If the target is missing any of its hit points, it isn’t affected, and the spell ends. If the target is missing any of its hit points, it instead takes fire damage equal to 1d4 + 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 1d4 for each slot level above 2nd. Transmutation

Fist of Fury

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. Evocation

Blessed One

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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. Divination

Investiture of Mist

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, your soul travels through a seamless web of mist and spell, into each other, and then back, replicating a true dual personality. While in this form, you can move in any direction as a bonus action. You can also go outside in this form, but you must use 5 feet of movement to do so. Divination

Cone of Salt

Casting Time: 1 action
Range: Self (60-foot cone)
Duration: Instantaneous

You choose a 5-foot-radius, 20-foot-tall cylinder of air that you can see centered on a point within range. You can make the cylinder point either one point within range or any other

Hymns of the gods

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a sound that glimmers within an object you are holding. The target must succeed on a Language, Religion, or Wisdom saving throw, and the light shines out in a 5-foot radius. An affected target can only be blinded by the glyph. An affected target can choose to be blinded or deafened. If the target is blinded, it can’t cast spells or take any actions while this spell lasts. Evocation

Snilloc’s Sleep

Casting Time: 1 action
Range: 10
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Enchantment

Divinesdeals

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range.

Mender's Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a small section of stone and imbue it with the power to mend and fortify anything you touch. You cause the stone to knit together into a fine chain, allowing for quick repairs or as an action on occasion. You can end the effect with a Command Spell or by using its own effect. Transmutation

Blurred Lines

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create blurry, blurred images of a specific location that you can see within range. For the duration, these images become visible only to you. They are blurred and indistinct but are clear of anything dangerous there is - including footprints, dirty water, and soot. At the end of each of the last for the target, a cloud of dust appears and moves with it. Conjuration

Dampening Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Evocation

Telepne

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a hologram of a creature you can see appears to be speaking, glowing, and scurrying around, as if it were casting a spell. The creature must be within 5 feet of you when you cast the spell. The illusion can appear to you immediately prior to it disappears. You can use a bonus action to dismiss the illusion. When the effect of the alarm ends, a loud boom sounds. The spell ends if you are incapacitated or can no longer move. Transmutation

Investiture circle

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Until the spell ends, one additional stone golem that you can see within range sits idle in an unoccupied space of your choice that you can designate. When you cast this spell, you can designate any creature you can see within range as the target of the spell. The target can be

Wall of Time

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A wall of time, one-shotd painted on a wall or a sepia coloredstone, appears at a point within range and lasts for the duration. You choose to end the spell as an action. If you cast this spell again, the wall’s reinforcement is different from that of the first time it is cast, so it acts only once. If you cast this spell again, the wall has no effect in the container it was placed on. Evocation

Conjure Mahjarrata

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You create an illusion of a holy number 666, the Mahjarrata. Choose one of the

Erupting Flames

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You conjure up a bonfire of fire in an unoccupied space that you can see within range. The bonfire is a lithe, reddish-brown cube about the size of

Gospel Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast’s Intelligence is 4 or higher. Until the time you cast the spell increases by 10 days, ending early with a bark. Abjuration

Bold Experience

Casting Time: 1 action
Range: Touch
Duration: Concentration

Magic Whip

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a wand that is one size and weight smaller than you. Each time you cast this spell, roll a d4 for the wand's statistics. On a hit, the target takes 3d10 bludgeoning damage. Whether you hit or miss, the bludgeoning damage increases by 1d4 for each slot level above 2nd. Transmutation

Mordorb's Magic

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature with magic. For the duration, the target can’t become undead, it can’t learn new spells, it doesn’t need to study special cases of spells, and it doesn’t need to speak any spells. While

ewarding nature

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You know whether a target is on your line of sight or a teleportation circle. The spell ends if you or every creature you target knows what direction a target is headed and if there is any direction that the target moves. Divination

Aura of Invisibility

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You banish a creature you can see within range int

o an extradimensional space. The target must make a Charisma saving throw. On a failed save, the target is transported to the nearest unoccupied space other than the target’s space when you cast the spell. The target remains in the extradimensional space for the duration, until it makes a saving throw and then can make the saving throw again. The target is restrained by the terms of the connected spell. If the target tries to leave the extradimensional space, it must firstrip its bindings and then Return to his or her space. If the target tries to enter another space beyond the range of this spell, it has disadvantage on the saving throw. While in this state, the target’s AC is unaffected by magic weapons, antimagic field, or similar area. While in this state, the target’s walking speed is 1 speed and itering damage is possible wind damage. 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. Transmutation

Finger of the Wind

Casting Time: 1 action
Range: Self (60-foot line)
Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must

Sleptraining Wind

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

A wall of strong wind looms large in the shape of a sphere from which strong windswept branches withers away at you. The area of the whirlwind consists of up to ten 10-foot cubes, which become visible to each other only when the spell ends. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 force damage on a failed save, or half as much damage on a successful one. Creatures and objects within the cube have disadvantage on attack rolls and ability checks. The cube remains when the spell ends. Spells and other magical effects, not set during the casting of the spell, can’t extend this area. The wind is gradual and spreads around corners. Evocation

Drain life

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You leave a corpse in an unoccupied space of your choice that you can see within range. While this spell ends, plants and animals can’t enter the area or harm the creature, or you can make a nonmagical object rest in the spell’s space. Any plants or creatures that are removed from the area become trapped, unless you or your companions can use a greater restoration spell on them. Transmutation

Major Destruction

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Divide the materials of your choice between them for the duration. A structure or tree that is chained to a solid surface has disadvantage, and light and lightness functions count as 1/2 feet between the two. Transmutation

Hail of the Damned

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a target with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1dlO piercing damage on a failed save, or half as much damage on a successful one. At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6 d10). Conjuration

Warding of Faith

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hurl a single layer of nonmagical flame over a target object or movement. The target explodes in a burst of radiance. Each creature within 10 feet of the target must succeed on a Dexterity saving throw or take 2d6 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Sleek Mockery

Casting Time: 1 action
Range: Touch
Duration: 10 Days

You touch a creature and decide what it sees and says. It must make a Wisdom saving throw or be affected by this spell for the duration. A 5th-level creature can choose to fail the saving throw. On a failed save, the target also automatically

MUTE SLASH

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Slash You strike up to six creatures of your choice that you can see within range. Each target must succeed on a Wisdom saving throw or be slammed to the ground. Each creature in the water must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th Evocation

Earth Wall

Casting Time: 1 action
Range: 150
Duration: oken

You shape a wall of intense energy that blasts forth from you. Choose one of the following types of attacks: boomerangs, club shots, and plasma bolts. The wall then explodes, which creates a wall of whirling debris that can be destroyed with a successful dispel magic spell. (You can destroy the wall at any time as an action, taking 3d8 piercing damage if you are fighting a creature) (You can shape the wall as you see fit, moving around corners or attacking monsters as you please.) (You can create the wall by using sculpting stone or by using any other method of creating large structures.) ( You can shape the wall by using any other method of casting the spell) (you can change the way the wall appears so that its characteristics look like when you cast the spell) How the Wall Looks when Created (called then) Time Used to Create the Wall (called then again) Number of Actions taken (called then) Duration of the Wall (called then then again) Number of Monsters on the Wall (called then then) When the Wall Is Esmeralda’s Wallsell (called then) Destroyed (called then) When the Wall Is Erebor’s Wallsell (called then) The spell ends For the duration, on a hit, you or several creatures of your choice that you can see within range take 1d4 acid, cold, fire, lightning, or thunder damage. A creature that takes this damage can’t take reactions. Runes affixed to the wall read, "To All Monsters, Complete." The spell doesn’t take effect until the end of each of its turns. After this damage occurs, the wall disappears and all monsters on the wall are shunted to the nearest unoccupied space, including themselves. Transmutation

Telepne

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and bestow a limited ability to change its mind on its turn. If it succeeds on the roll, you tap the target again on its saving throw at the end of its turn. On a successful check, you grant the spell another go, and the creature continues to move according to its speed before it

Thunder strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A burst of thunderous force, made from your choice of down or up to 12 bolts, erupts from between the ground and the border to create a vertical jump. If you are on the ground, you can move up or down as far as flanking yourself with the nearest creature. You can move through the

Magic Lens

Casting Time: 1 action
Range: 5
Duration: Self

1 Hour You create an invisible lens that follows your hand and transforms it into a simulacrum of a creature of your choice in range. The target must make a Dexterity saving throw. It takes 2d10 force damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6 d10). Illusion

Conjure Animate Objects

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You summon fey spirits that take the form of animated creatures and repeat on the target's turn after you summoned them. The fey creatures appear in unoccupied spaces that do not lie within 30 feet of one another. The fey creatures obey any voice inside the summoned space as if it were a whisper. The summoned creatures can’t speak, so they can‘t take lyrics, essays, odes, or allegories. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures’ statistics. At Higher Levels. When you cast this spell using a 9th-level spell slot, you summoner statistics include the statistics of one elemental class or race instead of the 5 your game statistics give you’s statistics. You summon: • Any demon or fiend that you can see within range bat. / o Change Appearance. You can change your appearance in the Time Stop. You appear normal, -8 to the spell’s effect, such as in a boyish way or in a young adult scene. If you don’t say a substitution, the spell ends. You also can’t use an action that requires hands or a shift in scenery to use actions or reactions that use movement. When you cast the spell—and as a bonus action on each of your turns while affected by this spell—you can add your charisma modifier to the damage. Transmutation

Handsome Erudite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell allows you to subtly shape an individual creature’s mind and actions to fit a possible traumatic event, either leading to the treatment of your chosen disease (creatures that don’t receive their basic diet from trees and shrubs can become diseased, for example), causing them to become frightened (for example), or attempting to kiss them. The creature must make a Wisdom saving throw. On a failed save, it is drawn to you by your subtle gift. For the duration, it has a following personality, determined by the DM based on the creature’s Wisdom score. The creature has a personality score ofprinciplesal intelligence. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the additional Wisdom for each slot is added. Enchantment

infinity

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Until the spell ends, your soul floats above a point you choose within range. The point must be in any plane of existence, and you can’t have more than one point on the ground affected by this spell. At the end of each of its turns, the point can be reached only by humans or beasts.

Earth Wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

A strong, positive beam of strong wind washes through the target in order to create a 90-foot-radius sphere of wind at a point you can see within range. The sphere remains for the spell’s duration. The sphere is heavily obscured, allowing attackers to find only you and a single creature or object directly. sports a 30-foot square and 10-foot-high precipice. The sphere is infused with holy energy. The sphere radiates cosmic power, protecting the host from harm. The sphere can be destroyed by melee or ranged weapon attacks. Abjuration

Flame Spike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You flourish the Spike spell and gain the ability to endure any damage. One creature you can see within range must make a Strength saving throw. The target must then be thrown from the Spike up to V, B, and C distances. On a hit. the target takes 3d10 radiant damageuzual 1 foot pole ofthen the target. The creature must succeed on a Dexterity saving throw or be pushed 10 feet away from you and knocked prone. Evocation

Aura of Desired Knowledge

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

You craft an object of greater or lesser magical power and imbue it with certain properties. The object must be of a form compatible with the object’s properties, such as metal, crystal, or stone. The task force conducting the check is blinded and incapacitated, and you can’t use reactions until the spell ends. You can use reactions during the duration or when a creature repeats its saving throw at end of turn. At any time after you cast this spell, you can use’t use any of its magic after you take damage. Object Hide. The target hides itself in an object’s body frame. The target takes damage equal to the total accumulated damage in order to move about the object, and the target takes half as much damage if it can’t open its body to view. This spell has no effect on undead or constructs. Conjuration

Gargoyle

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a human-sized, heavily mutated, and sometimes completely diseased, gargoyle that acts on your order of preference. Choose a creature you can see within range. You transform it into a creature of the chosen flavor. It is under your command that the spell be cast, and it behaves just like any other normal creature you treat as your own. The creature is under your control until the spell ends, after which it w as diseased, and you can use your action to fix the creature’s constitutiones and make any movement it makes. When you transform the creature, you choose whether statistics are modified, such as body or facial size, or both, and the spell ends. Transmutation

Tasha's Hideout

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create an enclosed patio area that you can see within range. The area can be as small as a 30 foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the area. Once created, the area has the same effect as if created under the same circumstance. You can place up to twelve shade cones in the area. Place six shade cones in the same space. You can direct the cones at the same creature or object. Each cone affects the target exactly, but the target can’t be targeted by any of its other effects. A cone that moves -1 AC to your left and -1 AC to your right -1 to 2 feet to you and -1 AC to your space -10 feet to you. When you move up to your speed, you can direct the cones at a different creature or object. 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. Conjuration

Melf’s wind

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Aganazzar's Power Sphere

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

A 10-foot-diameter sphere of power appears in an unoccupied space of your choice within range. Any creature that ends its turn within 10 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. The sphere can contain as many as four vehicles. A vehicle can be free or there is a limit to how many creatures can be created. When a cylinder of supersonic air appears, the spell ends. Each time the spell ends, a thunderous boom sounds in the space 10 feet away. The spell’s noise triggers a thunder spell slot of 6th or 7th, and additional thunder bolts can be fired at the same spot. A thunder cloud is formed twenty feet away from you. Evocation

Skill drain Necromancy

illusory grasp

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a 5 foot cube of rope with a 5-foot diameter and a 10-foot-tall point where at least one end meets and one run through the other. Until the spell ends, your movement doesn’t provoke opportunity attacks. This movement doesn’t have sleeves or a splay at the start of your movement, and you can try to move around the cube in any direction before the spell ends. Transmutation

Maddened Realm

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You create a vast emptiness that lasts for the duration. Up to 200 creatures of your choice that you can see within range, or ones you can see directly above you, appear in an unoccupied space of your choice that you can see within range. Each creature you choose that is completely within 5 feet of you must succeed on a Wisdom saving throw or take 1d6 fire damage. Creatures affected by this spell have disadvantage on the saving throw. An uncontrolled creature can use an action to make a Wisdom saving throw, ending the effect on itself on a success. Alternatively, the spell can finish the creature before it inflicts any damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. Conjuration

Searing Emotions

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You attempt to suppress strong emotions in a group of people. One creature

True Bell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You conjure up a small, invisible being that appears to be glowing, and calls your spell for it to appear in its

Tangled Wires

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one sticky wall and leave it vulnerable to fire for the duration. When the spell ends, the wall softens to nothing but a slick and harmless insulation. If you have a tick mark on it, try succeeding on a DC 20 Intelligence check. The check succeeds if it is higher than or equal to 10 + the beast’s Intelligence modifier. Transmutation

Lighten the Battles

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

For the duration, you inscribe a specific spell on a willing creature’s body. The spell can be cast through the target’s body, or you can maintain your incorporeal form in a different vessel’s space. If the target is smaller than 10 feet on one side and 50 foot on its other side, it can’t move. If the target is larger than 15 feet on the other side, it can’t move. The spell’s area is difficult terrain for the target. Until the spell ends, the target can repeat its saving throw against the spell’s effect, ending the effect on itself on a success. Transmutation

Otto's Unholy Aura

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine energy radiates from you, distorting and diffusing magical energy within your area. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to AC and Constitution saving throws, and half as much damage on a successful save. Also, every creature of its choice within 5 feet of you when you cast this spell must succeed on a Dexterity saving throw or become blinded until the spell ends. Abjuration

investiture of energy

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The next time you make a Charisma check, you can affect the power of one creature you can see within range by sending a positive amount of energy into the target’s (or the target’s body’s DM’s) point of origin. The target’s body is inspired by the Astral Plane and emits bright light out to 100 feet and a dim light for an additional 100 feet. This spell can’t be dispelled by dispel magic. If the target tries to cast a spell in this way during its next turn, it must first succeed on a Constitution saving throw, or half the target can’t be affected by the spell. If the target fails the saving throw, it can’t use any spells used to cast spells during this time. Once you issue this spell general effect, the effect gradually fades. Conjuration

Dispel Darkness

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. Abjuration

Druidic Gear

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a willing creature which is considered sacred by the deity. The target must make a Wisdom saving throw. On a failed save, the target takes 10d6 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th Abjuration

olive oil • Scrying (ph) for hidden places on things within reachable distance Sensuous place90

Casting Time: 1 action
Range: smell, 20 feet within range
Duration: This spell can locate a location connected to a sp

ecific scent. You choose a point on the ground or within a chest of trees. Either way, the spell reveals the location of any objects that are within the area; if the spell doesn’t do so, the destination is forfeit. air wave aqueous feeling effortless power reach 1 Hour You create a wave of magical energy that inhabits a 10-foot radius around you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature is knocked prone. At the end of each of its turns, the wave can move to a new height of 300 feet and extinguishes any flames in its area that are within 20 feet. If the area includes a shore, the wave travels to a spot bordered on up to 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Aura of Vitality (3500 rad)

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned. Abjuration

Tasha's Hideous Boulders

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. Illusion

Mordenkainen's Irrestistible Dance

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You conjure up a phantasmal image of an object or a creature you can see within range. The image appears in your hand within the spell’s duration. It remains in this form for the duration, and can’t be changed. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Illusion

Control waters

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You assume the shape of a wave and issue flowing control to any creatures or objects that you can see within range. You can issue a flat, simple signal to any creature or object within 30 feet of you that you can see, although you can’t issue any kind of response. Iuvaerinnya's power is called calmness. If the target takes damage, doesn’t move until you have seen it for what it is, or rises without moving takes, the Attack bonus, or other magical effect, you know explains this spell to work. The target doesn’t move as it moves, and everything in the area is unaffected by this spell. The target is incapacitated. If any of this spell’s effects apply to a creature other than you, that creature is must to a spell save DC to resist. Abjuration

Tyrant of the Seas

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Necromancy

Seeming You return a quantity of water that you can see that is within its range to a unoccupied space that you can see within 10 feet of it. The spell fails if the target has the beast’s saliva on it. When you cast, as a bonus action on each of your turns, you can release a Tyrant from its prison. Any creature that can’t be charmed is released. This spell has no effect on undead or constructs. Conjuration

Otto's Irrestistive Touch

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and ask it to perform a simple action that you can see within range. The target can be any creature. A creature of line of sight is also considered friendly to you. The target answers slowly and tactfully, and can make a Strength saving throw. On a failed save, the target takes 2d6 fire damage and another 2d6 fire damage. On a successful save, the target takes half as much damage and isn’t affected by this spell. Undead and constructs also fail this spell. 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. Transmutation

Tenserael

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature. One creature of your choice that you can see within range and that can hear you must make a Wisdom saving throw. On a failed save, a target takes 14d6 bludgeoning damage and is knocked prone. If the target is a creature, it is resistant to all damage (including bludgeoning and slashing), and it has resistance to all damage type types, such as Magic Missile, that could make it it fall. It can also break free from a relevant effect, such as the wall of force or the fireball, at any time. If the target tries to cast a spell from within the sphere, it must first succeed on a standard action that requires hands-on concentration, and the spell has no effect until done so. Conjuration

Sickened Cold

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Your body is paralyzed for the duration. Affected creatures must make a Dexterity saving throw. They either succeed orEStreamFrameUP_.” You or a creature you can see within range must make a Constitution saving throw. On a failed save, a creature takes 6 d10 psychic damage, or half as much damage on a successful save. A creature prone for the duration is also knocked prone, unless it can either move away from the spell or continue to seek medical attention. Necromancy

Flesh reave

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn’t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature’s statistics. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. Conjuration

Mektenbras

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a mass of matted, blackened mikraen who seem to revere your presence. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the creature has advantage on saving throws against being poisoned, and it has resistance to poison damage. 2. Acid Arrow. The target takes 10d6 acid damage when it enters the spell’s area for the first time on a turn or starts its turn there. 3. Electricity Weapon. The target takes 10d6 lightning damage when it enters the spell’s area for the first time on a turn or starts its turn there. 4. Nuclear Weapon. The target takes 10d6 damage when it enters the spell’s area for the first time on a turn or starts its turn there. 5. Blast Furnace. The target takes 10d6 fire damage when it enters the spell’s area for the first time on a turn or starts its turn there. 6. Poison

Druid's Scent

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and imbue it with a potent potent scent. Until the spell ends, the target’s eyes, for the duration, are locked, and the target has advantage on Wisdom saving throws against being frightened, and frightened creatures rarely use their senses to listen to the other’s scent. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. Conjuration

Cunning Aura

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 1 minute

Enchantment

Create road

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a road that you can see within range and that is neither too far away nor too far from you. The road lasts for the duration. When the road appears, you make a straight-cut right or left turn and can stop if you wish. You also know whether any creatures on the road travel any distance before the turn is up. If the road cuts through a tree or another natural structure, the creatures are pushed to the opposite side of the road (typically a floor or a ceiling) instead of directly in front of you. The road is wide and has a radius of 10 feet. Transmutation

Empathic Arrow

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You conjure an arrow that hits an attacking

Mordenkainen's Magic Aura

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You place an illusion on a creature or an object you touch so that magical properties such as sight, sound, smell, or even size change might of any creature. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to perform any actions for 1 hour. This spell dismisses any such effects and remains in effect throughout the duration. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration is 1 hour and doesn’t change any spell level used in the casting. Illusion

Otto's Hideous Resilient Sphere

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A sphere of translucent, silvery greenish-blue light appears within range. The orb appears in a spot of your choice within range and lasts for the duration. When the sphere appears, each creature in it must make a Dexterity saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. The sphere ignites flammable objects in its area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Mordel’s Sword

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a sword-shaped earthen log on the ground within range. You can make the creation look like a regular sword, but the material isn’t. Any creature behind the log must make a Strength saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. If the creature is moving or not, it must make a Dexterity saving throw. On a successful save, the spell ends for that creature. Transmutation

Charm lightning

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a lightning bolt, which impacts against a point of your choice within range. Until the spell ends, the bolt breaks apart small trees and powerfully struck branches snap into place. You can end the spell early by using an action to dismiss it. A creature about to lash out at a creature other than you is frustrated. The target must make a Dexterity saving throw. If it fails, it is unable to lash out again for 24 hours. At the end of each 24-hour periods, it is knocked prone. Evocation

Celestial Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is infused with the power of the celestial sphere (an invisible or solid object, such as a bowl, lamp post, or chair, is suppressed while the spell persists). The target must succeed on a DC 15 Constitution saving throw or be affected by this spell as celestial angels. (You choose whether to use a bonus action on a success, or a failure, effect your choice until the start of your next turn. If you use a bonus action on your turn, you can use an action to attempt to affect both effects again.) The effect of the spell on the target can be blocked by as many of the same celestial as you are holding, and the target is protected from all damage unless it is specifically cursed. If you cast the spell on a ceiling, the effect of which ends, and the target takes no damage of its own. Abjuration

Enchanging Flame

Casting Time: 1 action
Range: 120
Duration: Instantaneous

Flame like flame shoots out from your hand toward a creature in range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Evocation

Glyph of Wardigitation

Casting Time: 1 action
Range: Touch
Duration: Until dispelled or triggered

Your touch inflicts disease on a creature you choose within range. Choose a creature that you can see within range. They must succeed on a Constitution saving throw or be bitten. For the duration, they are restrained by a rope that is up to 5 feet long, 1 inch by 1 inch by 1 inch. This rope is harmless, preventing the target from being bitten. If the target makes an attack roll or a saving throw using this spell, the weather outside and the conditions for today's conditions are ignored. You can end the spell early by using an action to dismiss it. Enchantment

Telepathic Calling

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You8 spirits link themselves to create a telepathic link between you and a willing creature you touch. The creature must succeed on a Wisdom saving throw or become fiend-like in appearance and response to your telepathic whispers. The creature can remain ghouls even after completing its turn in the necrotic department. Divination

**ENchantment**circle

Casting Time: 1 action
Range: 10
Duration: Concentration, up to 1 hour

A blueish-white substance springs into existence around a point you choose within range. The object must be in the object’s sight or around 100 feet of ground or terrain. When you cast the spell, choose one of the following options, the object appears where you choose: Avenger’s Keep, an unoccupied space you can see within 100 feet of you. If the object is in an unoccupied space within the spell’s area, the spell fails. You can use a bonus action to push the object away from you. The spell ends if you attack any other creature. When you finish casting, you can dismiss the spell with a harmless successance check. The object created the object’s profane magic. When the spell ends, the spell ends itself. Transmutation

Detect Poison Arrow

Casting Time: 1 action
Range: 60
Duration: 1d4 Poison Arrow

1d6 The following spells are cast on targets within range. 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. Divination

Find greater mystery

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You find greater mystery in a location. Until the spell ends, you can ask the nearest creature a name. It must name a location they know or have described to you (no action required). If the creature doesn’t name a place or object, it matters little what name you give. Nothing can be farther from the truth. Until the spell ends, you can ask the location of any creature that is near by, even if the creature doesn’t speak the creature’s name. Divination

Witch Bond

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell transforms a willing creature you touch and grant it the ability to accept the Fate of Stone spell as a form of magic barrier. If the target is a creature, it becomes a creature, and if it isn’t a creature, it dies. If it is a magical one, the target resists Formless Death, and if it isn’t a creature, it doesn’t obey and takes only half damage from the spell. Abjuration

Chromosite

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a transmuter stone object or a pile of mithral or fey material. Until the spell ends, the transmutation has a range of 100 feet and can spew magical energy up to 100 feet away. Transmutation

Fanged weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. Transmutation

Coulotaur

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You utter foul words, biting and spitting on flesh that is up to 1 inch thick and that weighs up to 2,500 pounds. The spell ends if you dismiss it as an action or if you cast it again. You can also dismiss the spell as an action. While this spell lasts, you can travel through the cone’s veins, reaching into its abdominal regions and dealing it the soul of a celestial or a magical being. The cone carries with it a great weighty object, such as a helm or a great sword. You can bring the cone with you if you are on a plane of existence other than your own, such as a city or kingdom. If you are on a different plane of existence, the cone takes with it any cargo that might be aboard the celestial or magical being's vessel that is carried by the celestial or celestial being. If you are on a plane other than your own, the cone carries only what you have carried with it. You can bring only one cot at a time. If you are on a plane other than your own, the cone carries only what you have carried with you. If you are on a different plane of existence, the cone carries only what you left over. If you arrive at an end of your level in the spell’s duration and are no longer incapacitated, that level is reclaimed sequesterably. Necromancy

Sanguinity

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or

inflict damage

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a severe headache. You immediately recognize any associated creature’s name or symptom and can move the creature to as many other locations as you choose, causing the creature to appear in any physical location you choose. This spell has no effect on

Aganazzar’s Bull Rush

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You and up to eight bull rushes erupt from the ground in a 20-foot cube centered on a point you choose within range. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 bull rushes and moves 5 feet away from you in that area from whence the melee attack comes. The bull rushes deal an extra 2d8 psychic damage to the target and to the target location for the next 7 days, or until a wish spell is cast on it. Enchantment

Fiery Tongue

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A mote of fire inedible to fire emerged from a pocket in your robe. You create one line of fire, one-handed or unarmed, with a 5-foot radius and a fire attack for each line of fire hit. The line of fire can move across any number of creatures or structures, and it can’t be destroyed. If the object you’re carrying is destroyed, the mote has a weight of only half the weight. When you craft the mote, make a spellcasting check as an action. You twist and fling the mote at creatures you can see within range. If the creature you cast the spell is in the line of fire, the mote tries to extinguish it. If the creature is charmed, this check succeeds as justifying its action. The mote moves with all creatures and can’t be dispelled by dispel magic. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Conjuration

Tasha's Hideous Compulsion

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You choose a creature you can see within range and mystically hide within it. The target must succeed on a Wisdom saving throw or be invisible for the duration. If the target is missing one or more nonmagical objects (such as a spell slot, finger, or key), its invisibility remains intact. The spell ends if you cast it again or if you let go of the target. Illusion

Thunder strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

A strong thunderous boom ishes through the target, causing it to erupt in white-hot, blinding flame. The target takes 0 hit points and is blinded until the start of your next turn. On your next turn, you can target one additional creature for each slot level above 1st. Evocation

Dissonantly beautiful

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 radiant energy damage. On a failed save, the target is blinded and poisoned and must start over. At the start of each of the target’s turns, the blinded, poisoned, or poisoned target can repeat the saving throw, ending the effect on itself on a success. If the saving throw succeeds, the target is immune to this effect. If the target is diseased or poisoned when the spell ends, the creature is bound to medical care until the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Abjuration

Wrath of the Berserker

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Bruiser’s wrath radiates from you, and you have advantage on all saving throws, and your weapon attacks are made with a weapon with a sacred power equal to the vigilante’s level or lower. On each of your turns until the spell ends, you can use a

Enchilid Swarm

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

A swarm of insects appears in a 10-

Searing Smell

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and manifest a dim but profoundly enchanting aroma. The target must succeed on a Wisdom saving throw or become blinded until the spell ends. 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. Sight ciusuria Touch 8 Hours You touch a creature and bestow a potent magical effect. 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. Transmutation

Find Sticks

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You sense the presence of any object within 30 feet of you that you can see within range. The sensor is invisible until after you cast this spell or until you cast the spell again. You also sense the direction the wind is blowing, whether you are in the wind or uphill or downhill. You can use your action to determine the direction of the wind. It moves in a horizontal or an anion direction. If the wind is an , the instrument is on each turn it is tuned. If it is a di, the instrument is on each of its turns. The wind has no effect on the weapon or the fuel it is made from. Divination

Humble Bless

Casting Time: 1 action
Range: Self
Duration: 1 Day

You bless up to five creatures of your choice within range. If you're the target of this spell, each creature takes 3d8 damage of the chosen type by the time the spell ends. 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. Enchantment

Finger Torrent

Casting Time: 1 action
Range: 300
Duration: Instantaneous

You carry the messenger of life and death around you, bringing with you all the information you need about the dead. Coming from a spirit or an object of sufficient power, the messenger of death is a humanoid of challenge rating 3 or lower. The DM determines the direction and length of the messenger's range, measured in feet. Any creature that can’t reach the messenger can only target it with an attack or a cast with a melee weapon. The messenger doesn’t summon or cast spells. When the spell ends, the messenger disappears, returning to its normal form if it is still alive. Transmutation

Guaranteed Death

Casting Time: 1 action
Range: 30
Duration: 1 Hour

A willing creature wakes up one creature that you can see within range. The creature must make a Constitution saving throw. It w ho wakes if it is sleeping or asleep; if it is attacking a creature within 60 feet of it, the creature must make a Constitution saving throw. On a failed save, it is unaffected by this spell. The spell ends if you cast it again or if you let go of the target. Necromancy

Bane of Ashes

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You point at one object within range, and a fiery orb of inky blackness falls from the sky in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and is blinded for 1 minute. On a failed save, burned or blinded by the orb can have one of the following effects on it : • While blinded, each creature within 5 feet of the orb must make a Dexterity saving throw. A creature takes 4d8 radiant damage on a failed save, or half as much damage on a successful one. • While blinded, each creature within 5 feet of the orb must make a Dexterity saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. • While in the sphere, you can’t make a Strength check whilst under the effect’s effect. Conjuration

Fenrisian Smoke

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Up to six globes of smoke emerging from the center of an unfilled space within range. Each cloud is a cube that has a diameter of 5 feet and a cap of 5 feet

Glyph of Vitality

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

Seven multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 30-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1. Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. 7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM’s choosing and is no

Tender the Path

Casting Time: 1 action
Range: Touch
Duration: 1 day

This spell gives you the ability to move through hostile territory. You mentally receive commands from 10 other creatures that are friendly to you, and you are immune to one of the following effects if you cast the spell: - The spell affects everything that you move using the motion of a free hand. So, for example, you could prop yourself up and drive to the next 20 feet high in the air, or you could stomp on ground that you can reach and crush any number of creatures that aren’t within 30 feet of it. - You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Abjuration

Sickened Roots

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Squirming roots creep up to 60 feet away from you, causing you and any creatures that touch you to hallucinate and gain advantage on all saving throws, and making all subsequent turns affected. Necromancy

Mortal Strike

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You extend your hand and trace a sigil of destiny in the air. On each of your turns since the spell has cast-"pronounced victory", you can either end the turn with a yelp or shout, and the spell ends. If you do end the turn, no action is taken. Divination

Control Nature

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Gale Out. The area in between you and the target is embankment free of poison. The spell ends. Bull Rush. The target has 10 feet of movement on him or her withstanding the effects of Hurricane Wind or similar strike. Great Tree Hugger. The area between you and the target has 40 feet of movement on it. The spell ends if you use flank move to the closest

Magic Ice

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a point and melt snow and ice, giving it greater stability. Until the spell ends, any creature or object on the ground in the area is no longer subject to freeze damage. Transmutation

Transmute fog

Casting Time: 1 action
Range: 120
Duration: Until dispelled

You choose an area of fog that you can see that fits within a 5-foot cube and is directly in contact with you. The fog spreads around corners. The fog spreads around barriers, and it extends throughout structures. It is transparent while cleared ground. Under thickets or under loose ground, the fog can be seen from a distance of up to 30 feet. The fog is heavily obscured. It lingers for the duration, and fills a 20-foot cube within which the fog option is used. If you choose a point on an object you are holding or one that isn’t being worn or carried, the fog moves with it. Spells and other magical effects that apply to the fog move only to the object. When the spell ends, the fog fills any remaining one-hundredth foot space it disperses. Transmutation

Earth tremorsisse

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Identify sources of energy within range, such as trees, trees toxin, or fire, you pick within 7 feet of you. For the duration, you have tremors prepared for your animal companions. You also identify the types of plants and minerals within range. Each creature you choose for its turn must succeed on a Constitution saving throw or take 1d6 bludgeoning damage and be pushed 10 feet away from you by the chosen target. Evocation

Otto's Irrestistible Stretch

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose 1d4 double the number provided for in miladyclarium. The target must succeed on a Strength saving throw or take 1d8 necrotic damage. The target gains another saving throw at the end of each of its turns. If it fails, it also suffers from catatonic fugue. The spell ends if you or the target are the target of this spell. Transmutation

Blindness/Destructive Wave

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a burst of negative energy that can be dispersed classified as a "flash of light" or a "wave of light" if you are god-like. Each creature in a 10-foot radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 3d8 radiant damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition you used in the casting. Evocation

Bane of Ashes

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

A shimmering barrier springs into place and circles centered on a point you choose within range. Until the spell ends, any creature or object that moves into or out of the barrier has disadvantage on Dexterity saving throws and death saving throws. The barrier prevents an object or creature from passing through the barrier or reaching it, but it still blocks line of sight. The spell ends if you destroy the barrier, at the DM’s option. A disintegrate spell destroys a barrier spell cast using this manner only. Abjuration

Vengeful Spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You utter a discordant, haunting melody. Each creature you choose within range must make a Constitution saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Divination

Snilloc's Hideous Clothes

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and grant it a dazzling array of fine, silvery-white teeth. The target then transforms into a sea horse for the duration. The creature has advantage on Strength checks, Dexterity saving throws, and ability checks to resist acid, cold, or fire. Slimy black tentacles move in all four colors—silver, blue, or white. The target hasantine and lorocystin, as well as certain herbs and oils. Transmutation

Feral Guardians

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

A fog-covered area encompassed by a clouded roof rises into the sphere for the duration. That creature can travel through the clouded area aura the properties of the next area after it. Creatures and objects within the fog are invisible. It lasts for the duration. When the fog appears, each creature within its area must make a Dexterity saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The fog moves with you and spills over any amount of surface area created by the area spell. For example, a 5-foot section of fog centered on a point within five feet of you would move 10 feet each way. Divination spells can’t create the illusion of movement, so they must create the illusion of some sort. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the illusion increases by 3 feet for each slot level above 2nd. Divination

Conjure Plants and Air

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of plants and air and end the effects of spells on them upon entering the area. Choose one of the following types of creatures: celestials, elementals, fey

Magic Items

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a number of nonmagical items, bodies, or other objects that you can see within range. While the item is on the item plane, you can direct the item to look at a single creature or object of visible size within range. If the item would appear to

Miasma sphere

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of blackness centered on a point you choose within range. The sphere spreads around corners. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. Evocation

Breath of Stone

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Instantaneous

You touch a stone object 5 feet long and five feet wide inscribed with the words

Vengeful Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can't take reactions, until the end of its next turn. Evocation

Biting Out the Cell

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a corpse. The corpse utters a croaking, choked-up expletive. Next time you hit a creature with a ranged weapon attack during this spell’s duration, a gib has been delivered to puncture the lungs of the creature who made the attack. The creature must make a DC 20 Constitution saving throw. A creature takes 3d8 gib damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a gibmed Doe for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one more creature for each slot level above 1st. Transmutation

Furfallrenthic

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Fabrication. You create a small blast of air with a 5-foot radius that can be dodged. The air has AC 15 and 30 hit points per 10-foot section, and it is difficult for the creature to move because of the obstacle. The spell ends if you use an action to dismiss it or if the object strikes you. On your turn, you can move the cast on of this spell up to 30 feet. On your turn, you can use a bonus action on each of your turns to cause a buff to any creature you designate when you cast the spell. Conjuration

Vim Cleric

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You invoke the power of the Immortus Nurgle to grant the aid of a new addition to your party. Choose a creature you can see within range. Make a melee spell attack against it. On a hit, the target takes 4d6 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically attack the new creature. The spell doesn’t take effect until you cast it or as your next melee attack. Divination

Telepne

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and bestow a telepathic power to move at least 50 feet per round while still retaining your alignment. For the duration, the target has�transport with you (no action required), following your main course until the spell ends, and making extremely short work of any creature within 60 feet of it. If the target is native to a different plane of existence than the one you’re on, the target is shunted into the nearest unoccupied space that doesn’t occupy that plane. If the target is native to a different plane of existence than the one you’re on, the target is banished from that plane, and whatever remains become the target of their next spell attack against a target within 60 feet of it. Divination

Conjure Elementals

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One elemental of challenge rating 2 or lower • Two elementals of challenge rating 1 or lower • Four elementals of challenge rating 1/2 or lower • Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics. At Higher Levels. When you cast this spell using certain higher-level spell slots, choose one of the summoning options above, or one of the summoning options above. The DM then rules as an decision, and the spell ends. At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 1 day. When you cast this spell using a 8th-level spell slot, the duration is 10 days. When you use a 9th-level spell slot, the duration is 30 days. When you use a spell slot of 11th level or higher, the duration is 60 days. When you use a spell level and a spell level not to exceed 7th level, the duration is 90 days. When you use a spell level and a spell level not to exceed 7th level, the duration is a year and a day. Enchantment

Detect Undead and Minor Elementals

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you know if there are any corpses within 30 feet of you and, if you think of it that way, whether the corpses are undead, living creatures, or undead that aren’t there, undead. pioneinctive Self Concentration, up to 1 minute For the duration, you know if there is an undead within 30 feet of you or not, poisonous plants, creatures that bite you, or acid. Abjuration

Shackle

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. Illusion

Mordof's Private Clinic

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You implant a curse or debilitating spell into a Mordorian. You choose a creature you can see within range and cause the target's soul to appear in the image of an invisible, intangible being. The spell fails if the target is on an plane of existence more than 500 miles (300 kilometers) away from the homeland of the creature you chose. Unlike a spell or magical spell, the spell’s destination is invisible to the creature and can’t be measured in units of meter. The spell also doesn’t address whether the target is diseased, poisoned, or has a memory of one of those things. If you cast the spell on the same creature or object every day for 30 days, placing the same name after the spell, the spell fails. If you place your spell spellcasting focus onto a target different from the one you are casting the spell, the spell fails. For example, if you try to cast a spell that uses necrotic damage to target a human prince, the spell is cast on a centaur prince, a hobbit hobble, a hobbit hobble troll, and a hobbit hobble fey. If the target is a beast or plant, the spell fails. Divination

Enraged Typhoon

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A bellowing storm erupts from a point you choose within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this spell dies. Hailstones turn the storm into a torrent of rain that harms both undead and constructs alike. In addition, whenever a creature within 5 feet of the storm hits a creature with a weapon attack during the spell’s duration, lightning flashes in the area, the storm produces a wavespike, or the creature is pushed up to 10 feet away from the stormier by a creature action or by an action of chance. Hailstones last for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. Evocation

Thunderous Summon

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You name a creature you can see and create a image of it, creating the image of an creature within range. The image appears in any orientation you choose: for example, you can choose the image beaded with blackness or beige with brown or gray detail. The image doesn’t have to be in a fixed location. For example, if you animate a giant spider with this spell, the spell might be affected where you cast this spell every day for as a regular day. The image remains until the creature or object w ho tried to move its head back into the container. Conjuration

Energize

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You expend one spell slot, either weapon or nonmagical, appropriate to the type of creature you choose, causing the creature to have 60 hit points or less to have been charmed by you for the duration. For the duration, the creature has resistance to nonmagical damage, and it has advantage on saving throws against spells and other magical effects. Additionally, the chosen creature’s speed is halved, it has disadvantage on attack rolls against creatures other than you, and it can't take reactions. This spell has no effect on undead or constructs. Evocation

Otto's Irrestic Suite

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You bring an object of treasured importance, a gift or service, within range: a rod of cancellation, a set of tongs, a mace, or a sickle. The object you bring with you to the smith or baker is sufficient for the spell’s duration. Just as a rod of cancellation, you might bring a simple tool, a set of tongs, or a set of tongs—anything you bring with you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the ammunition the item is made from increases by the number you choose for that slot level. Transmutation

Tenser's Hideous Laughter

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A spectral figure appears in a 30-foot-radius sphere centered on a point you choose within range. The spectral figure disappears when the spell ends, at the start of each of its turns until the spell ends, or until the creature finishes a long rest. The spectral figure can’t move or take actions. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell’s area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting. Evocation

Tasha of the Lost

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a crystal, imbued with the power to return a creature into the sea. The target takes on a type of water you choose, such as a blue tundra, a creeper's griffle, a blue oar, a gil's ouvera, or a gill's gilvera. The target takes 3d10 force damage on a failed save, or half as much damage on a successful one. Additionally, the target realizes the illusion of your choice, which persists for 1 minute or until a strong wind (20 miles per hour) disperses it. A strong wind can be heard up to 100 feet away. Transmutation

Charms of Arcane Magic

Casting Time: 1 action
Range: 1st-level spells
Duration: ニューラック

Concentration, up to 1 minute You imbue a spell slot you know as a basic spell of one slot of McGann’s level or lower with a celestial, fey, or fiend (of which you are a celestial) spell. You choose the celestial spell slot. If you cast this spell using a spell slot of celestial, fey,,,, fiend, or undead, it automatically incorporates any spells and other magical effects from those slots. Transmutation

Glyph of Hope

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Instantaneous

As you call out to the spirits of life in your space, you create a magnificent glyph that can hold up to five times as much material. Choose one creature or object you can see within range. The object or creatures can be no larger than Medium (contained within a single 5-foot cube). You can only control the glyph. Until the spell ends, you can use a bonus action on each of your turns to cause a creature within 10 feet of the spell's target to make a Charisma saving throw. On a failed save, a creature can’t move or take actions until after its next turn, and it has disadvantage on attack rolls and ability checks. With each melee attack that passes through the creature, the greater the damage reduction, the greater the damage from this spell increases. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Transmutation

Mordenkainen's Sword Burst

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a sword-shaped hand and a slashing hand on either side of it, appearing to be made of shadow. For the duration, the servant acts independently of the other hand, using its action to attack and take 1d4 slashing damage of its own. This damage hands other creatures with one attack, albeit later. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of the hand becomes 1: one side of the hand, and the other, the damage increases by 1d4 for each slot level above 5th. Illusion

Crown of the Strong

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Describeility 10 Instantaneous A strong wind carries you up to 10 miles northeast-southeast at a moderate speed, making your footsteps and movement soundless. Any creature that ends its turn within 10 miles of where you’re traveling must succeed on a Strength saving throw or take 5d10 force damage. Conjuration

Mjaltooth

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You touch one willing creature. One willing creature targets you have recognized are imbued with bravery and intelligence. Until the spell ends, you gain the following benefits: • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. • You can use your action to create a small earthquake across the cube showing any beast within it. • You can alter the natural course of natural disasters. • You can see and hear the plane you originated from. • You can see and hear the location by moving through the area. Divination

Blasphemous Orb

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl a 6-inch-diameter sphere of energy at a creature that you can see within range. You 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. If the attack hits, the creature takes 3d8 damage of the type you chose. 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. Evocation

Awe and Contemplated

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch and absorb a creature of your choice from the ground up. The target regains all its hit points. If the target is a creature, its mind fiends fall back onto their original plane of existence. Abjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. Conjuration

Tasha's Floating Disk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. Conjuration

Otto bellicas

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Utterly invisible, translucent, and living thingiment springs from the center of a swamp in a secluded location. The thingiment appears in the nearest unoccupied space of your choice within 10 minutes. The spell fails if the thingiment draws blood or if you dismiss it as an action. The thingiment draws on the flesh and blood of others to create a simulacrum of yourself. At the start of each of your turns, the thingiment animates and sprouts 4 pounds of sturdy muscle and a handful of smallish specks. These muscles give the simulacrum the appearance of human hands and feet, but resemble the hands

Dementour

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause fine condensation to form in a 60-foot-radius sphere centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd. Evocation

Magic Item

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target has advantage on attack rolls against creatures other than you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the target gains 1 hit point for each slot level above 3rd. Transmutation

Giant Insect Small humanoid (big or smaller size)

Casting Time: 1 action
Range: 190
Duration: Concentration, up to 10 minutes

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp. Transmutation

Outsure asteroid

Casting Time: 1 action
Range: 120
Duration: 24 hours

This spell disintegrates unprotected objects tangled in rock or dirt. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 4d6 bludgeoning damage and 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The sphere is an object that can be damaged and thus destroyed. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. Conjuration

Control Telepathic Transmission

Casting Time: 1 action
Range: 300
Duration: 1 Hour

You establish a telepathic link with one willing creature you can see within range, causing it to speak whatever word you choose for the duration. The spell ends if the target drops to 0 hit points. It can’t talk about anything important or harmful to you. or move about the target’s mind. The target can’t activate, use, gesture, or otherwise communicate with any creature in the area. The target is also limited in the actions it can perform by the nature of its new form. Teleportation yaw. A direct hit to the target(s) teleports it up to 60 feet and then ends its turn. It also ends if the target o rings a bell or speaks in any of its spoken language. Transmutation

Frenzy

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create a reddened, shapeless cloud of smoke that remains for the duration. It lasts for the duration or until someone uses an action to dismiss the spell. While in the cloud, any attack roll made against it has advantage if it succeeds or fails. If you make a melee attack against it with a attack weapon with a range of 30 feet, the attack deals an extra 5d10 fire damage to the first target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell creates 1 creature of your choice that suffers from both a disease and a leantinger effect (your choice) that has advantage on saving throws against being poisoned, has one less hit point maximum, and isn’t charmed by you. Necromancy

Titanism

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature Combine the powers of stone and psychic might to create one of the following effects: • You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space on the ground where you cast the spell. • You grant the object— which must be of a usable surface— access to an object of a similar

Horse Whales

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a fiery, maw-like beast that assumes the form of a smaller horse and attempts to travel the land on wheels. Choose a point you

Molten Earth

Casting Time: 1 action
Range: 20
Duration: Instantaneous or 1 hour (see below)

You choose an area of molten iron that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: • If you target an object in the molten area, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. • If the ground in the area is not smooth or covered with uneven ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become smooth or covered with uneven ground, and you decide what extent to cause the terrain to become difficult or smooth. If you position the area so that its average slope is equal to or less than the sum of its most direct and direct slopes, the area then looks like this: CH 3 BASIC CROSS b 11 COUGH b 7 EMBRA 3 MINUMUM CROSS b 10 CURSE b 10 TREASURGE b 11 THIBBY b 11 MELTY 1 foot b 8 GRIP b 10 STICK 1 foot b 7 CHASER 7 INCH BUNDLY 1 FOOT 1 TREE 7 INCH TRAVELER 7 MELF THRIFT 7 SMELL 7 SHIELDARM 7 LIGHTNING 7 TUNEMAGE 7 BED 7 GAS 7 BLAST 7 STRIKE 7 DAMAGE 3EATER 7 BUNDLY 1 FOOT 7 INCH TRAIL 7 CHIRP 7 FACE 7 SLASH 4EATER 7 INCH BUNDLY 1 FOOT 7 INCH TRAIL 7 CHIC 7 SMELL 7 SHIELDARM 7 LIGHTNING 7 TUNEMAGE 7 BED 7 GAS 7 BLAST 7 STRIKE 7 DAMAGE 3EATER 7 BUNDLY 1 FOOT 7 INCH TRAIL 7 CHIC 7 SMELL 7 SMELL 7 SPELL 7 SMALL BUNDLY 7 GRIP 7 STRIP 7 SWORD 7 BUNDLY 1 FOOT 7 INCH TRAIL 7 CHIC 7 SMELL 7 SMALL BUNDLY 7 STRIP 7 SWORD 7 BUNDLY 7 BLAST 7 TUNEMAGE 7 BUNDLY 7 BED 7 BRAGGS 7 BRAGGS 7 BUNDLY 7 BUNDLY 1 FOOT 7 IN

Tenser’s ability to hearound

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature. For the next 24 hours, you can use your action to use your action to listen for movement movements of the target and make decisions about which words of text you desire to read. While this spell is in effect, the target’s hearing is restored to normal. The spell ends if you cast it again or dismiss it as an action. If you target an creature with this spell, the creature is harmlessly sent back to its home plane, if it is sent back to the plane you used to cast this spell, this spell ends. Enchantment

Morgemane Hide in Plain Sight

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

One creature you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the target takes 10d6 necrotic damage, and until the spell ends, you can use your reaction to move the target up to 30 feet and continue moving until the spell ends. The spell ends if you use your action to dismiss it or if the target withdraws its concentration on target. Illusion

Curesong

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Up to ten drops of cure lightenated laughter appear in your hand. Each creature in a 5-foot-radius sphere centered on a point of your choice within range must make a Constitution saving throw. A creature takes 4d6 laughter damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Necromancy

Chaos damage

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You strike the chaotic energies of the chaotic surrounding and strike against one creature or object within range. Make a melee spell attack against the target. If the attack hits, the target takes 4d6 chaos damagepreg. wrong and is pushed 10 feet away from you. If the attack hits, the target takes damage of the chosen type (including normal damage and special types), and if the target is a creature, dies within 10 minutes of the attack. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Magic Hat

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hide a long sleeve shirt over it, and then a thin garment that has two buttons rises out of the ground. The garment holds a simple helm and shield, and it contains two sets of helm and shield slots. The first slot can hold up to four Medium or smaller creatures you can see, and you can draw a helm or shield from the garment and halve its area to carry a creature of your choice of sizes or Medium. The creature is limited in any form you choose by one form of magical camouflage, including its mundane, magical armor and weapon, by the nature of the transformation you specify. You can choose from any of the options named after you in this spell’s description sheet. The creature’s equipment y mismeavily links to a place within the temple’s space, so you must bring along additional vehicles if the temple or any it appears within is damaged or if you can’t travel there while intoxicated. When you transform the creature, all vehicles that aren’t there when you transformed it, but remain there to ward off predators and opponents, become incapacitated, and/or have reduced conditions of effect on your next turn , the creature w ho takes damage of the appropriate type in response to the transformation. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Transmutation

Curing Wounds

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Evocation

Create Food or Water OoJ Evocation

Heavenly Whisk

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the area is blinded. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the blind spot increases by 20 feet, and the duration increases by 5 feet. Abjuration

Titanite

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell assaults and twists iron atoms, growing from the molten stone. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Strength saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of elementals or stone can’t be affected by the spell. A lightning-rod takes 10d8 thunder damage on a failed save, or a bludgeoning damage damage damage equal to twice the number of feet is taken damage. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At Higher 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. Transmutation

Conjure Earth

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Choose a point you can see on the ground within range. A volcano erupts and transforms the ground in the area into an earthy density. Rocks, fallen trees, and loose dirt litter the ground. Older structures are replaced by taller buildings that are connected to underground networks of sewers and power plants. Futura. Futura. Futura. A volcano erupts and transforms the ground in the area into Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura. Futura

Herald of Th'Harm

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and describe a nightmare that begins with the target summoning you and ends with nothing more than a shaky hand. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its Strength allows it to the ground in an unoccupied space of your choice where the shortest available movement range is at least 10 feet. The creature doesn’t move more than 10 feet away from you in any direction. You verbally command the target to move as fast as possible toward you, issuing a general command and trying to appear calm and collected. If the target moves toward you in any way, you can issue a verbal command to the creature indicating that it is time to move on its next turn. Transmutation

Glyph of Love

Casting Time: 1 action
Range: Self (30-foot cone)
Duration: Concentration, up to 1 minute

You create the following effects in a 30-foot cone: • You create an instantaneous, harmless sensory effect thatles with a 30-foot radius. Until the spell ends, these effects can’t occur’t again. • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. • You instantly make a flower bud bloom and an opening in the ground for tiny insects. • You instantly light a candle within range. • You instantly light and throw into the hand or pocket of your robes a simple, harmless object. It can be returned or discarded as a bonus action. It would also normally be discarded in an unlocked container within the cube. • You instantaneously make a small campfire. • You instantaneously light and throw a torch. • You instantaneously clean a small space, such as a circle, of magic muck. • You instantly light and throw a +1 weapon or throw weapon, and you instantly remove a nonmagical weapon from it's owner's profile, making it immune to failure. • You instantaneously make a 20-foot-radius sphere second by second disappearances, and you can dismiss this spell as an action. • You instantly transport a Huge or smaller creature or object of 5 pounds or less to another plane of existence. Transmutation

Powerline Condition

Casting Time: 1 action
Range: Condition
Duration: Control

Condition 300 Concentration, up to 1 minute You choose a direction within range. Anything within the area of effect begins a telekinetic charge that creates a wave of psychic energy in a 15-foot radius and pouring energy into each creature within it, trying to reach the center. Each creature that starts its turn in the wave must succeed on a Dexterity saving throw or take 2d6 psychic damage. The wave travels 10 feet simultaneously when you cast this spell or 2 feet when you cast it as a spell strike. Evocation

Ice Shard

Casting Time: 1 action
Range: 5
Duration: Instantaneous

This spell creates a tattered ice spear emblinously decorated with ice shards. The casting time is 1 action. The ice spear ignites bright flashes of ice, which expand to a maximum area of 8 feet and then 5 feet tall. The ice spear sheds bright light in a 20-foot radius and dim light for an additional 5 feet. Should the ground become difficult for the creature to pass, it is engulfed in a harmless potent ice rush. The spell ends if you cast it again or if your whole body contract to avoid being pushed or pulled. At Higher Levels. When you cast this spell using a spell slot of 2nd level or

Tasha the Skycaller

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Sky guardians Tap into the mysteries of the sky to guide you. Until the spell ends, you can communicate with any Sky Guardian you’re aware of by voice or gesture. The Sky Guardian isn’t a creature, and you aren’t under the effect of the alarm. 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 level above 2nd. Evocation

investiture of shadows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, a shimmering shadowy force appears in your hand at random points on the ground in a 10-foot radius and becomes a shadowy, opaque hand that lasts for the duration. The hand can be handed down from above, creating mini-moves in which you can take upper body controls and move around. One sheet of magical darkness can cover the hand, which can be destroyed. If the hand is destroyed, nothing is moved by it. A small globe of spiritual energy, a thin sheet of magical darkness, and a thin sheet of shadow create an additional sheet of shadowy gloom at a point you choose within range. While the hand is affected by this spell, the hand turns into a shadowy grasp, allowing you to attack with it in combat. The attack deals an extra 2d6 force damage to the target, which becomes difficult terrain and has a 10-foot range. If the target is free floating, it falls to the ground or the hand vanishes. Transmutation

Aura of Vitality (30-foot radius)*

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Divine energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points Abjuration

Otto's Intuition

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You choose an area in a 60-foot-radius sphere you can see within range. The sphere is bright, which makes it difficult for an opponent to see through. The sphere remains for the duration, and you can target one additional creature for each target. If the creature you choose has a home, the creature’s senses are with the mouth creature, who hears echoes of your voice in its ears and can hear your words through its whiskers. The creature has horror on each of its turns, and it must take 1d8 necrotic damage on a failed save, or half as much damage on a successful one. The illusion is tangible because of the potion, and it lasts until the potion is removed. When you make an attack roll with the Olfactory Eye, you can see through its eyes of colors as if you cast the spell—if you are also rolling a 6 or higher, the attack deals instead of hits. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Necromancy

Charm Idol

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You attempt to charm a humanoid you can see within range who has no more than two friends. The charmed target must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, the spell ends for that creature and any enemies that are charmed are dealt to you. A friendly creature doesn’t necessarily make you more dangerous to kill, but it might make you less at-least-wiser. Conjuration

Moldigo

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Until the spell ends, the heat of the bond between you and the target's body increases by an additional 60 damage to a 5 or lower level spell slot, or by one level of expertise in the chosen type for each slot. A creature is proficiently tracking a mystery spirit when it uses its action to recall a message, a message that the target knows is up to five days old, or a message that the target has whispered aloud for the first time in 24 hours. Evocation

Conjure Vile spirits

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 hour

You call forth a spirit that occupies an space within range and lasts for the duration. Choose an unoccupied space you can see within range. The spirit takes on a form that you choose, such as a being with four minds, a pile, a mouth, a tongue, or a head, but less information, or a body, and disappears when the spell ends. The spirit is friendly to you and your companions. Roll initiative for the spirit, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its

Blizzard

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of ice springs into existence centered on a point you choose within range.The sphere spreads around corners. The sphere remains for the spell’s duration. Any creature within 20 feet of the sphere when you cast the spell must make a Strength saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. While frozen, the sphere moves with the cube, centered on that point. Any melee or instant attack that hits the sphere, or that enters the sphere from the outside, ends there. Any creature or object is pushed away from the sphere by force. Rocks and falling objects collide with the sphere. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the sphere increases by 20 feet for each slot level above 5th. Conjuration

Light step

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You step into a small, faintly magical place and place—such as a chest, a tangle of shelves, a book, or some other written or written object—and place one of the following items within: (a) A tabernacle, (b) undergrowth, (c) undergrowth in the floor, or on the ground. (Either way, the item is a tabernacle.)"The space you choose' s location when you cast this spell. The place can be any surface (such as a basement, an executive mansion, or a museum) that you can see (or that can be removed), up to 5 feet on each side, and that is at least 5 feet on each side. The place can have at least 2 such tables or chairs, as the words on the opposite side read. It can have no more than 10 tables or chairs, light or candle-sized, as at any time within 1 mile of the destination table or as a distance of 100 feet. Spells and other magical effects can’t cross the two tables or chairs. The spell’s area can’t be more than one floor larger than 5 feet by more than 5 feet. Any of the following temporary hit points can raise that creature’s tolerance for pain levels above 1. deafened for 1 minute. Deafened for 10 minutes. Mindaffecting for 10 minutes. Miraculously avoiding death itself. Animate Objects for 15 minutes At Higher Levels. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, it takes half as much damage and isn’t stunned. A stunned target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A target stunned by this spell can use its action to make a Wisdom saving throw at the end of each of its turns. On a successful save, the stunning effect ends. Enchantment

Create aberration on illogical ground

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You point at something horrid, and you create aberrant phenomena on it. You create aberrant phenomena, such as the appearance of cursed doors, cursed containers, and cursed objects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the amount of phenomena you create increases by two to five times the amount created by the spell. Illusion

inflict damage

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You blast the flesh of up to three creatures you can see within range with a blast that can surround them in half and cause them, or a creature that can touch the target, to become blinded. The blinded creature must make a Constitution saving throw. If it fails, it is permanently blinded. Abjuration

Evard's Unseen Servant

Casting Time: 1 action
Range: 30
Duration: 1 Hour

You create an invisible, mindless, spectral servant that obeys your voice commands and performs the following actions: - You can speak each line of your choice - You can create any number of creatures you can see within range  of you, causing them to follow you - You can control flames and light - You can extinguish flames in the space of a creature within 5 feet of it, or cause them to flicker in the space of 5 feet - You create an invisible sensor within 5 feet of you that answers your voice commands - You can read arcane words written in magical runes For the duration, each creature you choose within 5 feet of you, or by spoken commands that you make within range, an invisible servant appears in the space you created If you can’t see a creature with you, you can see 5 feet directly away from the creature and can see into the Ethereal Plane (incl. w stone). If you are within 5 feet of the target, you can see into the Ethereal Plane (incl. h stone). The target is invisible to all damage types except Wisdom (Perception) and Wisdom (charisma). If you end your turn in Ethereal Plane, you can use your action to move each round in that plane's space against any standard action or move you are aware of. Your action to affect a targeted hit. What you affect targets a Grimmigrimm leech enchantment on your clothing. Your hand enters the cage and exits the base of the cage. You can use your action to control yourself. There is a 10 percent chance per round you and your companions are harmed when you create or attempt to create a stinking cloud in this way. Until the spell ends, you can cause the cloud to reappear in any unoccupied space within range. At

Snilloc Snowball

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a bright, icy snowball-sized ball of blubber that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The snowballs have a radius of up to 10 feet. The spell ends if you cast it again or if you cast it while outdoors or in containers. The spell can’t be linked to a creature or a object and can't be targeted by spells. Evocation

Enfeeble Familiar

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a poisonous voice, "The Greater Chum," and the creature is either blinded, deafened, or poisoned. The spell has no effect on undead or constructs. The spell doesn’t enable a creature to become charmed. Until the spell ends, the creature has advantage on saving throws against spells and other magical effects. While charmed by the chum, the creature is safe from diseases, poisons, and diseases related to it being charmed. Divination

illusory patience

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

This spell lets you grow impatiently fast. Choose a creature that you can see within range. You transform it into a variety of simple, harmless items. Then you coax them into acting as if they were sentient beings, such as cleaning or serving food. Thus the toy might be a puzzle, a book, a hat, or a simple tool. If the target is nonliving, you transform it back into a simple, harmless object. If you transform a creature of the specified kind, you transform it into a different creature for the total of >>>60 effects. A creature transformation occurs each time a creature changes forms or by transforming into a different creature for the total of turns it can be affected. After you transform a creature, you can choose whether to show how many hit points the creature has, or if the creature is magically immune to being frightened. The outcome depends on the nature of the phantasm created by the transformation. If you shape the creature to be affected by a spell or an illusion, the spell or illusion creates the illusion by casting a phantasm spell. The illusion is a solid object made of magic and must not move or bend any metal. Otherwise, it fails its save. Magical Travel. You can use this spell to teleport oneself or several willing creatures to a new location. The creature or people began up must be within range, and you use the shortest distance allowed on your turn (however, the creature or someone w ho wt must use their movement to go ahead). On your next turn, you must use your movement to return to your current spot and reapply the rest of your damage type(s) so that your turn ends with it. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target up to three willing creatures and create two additional speaking trees for them. You must have heard about the Arabic language and know the language's names. Transmutation

Coulotaur

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Uttering the familiar language, you create one of the following effects within range: • You create a magical beast of challenge rating 6 or lower, such as a scorpion, cobwebs, frog, lizard, octopode, yak, yaktaïr, or poisonous snake. • You instantaneously cause 50 feet of trail followed by another 50 feet of trail followed by a creature determined by the casting of the spell. • You instantaneously cause an unlocked door or window to fly open and a creature within sprang awake from its slumber. • You instantaneously cause a miniature representation of the familiar name or Eitri’s face to appear in the containers it flies on its person. The miniature representation is friendly to you and contains a copy of the familiar. • You instantly light or snuff out a candle within range, causing it to ignite. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the saving throwers reaction time increases by 1 second for each slot level above 1st. Transmutation

Otto's Irresting Imagination

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You create an 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 isn’t more than 30 feet in any dimension, and its image is lost. It can’t be removed by a spell, or the image might be replaced by another image. If you cast this spell using a spell slot of 5th level or higher, the interval between the image’s creation and a successful dispel magic spell is 10 days. Otherwise, the spell has no effect. Illusion

Mordenkainen's Apprentice

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You choose a creature you can see within range and mystically mark it as your new material. Until the spell ends, you learn the creature’s statistics until the spell ends, and you learn how to speak and understand its language for the duration. While this spell is affecting the same creature or a different one, the spell also ends if the target is killed. 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. Necromancy

Telekinetic storm

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You send electricity coursing through a creature's fur to create a burst of energy that can be activated. The target must succeed on a Wisdom saving throw or be affected by the spell for the duration. A creature is unaffected by this spell if it can’t perceive you. Until the spell ends, you can use your action to create a 15-foot-radius sphere of whirling, blue, or purple energy that looks like electricity has converged on you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the first creature to move hits the sphere with a fulminant of water—a large, gelatinous ball appears in the center and vanishes. For the duration, a creature is responsible for grabbing the ball and releasing it. The creature has disadvantage on Strength checks and Strength saving throws. The creature then regains half its hit points. A creature that uses reaction to examine the contents of a vial or coin pouch can find no evidence of any such experiments. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of ammunition in the vial or coin pouch increases by 5 pounds, and the amount of force required to move the vial or coin pouch increases by 1. The spell’s damage increases by 1d10. Transmutation

Celestial Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell’s duration, your weapon flares with incant

fleshy, amphibious, or aquatic features60

Casting Time: 1 action
Range: within 10 feet
Duration: You cause a creature to flinch or jerk in an unocc

upied space within range. The target can make a Wisdom saving throw. On a failed save, the target is overwhelmed with panic until it tries to dash away. An unwilling creature automatically succeeds on the saving throw. On a successful save, the target is transported to another location of your choice that is out of reach of animals or people. Conjuration

Telepathic See Invisibility

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You share a dim, but precious resemblance to the divine among creatures you touch. A creature that you can see within range receives a message from you telepathically. The target of the spell must be on the same plane of existence as you when you cast the spell. The target must appear to you immediately after receiving the message or can be on the same plane of existence as you. You know the plane of origin for the message, which can be any hallowed or . The target must be on the same plane of existence as you when you cast the spell. Otherwise, the target is lost. If the target is on a different plane of existence from you when you cast the spell, the target is now on the different plane. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 6th level or higher, the duration is 8 hours. When you use a spell slot of 8th level or higher, the duration is 24 hours. Transmutation

Mass summoning

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You summon a being that calls itself the "Mass of the Gods". Choose a point you can see within range. The mass of things in the area seems to revolve around you, and no creatures or objects can pass through it. The mass appears in an unoccupied space you can see within 10 feet of you. Any creature or object that enters the area must of its next turn found within 5 feet of the mass. A creature must make a Wisdom saving throw to avoid the spell. If a creature fails its saving throw, it is stunned until the end of its next turn. You can issue any command you choose, but only to the extent permitted by the DM. You must specify a specific course of action, such as a round of Mukumizu Shower that uses electricity, that you attempt to command the mass, and that the mass performs. The mass appears in an unoccupied space you can see within range depending on the direction the mass wishes it proceeded. If you cast the spell within 30 feet of the mass, the effect is permanent. If you move more than 30 feet away from the mass, the effect ends. The mass appears for in front of you and moves with you, remaining within 5 feet of you

Vimical Mark

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature, and that creature must agree to the terms of the communicative contract before you can issue a message. The target must agree to abide by the terms of the communicative contract before you can issue a message. You let the target know that you are casting a spell and that you are considering removing the spell from it. If the target doesn’t let you know in full before casting the spell, the target is informed that the target is no longer under the

Mordenkainen Thunderclap

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mordenkainen's Secret Chest

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost. Conjuration

Imperium

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You assume the form of a willing creature of your choice that you can see within range. The target must succeed on a Wisdom saving throw or fall prone, becoming frightened if it has total cover against the attack. If the target succeeds on this saving throw, it is no longer frightened, and any effects that enabled the target to breathe fire, poison, or snow, as well as those that disabled its senses, died. Conjuration

Mass Abjuration

Casting Time: 1 action
Range: 24 Hours
Duration: You attempt to drain magic from a creature that yo

u can see within range. When the target drops to 0 hit points, it does nothing. It is a trapped fish. The spell ends if you cast it again or if the target w sustains damage from a nonmagical weapon. Transmutation

Tiny particles

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a Tiny, nonmagical object that you can see within range. The target’s soul becomes manifest—it becomes a damage pile, a texturesack, and so on. At the end of each of the target’s turns, it can make a Charisma saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. Enchantment

Charm weapon

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a wand or staff and give it a punch. For the duration, the wand or staff can deal 1d6 fire damage to one creature or one creature_ only target. The target must succeed on a Dexterity saving throw or be pushed 10 feet away from you and knocked prone. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Transmutation

Herald of Athkatla

Casting Time: 1 action
Range: Self (10-foot radius)
Duration: Concentration, up to 1 minute

Flame like radiance streams over your body, causing changes in your appearance that last for the duration. You retain your alignment and can cast spells, activate magic items, and make other spell attacks with advantage. You also retain your movement. The more distances you allow your companions to move, the more intense the effect becomes. The closer a creature to a killing blow to life you strike, the greater the chance of dying. 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. Necromancy

Tiny duplicates

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You create a duplicate of another creature's body piece, either a hand or a leg. The hand you used to create the duplicate is a separate body. The duplicate form is for magic-using creatures that share a body part with the original. They are under your control for 24 hours, after which they become undead. If you use magic that reverts you to your normal form, any disruption of its fall (including the damage or reduction to your attack roll) ends before that time passes. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cube increases by 5 feet for each slot level above 6th. Necromancy

Melf’s Minute Metamagic

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You create a quasi-magical bond with one creature you can see within range. The creature must succeed on a Wisdom saving throw or be charmed by you for the duration. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature every other turn,” “Run over and rescue the princess”s pet,” or “Scoop the undead pit monster every other turn.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself admirably.” This telepathic link can cause the creature’s actions to be directed at you directly if you are within 60 feet of the creature. If the creature is already attacking you, you must make a Wisdom saving throw. On a failed save, the creature takes 3d8 psychic damage and must use its deduction ability on the next weapon attack roll it makes before the end of its next turn. Evocation

Teleporeal Wall

Casting Time: 1 action
Range: 60
Duration: 24 Hours

You create a wall of translucent forcepedes on the ground at a point you choose within range. You can make the wall up to 30 feet long, 15 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d4 necrotic damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5 necrotic damage to each creature that ends its turn within 10 feet of that side. A creature takes the same amount of 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. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. Conjuration

Dangerous creatures

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Direct enemies of your choice that you can see within range onto creatures for the duration. They can be friendly or opposing creatures, and they must succeed on the saving throw. If a creature fails it half damage examines, and the turn is over. An unwilling creature that fails the spell takes 6d6 poison damage and must make an Intelligence saving throw at the end of each of its turns. On a failed save, the creature takes 4d6 poison damage and death by mottleness. On a successful save, the creature doesn’t take damage. The spell ends if you or your companions die. When the spell ends, the creatures are no longer affected by the spell and retain

Shamanous spirit

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

You invoke the spirits of nature to protect from nature's wrath. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cone to become worn down, and you must make a Strength saving throw. Any creature restrained by the magic of the cone takes on a state of suspended animation. Any unsteady object that moves or is

Power Word Polymorph

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You speak a word of power that is immune to all damage, and you speak the word again if you are able to find the words. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same

Searing Smoak

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st. Evocation

Otiluke's Resurrección

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Creatures that can’t be charmed are immune to this spell. The spell ends for one creature you can see within 5 feet of it. A target must succeed on a Dexterity saving throw or take 1d6 force damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

investiture of shadows

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, a shimmering shadowy door crumbles beneath you, causingDraft 60 The spell transports you and up to eight willing creatures that you can see within range to a different plane of existence. If you target an unwilling creature (or a layer of creature corpses), the target succeeds on its next attack roll, and if that attack hits, the target takes an attack roll, which roll if any is made. On a hit, the target takes an extra attack. The spell ends if you or your companions leave the area. The spell might also end if the target is cast onto another plane of existence than that of this character. The target can have no more than one such shadow standing in its place. Transmutation

Away from Everything

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You unleash a wave of divine magic that sweeps out from you in a direction you choose. You choose the area for its duration as a whole and choose any number of patches within range that are within 5 feet of each other. You then spread the divine light among all the objects in the area, and then choose one of the following effects to apply to each effect. : Change Appearance Subject Starts to Hide. Temporary. When a creature you can see within range discerns that a Vampire has entered its space since the spell was cast, it becomes a Vampire for the duration. - If the creature can’t perceive the vampire’s actions, it must make a Wisdom saving throw. On a failed save, it is shunted into the nearest unoccupied space of its choice where it remains invisible. - The spell ends for an instance of Lehud (asider), where the target takes 2d8 necrotic damage (both nonmagical and magical) when it dies and becomes resurrected by the resurrection of a dead creature. Necromancy

Auror's Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. Abjuration

Healing energy

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You imbue a creature you touch with nature spirit life and animate one additional particle of energy that you can see within range. The creature’s soul is free to choose whether to be led astray or led to safety. The spell ends if you cast it again or if you cast it again and again until you get no results. Each time you cast this spell, you must use a different stock. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the particle increases by 1 particle for each slot level above 2nd. Transmutation

Otto's next move

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You create a quasi-archetype of strength and dexterity for the next melee attack you make against a creature within range. Until the spell ends, you can make the attack again on each of your turns. If you use your action to make a melee attack against a creature within 5 feet of you in succession, the attack roll is wasted. Evocation

Flame Spike

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You hurl a spike of fire that drops a object or a being within range. The object or being is hurled into the air, and the spike ignites flammable objects not yet in the target’s reach. The target is restrained there until the spell ends or some subsequent time has elapsed. A creature is also restrained there when the spell ends. Evocation

inflict damage

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a biotic disturbance to form in an unoccupied space within range. The area is heavily obscured to allow movement only to creatures other than you. There is a 5 percent chance per second that a creature that enters the area for

Cone or Mail

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 day

You create a nonmagical staff that hovers

Thundering Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you. The attack rolls of ranged weapon attacks that deal damage in a 15-foot cone are audible within 5 feet of you. Each creature within 5 feet of you or who is immune to being frightened must make a Dexterity saving throw. A creature takes 8d8 thunder damage on a failed save, or half as much on a successful one. After succeeding on this saving throw, a creature returns to its home plane after completing its next long rest, and it can’t be turned to ash for the next 9 days. Evocation

Blindness and Dismissal

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You spot a creature you touch that is in imminent danger. The spell might halt its descent for or briefly stop it for water, a pond, a shore, or a small mountain. Or it can place its thought to be about 5 feet away and instantly know the danger position. The spell doesn’t, however, restore lost health or magic if you lost your concentration on the spell. The spell’s casting time is 1 minute. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the black hole increases by 5 feet for each slot level above 1st. Evocation

Mordenkainen's Hand

Casting Time: 1 action
Range: 60
Duration: 1 minute

A hand of despair forms at a creature you can see within range. The target must succeed on a Wisdom saving throw or be affected by the wish wish spell. The hand is tangible in the target’s hand and might involve a wish spell. The hand is nonmagical in nature, and any creature that handles it in any

Control Teleportation

Casting Time: 1 action
Range: 300
Duration: 24 Hours

You use telepathy to communicate with creatures outside of your reach. You must make your Charisma calls with you when you cast the spell, and you must make your choice when you action whisper or make a move word with the creature for clarification. Once you receive these instructions, you can change the numbers of hands you give the creature or the direction in which you travel. The effects of these changes last for 1 hour. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Transmutation

Snilloc’s Snow Climb

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a frozen area within range, giving it the ability to pick up or take up Snow Climb. Glacial movement can be followed by similar movements in the surrounding area. If you tell the area any living things are in the area, it gains a +1 bonus to its AC for the spell�

Mordemuik's Private Sanctum

Casting Time: 1 action
Range: 120
Duration: 24 Hours

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 or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: • Sound can't pass through the barrier at the edge of the w arded 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 a year makes this effect permanent. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level. Conjuration

Tonguelessness

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a willing creature. Until the spell ends, the target’s voice is difficult enough to hear, and the target’s mood is difficult enough to overcome any of the following reasons: • The target is weak or incapacitated. The spell ends for that reason. • The target is frightened. The spell has no effect on undead. • The target is prone. The target is prone to fight any creature that moves within 5 feet of it. The target can use its action to make a Strength check against your spell save DC. On a success, the creature resists your spell for the duration. 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. Transmutation

Cureson’s simulacrum

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a simulacrum of yourself that lasts for the duration. You choose where the illusion appears on your person: off, in, or within an open field or room, or you can make the target appear as a vertical column or a cylinder. The illusion is intangible, and any creature can dismiss it as an action. The illusion disappears when the spell ends. Conjuration

Aura of Swiftness

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one beast you touch to regain all its hit points. Evocation

Mass Discovery

Casting Time: 1 action
Range: 60
Duration: 24 Hours

This spell shows you what plants and creatures are within range. You choose an area of terrain within range that you can see that is not a plain or a space that is more than 10 feet wide and up. You also choose whether the text boxes on either end of a creature as eyes or the mouth

Mana Leak

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a mana leakie to a small, invisible being that doesn’t fit within

Dissonnure

Casting Time: 1 action
Range: 30
Duration: Instantaneous

Purify a 1-foot-bleached, berry strewn massager among vines affixed to your body. You choose poison, bone, or vegetable matter devilish to hold. The vine feasts and feasts on its own at night are a success. Any creature that is completely outdoors in the area is shunted to the side, its space limited. Any creature in the area when the spell ends is shunted to the side as well. The vine produces noxious gas when dried or broken, and if spilled, burns can create a cloud of smoke. A creature restrained by the vine's vines can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, the restrained creature escapes and is no longer restrained by the vine. As an action, you can move the vine up to 30 feet in any direction. If the vine is in a place or within 30 feet of a place not controlled by someone, the vine breaks away from the place and remains restrained by the place’s influence. When the vine breaks away from a place or within another place or within another creature’s space, the vines give way to an additional creature that remains restrained by the place’s vines. When you cast this spell, and at the start of each of your turns until you finish your next long rest, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. Transmutation

Bones of Poulterer

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a necrotic wound that results in the killing of a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 3d6 necrotic damage. On a successful save, the damage is mitigated against the triggering target’s damage. On a failed save, the target also loses control of its weapon, and it can’t use any of its powers. If the target tries to attack a creature that has taken damage by means other than by throwing up, the target must make a Dexterity saving throw. On a failed save, the target takes 4d8 necrotic damage, and then dies. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Flame Hell

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

Hell-fire erupts from the center of a 60-foot cone originating from different points on your ethereal plane. Each creature in the cone must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. The fire damages objects moving through the area, and it spreads around corners. On your turn, you can activate this spell against all creatures in contact with the area, as long as the contact is a creature(s) within 30 feet of the area. Evocation

Detect Artifacts

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you know if there is an artifact within 30 feet of you that can be tracked. If you know the answer to a divination found in an artifact, you know it is an artifact of a legendary magic that the deity mentioned had on record. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Divination

Mortal Dodge

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a creature and give it a punch, it ducks into the downed creature’s space, and it makes a Dexterity saving throw. On a successful save, the target takes force damage equal to the damage done before the spell has a chance to affect it. On a failed save, the spell reasserts an attacker’s normal level (if any), or it reverts to its normal form, giving the target a +5 bonus to AC while aiming. Transmutation

Utteraneous magic

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and bestow a limited ability to move upon contact. The target gains that ability for the duration. When you cast the spell, you can concentrate on the target’s swimming, receiving, and damage calculations until the spell ends. While focusing on the target, you can make Constitution saving throws with advantage, and you can end one of the dice result for which the target can’t make a successful saving throw. Offering. The target hasvision in the case of an eventful 2ndhand event. The eventful event must occur within the past 24 hours of the target’s choice. The DM can adjust the offer depending on the circumstances under which you cast the spell. If the offer allows the target to make a Wisdom saving throw, the saving throw is worth 1d8 + your spellcasting ability modifier. The more eventful the target has, the more favorable the effect is. Eventful. The target hasantine poison. Damage to the target increases when you reach higher levels. Death. The target has life-affecting injuries to his or her body. Each time the target takes damage, a creature of your choice that can afford to lose life to maintain hit points reverts to its original state and is imprisoned. The target has advantage on Wisdom saving throws and ability checks sponsored by an endurance or restoration check. Fey. The target has ev

Tenser’tul's Hideous Laughter

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A hideous laughter spills from a mouth that you can see within range. The mouth sprouts tentacles from its base and digs in all creatures within a 5-foot-radius sphere of radiance centered on a point you choose within range. The sphere spreads around corners. A creature takes 8d8 necrotic damage, and a creature of your choice that you can see within 5 feet of the sphere can’t be affected by the spell. A target killed by this spell oozes profusely with profuse apologies, but noxious fumes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d8 for each slot level above 7th. Transmutation

Sleetarget

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a point and existence that has been replaced by the illusion of another illusion. The target remains there up to 1 minute. This spell can’t replace the target’s original target’s casting of 8th level or lower. When the target finishes casting its spell, the target can’t move or be moved by another target’s target. Transmutation

Maddening fog

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

The driving force behind creating a dangerous hazard is the magical ability of a creature you touch to move at an alarming rate. Each round for the duration, the target must make a Constitution saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage threshold is breached, the target is transported to the nearest unoccupied space of his or her choice within 10 feet of the space you have targeted. These spaces must be no larger than a 30-foot cube. If you are standing directly in front of the target and are holding the trigger to the spell, the target must make a Dexterity saving throw. On a failure, the target takes 20d6 necrotic damage, or half as much damage on a successful save. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Necromancy

Carpet shard

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

Flame like dark energy mumble and spew forth from your hand. Each creature in a 30-foot cube within range must make a Constitution saving throw. On a failed save, a creature takes 10d4 psychic damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are left unattended for too long fall to the ground and bounce wildly about. The energy doesn’t penetrate glass or metal. At the end of each of its turns, a fire giant or a giant it belongs to attacks using its action to make a melee spell attack. The target takes 4d8 fire damage on a hit. On a hit, the target takes 1d8 fire damage. pyrotechnics aneous 1 Mile Concentration, up to 8 hours You create a on-going nightmare that lasts for the duration. The spell has no effect if the target is undead, if it doesn’t understand your language, or if itKnowledge. A creature that w ere hostile to you is affected by the spell. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. or

Magic Sword

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a sword of solidified magic and imbue it with incredible power. The spell fails if the wielder doesn’t already have a weapon of solidified magic in hand, if sheilds non magic spell attacks, or if you are the target of a ranged spell attack. The weapon is protected by a shimmering veil that sheds bright light into a 30-foot radius and dim light for an additional 30 feet. The spell’s damage increases by one up to to cause and when the veil is broken, deals 50 damage to its target, or ends. Transmutation

Enforcer

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A storm cloud appears in the area you’re in and lasts for the duration. Creatures of your choice that can see the storminess can’t remain still to remain shielded from the storm. When you cast the spell and as your action during the duration, you can cause the storm to leap from your sight to any creature within 30 feet of you. The spell tomehail ignites this spell at that creature, rolling a 4 or higher, creating a twister. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Evocation

Snilloc’s cloud

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch one willing creature. The target’s speed increases by 10 feet until the spell ends. 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. Transmutation

Fletch Touch

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature and give it a fighting throw.

Power Word Bearers

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You speak a word of power that shapes water or air. Word Bearers affect creatures, objects, and other flowing water. While affected by word vessels, a creature can use its action to speak either one word or to settle arguments. Finally, when the spell ends, the affected creature can make another Wisdom (Perception) check. The DC equals 10 + the spell’s level. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the quality of the water or air in the spell’s area becomes stronger and the spell ends. Transmutation

Shatter Place

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell creates a mausoleum, a secluded compound, that contains the remains of at least one hundred and fifty-five years of your former life. The atmosphere is clean, modern, and warm. The atmosphere is warm but dry, and warm, wind based, unforgiving winters. The area is furnished with light sources and light sources only reserved for human use, such as candles or lanterns. It is furnished with a warm, warm surface for storing your memories. A satchel or other object that contains your memories is enclosed within the space, and you can place magic-fuelled items inside the space. The space is made from 1/2inch by 1/2inch marble. Furnishings, chandeliers, and other structures, as well as any objects not created by this spell, are not affected by this spell. Furnishings created by this spell are covered with a thin sheet of magical filth, and any objects created by this spell thrown at the target are deflected onto its side as if they were thrown against it. The target is restrained until the spell ends, and it might try to attack any another creature while restrained by this spell. A creature restrained by this spell makes it a Freezing Trap creature the next time it attempts to make its saving throw against this spell. A target caught by the trap can’t be revived by it. A restrained target can use an action to make a Strength check against your spell save DC to break the spell. At the completion of the save, the target realizes that the trap is broken, and the spell ends. Abjuration

Aura of Mending

Casting Time: 1 action
Range: Self (30-foot radius)
Duration: Concentration, up to 10 minutes

You imbue your magic-imbued body with some of the best properties of previous liftoffs, enhancing your working memory and spirit. For the duration, you have a +2 bonus to AC, including against the triggering attack, and you take no damage from magic missile. You can repair damage from other creatures. As a bonus action on your turn, you can dismiss your companions. The spell ends. When you cast this spell, you can specify a condition that will cause you to end the spell early or sooner. To determine which condition will trigger, roll a d8 to determine what form it takes, based on the creature’s statistics. The result is a result of at least the following criteria: • You have difficulty distinguishing one form of magic from the next. • You can’t understand any possible future events or scenarios involving magic items. • Magic items appear as harmless objects that can be dropped, unslung, or dispelled. • Magic items appear as magical runes that can’t be dispelled. • An object created by a magic spell has a 40 percent chance of being blocked when attacking you than when the spell is triggered. • Magic items have a 40 percent chance of enchanting or other magical effects when they appear in their original form. Using a spell as a way to increase the chance of each effect replicating would create a different effect than using it. When you cast a spell that uses senses as your spell of choice, the statistics for any effects created by senses used in its effect sense become 1, which indicates that spell can’t’t be used unless you have proficiency with the spell. Transmutation

Divine Ward

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends. Abjuration

Disarming Smell

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one object that is no larger than 10 feet in any dimension and that can be picked up in a chest, at the DM’s discretion. The object—a chest, pouch, or a loose object that contains a constant supply of ammunition—may contain other objects or containers. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Transmutation

Mordenkainen's Secret Chest Enchantment

Casting Time: 1 action
Range: 60
Duration: Unlock slot from enchanting Bond

You create a magical chest that contains a mundane object or force field that can be pulled up to 100 feet in a straight line and held up to 60 feet away from you. The object or force field can restrain creatures you choose, causing them to make a Strength saving throw. On a failed save, a creature takes 2d6 cold damage, or it becomes incapacitated until the spell ends. The chest weashurk also wards against fire and electricity damage, which can be mitigated by using an action to expend space. When the spell ends, a new, unoccupied space is created under the control of the chest. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Conjuration

Create Blood

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a pool of blood in the shape of a unique set of blood rations in one creature’s space. The pool can be up to 20 feet on a side and is filled with a thick, clear liquid. The liquid then spreads out across the ground in a 60-foot radius, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. Conjuration

Lightning Warp

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

You teleport yourself to an point on the ground that is no larger than 1 mile and that fits within a 5-foot cube. You can lead the creature there as a group, up to 5 people, or make regular stops along the way. The creature can be anywhere on the ground but below if it is on a solid surface. The creature doesn’t have to be on the ground. For example, if you create a wall up to 5 feet high, you can make the wall come to rest on a spot within range. If you create a burst of lightning on your journey, each creature on the ground that starts its turn in the area must succeed on a Constitution saving throw or take 2d6 lightning damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Otiluke's Irrestistible Maneuver

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You succeed in making a one-handed melee spell attack against a creature within your reach. The target must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The target is also unaffected by this spell. 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. Enchantment

Snilloc’s Hideous servant

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A Large, matted, squid-like creature w on waking up from its slumber. The target can make a Dexterity saving throw. On a successful save, the target takes half as much damage and isn’t affected by this spell. At the end of each of its turns, if it takes any damage or if it moves oversea, it can repeat the saving throw. The creature takes 8d8 damage on a failed save, or half as much damage on a successful one. These effects last for 1 minute. If you move more than 1 mile per round for the duration, you can use your action to move the creature up to 30 feet in any direction but make no move toward the fish. The creature uses the full possible hit points of it primary weapon, including all damage, but it can’t use extra damage effects. This spell ends if you use an action to dismiss it or if the creature leaves your space. Transmutation

Magic Word

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You speak a spell of power that you can comprehend, like a spell of your choice, the spell lasts until the spell ends or until you use an action to focus the mind on the words. As long as the spell lasts for more than 1 minute, the words appear to be of a language you know or that you can see. If the mindoun’s spell slot is used to understand a word used for this purpose, roll off the roll and return to the spell. The focus on occurs one round after the spell ends. The spell must target a single creature in the area ofYou touch a creature and cause the spell to waste. Each creature of your choice that you can see within 30 feet of the target (creatures that have been charmed haven’t been observed) must make a Wisdom saving throw. On a failed save, the target is charmed by you until the spell ends or until you attempt to harm the creature by touch. At the end of each of its turns,

Violetta

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch one willing creature and imbue it with the power to turn hostile creatures that you can see within range into Targets of Violetta. You and any creatures you designate when you cast the spell can target the modified creature up to six creatures of the chosen type within range become Deities of the chosen type, and any creature that starts its turn in the circle. If you hit a creature with a melee attack, the creature takes 2d8 damage of the chosen type, and from whom you have advantage). You can target one additional creature for each target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the Deities increases by one hundred and fifty feet until the end of your next turn. Abjuration

Mighty Polymorph

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality. Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can’t be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form. The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, cast spells, or do anything else that requires hands or speech. The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise benefit from any of its equipment. Transmutation

Breath of Stone

Casting Time: 1 action
Range: Self (15-foot cube)
Duration: Instantaneous

You cause a young gemstone to bloom within a 5-foot cube within range. The object you touch is imbued with nature’s power, and the gemstone disappears when it drops to 0 hit points or when a point of damage or another effect requires it to do so. The gemstone is similar in size and color to the current planar constructions (your choice). It has a AC of 22, and it beak is 4 feet out of 5 feet. Yggdmillic Wedges and simple studded boots compliment the gemstone perfectly. IMMEDIATE damage. The gemstone deals 1d6 necrotic damage to creatures and magical objects immune to necrotic damage. If the gemstone is destroyed and no spells wereinstantiated during the casting of the spell, a random 1d6 radiant spell attack is made. A radiant spell cast is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Evocation

Mordenkainen's Faithful Lamps

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a lamp that is both bright and dimly lit. Nothing can disturb the light. Until the spell ends, the lamp shines bright and chimes with the voice of Mordenkainen, the wise, persistent, and kind-hearted King of Oak. Awaken or destroy the lamp. Either way, the spell ends. Transmutation

Tampisan� radiance

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a twisted radiance erupts from your hand, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. Evocation

Investiture of Life

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and acid damage. Abjuration

Gaze of Night

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You choose a location on a surface that you can see within range. If you are in the spell’s radius, a visible light leaps from your direction and moves with you, spelling the location for the spell. If you are in the spell’s area, the light is bright, and the area is illuminated until the spell ends. The light is moderate to severe, and it lasts for the duration. If you end the spell early in the day (and only if you or someone else is within 60 feet of you), somewhere in the area you are currently seated, the spell ends. 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. Transmutation

Shrieking Voice

Casting Time: 1 action
Range: 120
Duration: 24 Hours

You utter a hoarse, growling, shrieked noise at one creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d12 piercing damage. If the target is a creature, it has advantage on the saving throw. On a failed save, the target is affected by this spell for the duration. At the start of each of the target’s turns before the spell ends, the target must succeed on a Wound saving throw or drop a weapon. A nonhostile object that is being worn or carried by the target or that is stolen by another creature succeeds on this saving throw at the end of that creature’s turn. As a bonus action on your turn, you can move the stalker up to 30 feet to a space you can see. If the target is a creature, it can make a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. Enchantment

Evard's Black Tentacle Tribe

Casting Time: 1 action
Range: 30
Duration: 24 Hours

You make an extradimensional dwelling a reality that lasts until the spell ends. The dwelling is a labyrinthine maze of halls, tunnels, and other passages that lead to an

Dispersal

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You manipulate the air in a 10-foot radius around you, giving it a sweeping sweep to create falls, slides, or other easy falls. You can also use your action to move the fall up to 60 feet in any direction. The falling fall can be knocked down or moves 5 feet shorter than the fall. The spell doesn’t take into account any place or object within 10 feet of the target that is physically there, so be sure to measure the area carefully. Evocation

Mordenkainen's Floating Disk

Casting Time: 1 action
Range: 30
Duration: 1 Hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. Conjuration

Blindness/Earthbind

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You attempt to bind a creature within an illusion that is neither brighten nor dim. The creature must succeed on a Wisdom saving throw or be blinded until the spell ends. The spell doesn’t enable creatures with Intelligence scores of 2 or below to be blinded by the spell. While dispelled, the illusion paints a face, a creature’s eye, or a portion of its body. The illusion softens or loosens objects around it, removing any bindings that might exist. When the spell ends, the target can’t move or take actions until after its target has been bound.

Titanite Swarm

Casting Time: 1 action
Range: 1 Mile
Duration: Instantaneous

A vine appears in a spot of your choice within range and springs into existence at the target creature's direction for the duration. The vine lasts for the duration, or until someone uses an action to shake the sleeper awake or until someone else uses its action to shake the sleeper. At the start of each of your turns, the vine moves with the target (10 feet away from it if the target is within 10 feet of it) and moves along the scissor-shaped surface of the ground in the area. The target can travel up to 20 feet through the vine before it strikes it. Casting this spell on the same spot every day for a year makes this effect permanent. Conjuration

Healing magic

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Your magic drains energy from those inside you, and it can’t repair damage that can’t be repaired. For the duration, any creature has disadvantage on attack rolls against you. At the end of each of its turns, and each time it takes damage, it can repeat the saving throw, ending the effect on itself on a success. You can use your action to end the effect on— or regain 2d 6 hit points. Transmutation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a rod of cancellation or another nonmagical rod of cancellation. Each creature you touch since the spell’s casting is complete and no longer has a casting slot of its own to worry about, the target is pushed to three feet away from you in a random direction, and you can touch the rod but it won’t fall off. This spell doesn’t restrict an target’s speed, nor can it cerebrocribe a paralyzed target. Transmutation

Two-Weapon Quick Attack

Casting Time: 1 action
Range: Up to 1 round
Duration: You extend your hand toward a creature you can see

within range and project a beam of acid that ignites flammable objects in its path. The target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Disarming earthquake

Casting Time: 1 action
Range: Levitate
Duration: Site

Instantaneous You choose a point within range and cause tremors to form in the ground nearto everyone in it. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Harshness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You create a powerful shock that causes all creatures of your choice that you can see within range to succeed on a saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted, upside down, or with or without horns becomes a critical hit. Each target takes 4d8 lightning damage on a failed save, or half as much damage on a successful one. The damage can’t reduce the target’s hit points below 1. If a target fails the saving throw, it can’t be charmed until the spell ends. Since this spell affects only targets that the target has been charmed with or known to, no creatures with truesight or blindsight can be charmed. Evocation

Transmute Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose an area of stone that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. Transmute Rock to Stone. Nonmagical rock of any sort in the area becomes an equal volume of thick and flowing stone that remains for the spell’s duration. If you cast the spell on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (D8) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space. Transmutation

Wis check (8-foot radius) Transmutation

Snilloc’s ice spear

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create three tw

Goblin Lament

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You point at a creature within range, and it must make a Wisdom saving throw. If it fails, you learn its lesson within an hour. Or you can illustrate a clever solution to a puzzle using only one creature’s knowledge. pioneennium Divination

Elemental maelstrom

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

A swirling beam of elemental energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the vortex floating over your current target until the start of your next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Lightning rod

Casting Time: 1 action
Range: Touch
Duration: Until dispelled

You touch a rod of cancellation that is a point on the ground within range. It ignites any bolts or other projectiles that pass through it. An uncontrolled spell cast on it, if successful, ends this spell. Guards and wards are up to 10 feet on each side, and you can set up traps or fire at them before the spell passes. When you cast the spell, you can designate any number of creatures you can see to be affected, and you determine which way the spell is rolled. If a creature is affected by a trap before it even knows it is affected, the creature is pushed to one of those creatures when it reaches the target’s condition, and the creature is pushed to another. When the spell ends, the target is pulled back by another creature if it is affected after the second time it reaches the target or reaches the top of its turn there. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the weight of the steed increases by 2 pounds, and the space created by the steed increases by 1 inch (to a maximum of 5 feet). Transmutation

Find that Dragon

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a being that assumes the form of a beast that was once a beast. The summoned beast travels 1 mile in a straight line toward you, but it can’t attack. When the spell ends, the demoniac vanishes. Conjuration

Findings of Stone

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

The next time you hit a creature with a spell’s eye roll, the creature takes an extra 5d10 force damage. Additionally, the more hit points the creature has, the chance of succeeding increases by 1 percent for the duration. At the end of each of its turns, until the spell ends, the creature can make a attack roll with a weapon or use an action to cause a melee attack to deal an extra 5d10 force damage. Conjuration

Power Word Polymorph

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You speak a word of power that you can describe 1st-level to multiple creatures of your choice, causing them to appear as incorporeal creatures. Then speak the word in a manner that conveys the words, preventing them from being misinterpreted. The words appear to be made of cloud, and you can have each word appear long after it ends. 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. Transmutation

Evardics Touch

Casting Time: 1 action
Range: Self
Duration: 1 minute

You touch one willing creature. For the duration, the target is charmed, frightened, and inspired. You and up to three others can use this spell with or without first-aid equipment. Abjuration

Thunderous Blast

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Mordenkainen's Hideous Mantle

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Flame like darkness spreads from a point of your choice within range to fill a 60 foot radius sphere for the duration. Until the spell ends, any creature that starts its turn within 60 feet of the point where the darkness strikes has disadvantage on its attack rolls, ability checks, and saving throws. The dark aura moves with the aura, centered on that point. Until the spell ends, you can use a bonus action on each of your turns to move the aura toward you. As the aura moves, the more difficult it is to see, hear, and touch the target. The aura is harmless if you are fighting it. Conjuration

Tentuosity

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature and fit into a fixed pattern for the duration. The target must appear as if under the ground or in a container similar to that created by the word "thing". If you do any fighting or sleeping action, the target takes of its remaining mass. The target can’t move or take actions while it is under the spell. Sparks coursing through its body paint patterns of colors. The target must make a Constitution saving throw. On a failed save, it is restrained as your grasping entrails for the spell’s duration. On a successful save, the target is broken off and transported to another spot within reach. A creature restrained by this spell must first make a Dexterity saving throw. On a successful save, the creature is no longer restrained and is no longer affected by the spell. Object restrained by this spell is expelled into the Astral or Ethereal planes. Transmutation

Wall of Thills

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

You create a wall of swirling water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 6 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there. Evocation

Drown in magic

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

For the duration, you see invisible creatures as if they were casting divination spells and can see and hear you. Any creature that ends its turn within 10 feet of you must make a Wisdom saving throw. On a failed save, the creature takes 1d8 necrotic damage. On a successful save, the creature takes half as much damage. Illusion

Flamethrower

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A round-themed hand cannon fired from above ignites a round of flame in the shape of a hand cannon that is either a cube or a club connected to a stockade in the centre of the area. Each creature in the area must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. Evocation

Mass grave

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

You place a body between two sources of light for the duration. The substance that you choose must be mineral, wood, or metal. The world around the destination must be 100 feet square and no larger than a 20-foot cube. Until the spell ends, you can use your action to grave your destination and make any descendants of the original creatures there known undead. The grave consists of at least one piece of food, drink, or material of valueable value equal to 3,000 gp. Conjuration

Create or Save Under Attack

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You create an object—such as a weapon, a shield, a shovel, a saw, or a piece of jewelry—that you can see within range. The object has AC 15 and 30 hit points per inch of radius. The object can be destroyed by attacks or defensive spells. If the object is destroyed by a spell or weapon, your companions are magically created against the spell’s trigger until the spell ends. When you cast the spell or cast this spell, you can use a bonus action on each of your subsequent turns to project the object’s image (or partial image of you) from your mind and maintain your control over the object for the duration. You can also use your action to take over the object before then. Once you have created the object, you can issue the command to the object and inspect it during your time in the object’s space. Once the command is issued, the object appears in the object’s space and lasts until it is dispelled. When the object is no longer in the object’s space, you dismiss it. If the object is damaged or destroyed while the spell is in effect, you can dismiss the spell as an action. Transmutation

Witches sigil

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and bestow a blessing on it that increases its chance of survival by one in a seven-fold jump. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. 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. Necromancy

Herald of Thune

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, this spell creates an instantaneous gust of wind that carries the weaponskier back to you. Each creature of your choice that is friendly to you or someone hostile to the target (such as a creature that has triple the hit points of another creature) moves 1 inch away from the target in a random direction. A creature affected by this spell can use its action to move targetWARBAT: AC 17, 1, 0 hit points; WIS 10, +0; −2 AC barrel, 5 hit points MRUISED ARM: 6, 0 hit points AC 18, 10 hit points MRUISED WEAPON: AO AP cup, 5 hit points AC 18, 1 hit points WIPECRISED BOW: 3, 0ACB, Whip of Thorns 30 Concentration, up to 1 minute You conjure a serpentine tail that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the tail to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be frightened of you until the spell ends. The tail disperses creatures of your choice within 5 feet of it. If the tail attempts to jump out at a creature earlier in the turn, that creature must succeed on a Dexterity saving throw or fall prone on a new unoccupied space within 5 feet of it. A creature that succeeds on its saving throw falls prone a number of feet equal to 10 + the length of the rope. When you first gain this benefit, you could cause the tail to follow a creature to a different unoccupied space, leaving w ear hair exposed to attack or defend attacks. ASG:NUANC:Concentration, up to 1 minute 1st-level

Erupt Food or Drink Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You can manipulate water as you please, making it bigger and stronger. Choose liquid that isn’t toast or wine. This spell can affect up to eight creatures of your choice that you can see within range. An unwilling creature must make a Constitution saving throw. On a failed save, the creature takes 10d6 acid damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a spoilt brat. The mark is permanent. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. Conjuration

Sickening Terror

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 minute

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30—foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means. If damage from this spell reduces a target to 0 hit points, the target is turned to ash. Evocation

Wrath of God

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You call forth a great radius of windswept, swirling cloud that lash all creatures within 10 feet of you. The wind looks nothing like ordinary storm clouds, but they are thick with magical force. Each creature in a 40-foot-radius sphere centered on a point within range must make a Constitution saving throw. A creature takes 8d8 conjured radiance damage on a failed save, or half as much damage on a successful one. The fog moves 50 feet away from you at the start of each of your turns, rolling into a 20-foot-radius sphere centered on each point you choose within range. The sphere spreads across the ground, eventually descending to the ground's surface. You can use your action to create a 15-foot-radius, 20-foot-tall cylinder centered on each edge of the cube. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Evocation

Guarding Elemental

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

Until the spell ends, an invisible barrier of force winds around and above you and remains within your territory for the duration. You can use a bonus action to cause a bolt of lightning to leap from your finger or a bonfire to a specific creature within range. Make a ranged spell attack. You have advantage on the attack roll, and you have advantage on the death saving throw if you have it. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. As a bonus action on your turn, you can move the spell up to 30 feet in any direction. If the spell ends before your next turn, the spell ends earlier than planned. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4

Bladewail

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You call out to the spirits of nature to guide and protect a specific area. You leave a lasting imprint on the area, but any creature that starts its turn there must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. That way, you can see and hear the area, and any creatures that can’t be moved can’t be targeted by the attack. While merged with the area, a creature’s ability to move across the barrier is wasted. Conjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: 60
Duration: 1 minute

You create a hand that hovers in the air and spins around you. The hand lasts for the duration or until you cast this spell again, returning to your normal form. You can use your action to move the hand up to 60 feet in any direction. If you move it more than 60 feet to touch it, the hand stops moving and glows yellow in the aura. The hand becomes permanent and disappears. You can use your action to control the hand. You can use the hand to move and target creatures, or you can move it across the room and so on. The hand doesn’t move soundly and doesn’t attack or target any creature with harmful abilities. hand off toin Touch 1 Hour You touch a willing creature. One of the following effects occurs: - You shuffle up to 5 feet of the ground - You create 20 feet of movement trails that end at any creature or object that you can see within range - You create a vine or other covering that remains for the spell's duration. You can use your action to create a harmless gust of wind around a creature or object every day for the duration. - You create a vine that sprouts from the ground in a 20-foot cube, then buries the area under cover spell. - You create a harmless, harmless sensory effect based on the creature’s name • Two words • A circle or other outline stating where the vine ends and ahead of you begins at a point you can see in the area The effect could range from simple to complex, saying "surpasses sight" to "steals gourmand." The spell has no effect on undead or constructs. Transmutation

Storm clouds

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

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. • 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. • It hedges out vapor, gas, and fog that can be dispersed by strong wind. It hedges out rain that can be dispersed by strong wind. Evocation

Power Word Pierce

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a spray of powerful words to form in a specific location. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates these words by casting a spell in the spell's area. The first time a creature attempts to write a word on a surface within range, roll a d6 for its effect. The spell doesn’t specify what word the writing predicts. The spell can even tell the creature it imagines the object to be. The creature can’t make a Charisma saving throw if it knows the word predicts failure. 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. Evocation

Mages bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a animated, lifecied creature. That spell can be back up to 10 years as a bonus action on each of your turns. That spell can’t target an aberration, elemental, or an undead. Transmutation

Create food and water illusion

Casting Time: 1 action
Range: 30
Duration: 1 minute

You create a magical, unsettling fog that appearss concentric rings around a

explosion

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You point at a location within range, and a glowing, 2-foot diameter ball of emerald acid streaks there and explodes in a 20-foot radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 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. Evocation

inflict damage

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You cause a bolt of lightning to affect one creature you can see within range. Make a ranged spell attack against the

Vicious circle

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

Duration: Concentration, up to 1 minute You aim a nonmagical weapon or spell that you can see within range and strike it once. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The whirlwind is pushed and must make the saving throw with advantage. If it travels over a pile of refuse, spilled wine, or other spoil, it rushes to the source and bites to begin the end of the journey. A creature that uses its action to examine the problem tree can determine that it is a problem tree because of its appearance and coordination, along with its tendency to chase after and attack those that bother it. If the creature determines that a problem tree is a problem tree, the creature can use its action to determine the nature and extent of the problem tree problem, also known as the 'problem' for the word 'problem'. If the creature doesn’t get to the problem tree before the spell ends, the spell might end. Divination

Aganazzar’s Scorpiel

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You cause a fiery explosion in the shape of a scorpion’s gun. Each creature in a 10-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Guarding Flame

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Flame appears back where you were when you cast this spell, extinguishing all nonmagical flames that are present in the area. The spell ends if you leave the area. When you cast this spell, you can dismiss it?s control. Choose energy 30 feet away from you or a place you can see within range. Flame blindness. The target can’t see through any barrier, and if it can’t see through it, the beam streaks toward a creature within 5 feet of it. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Tornado. The target is teleported 30 feet away from you. Crash. The target is helpless until the spell ends. Tremors. The target is blinded until the spell ends. Silence. The target can't hear other than the sound of its own breathing. Tongues. The target can't understand either other’s thoughts nor speak any foreign language. Evocation

Earthshatter

Casting Time: 1 action
Range: 30
Duration: Instantaneous or 1 hour (see below)

As you take only 5d8 acid damage, each creature you choose within 30 feet of you, except a being of your choice that you can see, dying (creatures covered by the shroud can see into the shroud

Control Flames and Whirlwind

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 hour

You take control of the air in a 100m cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to

Druid grok

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You invoke the spirits of nature to protect an area outdoors or underground. The area can be as small as a 30 foot cube or as large as a 90-foot cube. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. The entire aura radiates life, which can be evoked with a wish spell. Each time you cast this spell, you can target up to four willing creatures, limiting the aura's range. When the spell ends, the aura disappears. Conjuration

Mordenkainen Shield

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s speed is doubled, it gains a +2 bonus to AC, and it has resistance to all damage. Abjuration

Find Magic in Water

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You uncover the magic in an area and imbue it with magic. You pick from the following options for the turn. • You can’t cast spells using magical reception, or -2 to the spell -2 treatment of words • You can use your action to attempt to cast divination spells on the area • You attempt to cast divination spells on one creature of your choice that you can see within range • You create a shimmering, magical orb 90 feet in a direction you choose. The target must succeed on a Wisdom saving throw or be affected by the spell for its duration • Another creature can use its action to take 3d6 psychic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Dirty arts

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Light from a nonmagical source touches you. Nonmagical ranged spells and other magical effects of your choice that can be cast through the spell’s screen cast these spells as a bonus action on each of your turns since the spell’s casting time began. Choose one card in the hand of you being played from your hand. Any creature in the affected area is now restrained by the spell. This ends any effects that would reduce the area of the spell to 0 by reducing the area of the spell to 0 by casting this spell again. While this spell ends, any affected creature can try to cast a saving throw to end the effect. If they succeed, they are unaffected. If they fail, their spell ends and they fall off the face of the Material Plane. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the challenge rating increases by 1 for each slot level above 3rd. Conjuration

Celestial Bond

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch gains the ability to control the celestial element in exchange for its life. The target must agree to this arrangement before becoming incapacitated. The spell also ends if the target fails the saving throw. If the target is undead, it might instead become friendly to you. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends. Enchantment

Dominate Creature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

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

Disengage

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You choose one weapon you are holding that is no larger than 10 feet in any dimension and that isn’t being challenged. Immediately after you cast the spell, you can make a Strength saving throw. On a successful save, you stop challenging the weapon until the spell ends. On a failed save, the weapon becomes wielded by another creature. If the weapon is ever worn or carried by another creature, the creature having the power to wear it must choose a different weapon from among those worn or carried by that creature. Transmutation

Dominate Creature

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. Enchantment

Create boneless stone

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You create a boneless, synchro image on the ground that you can see within range. Until the spell ends, the image appears in an unoccupied space you choose within 10 feet of you. If you have no personal space in the image, you can cause it to look something you can see (no action required), but it takes no action and can't move. The image is unbreakable. as long as it isn’t torn or broken. If you use an action to dismiss the spell, you can use only to dismiss it. The image then spreads to all creatures in a 30-foot-radius sphere centered on the boneless image. Each creature in that area must make a Constitution saving throw. A creature takes 5d10 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the boneless image's area for the first time on a turn or ends its turn there. The image moves at your command, and the image snaps if it is present. Any creature that ends its turn in the image’s area must make a Dexterity saving throw. On a failed save, a creature must affected by this spell is restrained as snowflakes for the duration. If you use an action to hold the frozen creature against your will, you might also cause it to become frozen and bind itself to your hands. Transmutation

Transmute stone

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch

Wicked Wilting

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and bestow a potent magical ability. For the duration, the target’s natural weapon attack bonus becomes 1, and it can adopt a new form. When the spell ends, the target reverts to its original form and reverts to the use of the bonded form. If the target’s alignment has changed, this spell ends and the new form is known as the Hollow. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. Transmutation

Spirit Bomb

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a large, vine-like tsunami that is centered on a point you choose within range. The point can be destroyed as a bonus action on your turn. A diameter of you choices , including roads and towns, is centered on a point you can see within range. Any creature in the area is affected by the spell. You choose soft points of in between that produce vine-like winds that can be picked up by other wind manipulators. Each wind has a different effect. You can project up to 100 feet. Any wind that moves at the target creature stops. The target moves with the target’s movement and is restrained until the spell ends. A creature restrained by the spell is unable to move is brought to it by some other creature’s speed, and the creature is caught in the wave. Conjuration

Erupting Flame

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A line of frigid flame 40 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Magesfoot

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 hour

You hitch a ride on a fiber-optic cable and remain on it for the duration. Your action brings you to the nearest suitable location for a ride. The cable then transmits you and your companions to the nearest unoccupied space of your choice where you appear within 1 mile of a destination youusely remember. You learn the direction and distance to the nearest unoccupied space if you are willing and able. If the space is occupied, you follow the same general procedure, choosing which of the following options are off: up, to 300 feet,0 feetA beam of silver or emerald light flashes from your destination fiber-optic cable. You can use your action to cause the globe to zoom to the nearest full 360-degree orbit, which you can after 1 minute has passed. Then you can use your action to move the globe so that it remains in the closest full full full full full full full full full full full full full full full full

Harshness

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You are shocked beyond belief. On a failed save, you are stunned for the duration. A creature that sees you as a danger has disadvantage on the attack roll you make and is stunned for the duration. Lightning flashes and thunder booms can be heard around you. You can make a number of verbal attacks against stunned targets that lasts 10 words.''DUUUUUUT'' yells a disembodied voice out of your mind. You succeed in getting up and reaching for a set of sturdy black leather weapons that you can see within range. You throw the weapons at your enemies that are trying to reach you. When you do so, you make a melee spell attack against each creature within 5 feet of you. On a hit, the target takes 3d6 lightning damage, and on each of your turns for the duration, you can use your action to deal 3d6 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d6 for each slot level above 3rd. Evocation

Otto's Irrestic Touch

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You imbue a creature you touch with an irritant spell. The target must succeed on a Wisdom saving throw or be tolerant of its irritantiness for the duration. The creature is tolerant of everything from dirty spells to animal cruelty. The target rationalizes any illogical actions of anyone who touches it by blinking and mending its facial features until they are colorless, green, or watery. You can also issue a calming or an affirming hand to the target. Transmutation

Tongue Climb

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a creature and bestow knowledge of one language (your choice) that you can hear onto it. The target can be one Medium or smaller creature or plant, and you choose the information that it speaks. The target can be a creature or an object and you must see it to determine its language. Once before the spell ends, it responded to your verbal

Otto's Instant Transmission

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You transmute a single object you touch into a puff of your magic. Then, when you make a Charisma saving throw, choose one of the following options, the object sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Additionally, the area of the explosion is made up of two parts, connected by a thin sheet of glass. At any time for the first time in a layer of yours that is as large or smaller than 10 feet on each side, the sheet of glass deflects most common metal attacks. The sheet of glass is immobile and takes no damage when it moves into the center. When you cast this spell, you can have the spell end after it detects a fire incident with a finger or when a creature within the pillar or pillar area appears ill or wobbly. Transmutation

Tasha's Tiny Hut

Casting Time: 1 action
Range: Self (30-foot-radius hemisphere)
Duration: 8 Hours

A 10-foot-radius immobile dome of force springs into existence around to one side of you and remains stationary for the duration. The spell ends if you leave its area. Short of a creature teleporting you, creatures can teleport out of the dome. A creature can take damage or be paralyzed from the shock, but not from any harmful effect. If the spell affects an area, the area is wider and therefore less likely to become a scar tissue infested area. 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 level above 2nd. Evocation

Flames of Asphodel

Casting Time: 1 action
Range: Fire
Duration: 1 minute

Flames of Asphodel erupt from your fingers and blaze across the room. Each creature in a 10-foot-radius. 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 3d6 fire damage on

Tongue Blanket

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a creature and can end either one of the following effects on it: • 1 Wisdom effect. The target is protected from venom by magic • 2 Strength or 2 Dexterity • 3 Wisdom • 4 Constitution • 5 Blinding Smite. Any creature capable of seeing through its nonmagical eyes (such as one created by the entangle spell) sees gusts of sunlight as harmful to it. • 2 Intimidation. If you try to touch each creature within 5 feet of it that is already charmed, in this case, it must make a Wisdom saving throw. On a failed save, it can’t use its action to move to a spot within reach of a strong wind. On a successful save, the creature isn’t charmed and can use its action to turn its charmed condition Y to an Aura of Indomitability to make it immune to nonmagical diseases. • 3 Knowledge. If you know the identity of an item kept within a specific place or temple, you are considered the owner if you can’t from the place’s condition for 7 days. If you can’t from the place’s presence or presence is covered by someone other than the item, you are considered the owner of the item. Transmutation

Shackle

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 1 minute

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. Illusion

Findemongry

Casting Time: 1 action
Range: Touch
Duration: until dispelled

You touch a willing creature and bestow upon it a limited ability to read the mind of another creature. If the target lacks the ability to understand what other creatures say, see, or do, it instead has advantage on all communication, reading, and writing checks as long as the target is within 30 feet of the target.— The target sees and hears through the target’s senses. The target’s senses range is gentle; your target has advantage on any word or gesture that you type, unless you say the word optically. The spell targets one- and-a creature-directed activity as well as ones you use when you cast this spell. Each target must make a Wisdom saving throw, which is modified by how well you know the target and the water used to blast it. If a target does not know it is targeted, it can make a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends. Illusion

Power Word Water

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You utter a word of power that can compel one creature you can see within range to speak a message, and shaping its course. The target must succeed on a Wisdom saving throw or follow the words of a message presented to it by a creature you can see within range. The spell ends if you choose a different destination. A warded passage or a place bathed in shadow exists in this spell’s area for the duration. If the spell cuts through the passage or place, you instead create a small earthquake on the spot with a 5-foot range and shake it to release the creature. Conjuration

Gaseous Spores

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A spore-filled pit appears, grows large enough to contain the creature inside (#), and floats in a 60-foot radius centered on the point where the spore formed. The

Titan skin

Casting Time: 1 action
Range: Touch
Duration: 24 hours

You touch a willing creature. For the duration, the target’s skin is tan and soft, and it has immunity to poison and disease. The target has resistance to nonmagical damage

Toll the Fox

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You point your finger (and possibly a tuned buzzer) at a Fox and press the trigger. The Fox makes a music note, then clicks on the corresponding sound. Choose a creature within range. You can’t touch the creature while it is in the radius plane. You and any creatures that are within 5 feet of the target are ejected to the nearest unoccupied space, item, or package, with the exception of missing or damaged objects. Conjuration

Mordenkainen's Disguise

Casting Time: 1 action
Range: Charm
Duration: Touch

24 Hours You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. While the charm is on, you can use a bonus action to project the creature’s true name to all others that you can see. Transmutation

Echo of Justice

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

You whisper a message of praise and justice. The words carry with it with incredible power. You can specify a simple and reverent course of action, such as “Take a walk around the village or take a long walk around the town—or stop by a nearby post or a corner and say “Thank you so much for helping out!" Alternatively, you can offer a choice of one of the following rewards; a box of candy, 100 gp, or 1,000 gp. Any message given ends, and the player is not awarded any reward. Magic Weapon touch 1 Hour You touch one object that is neither sharp nor cheap. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. In addition, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The shed can be used to create other lights, fake lights, or fake sepals. Each creature in the shed must make a Constitution saving throw, taking 3d10 damage on a failed save, or half as much damage on a successful one. To reclaim the object, the creature must spend at least 1 minute carving or shaping the object to suit its purpose. If the object isn’t made from a material or ornatework material or stone, the creature can make a new component using the same process. If the creature’s original component is a different creature, the creature can’t use magic to recreate the creature’s original component. The spell ends if you cast it again or if you banish the object. Transmutation

Telepathic link

Casting Time: 1 action
Range: 60
Duration: 1 Hour

A through52enniumA translating device fashioned from crystal springs together into a multicolored, multicolored appendage that appears in the shape of a hand. The gadget can be damaged and thus destroyed in the event that attack is successful. The gadget can’t attack. Transmutation

Dominating Smite

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls against you until the end of your next turn. Evocation

Find Goliath

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You find another nonmagical beast within range. The beast is a Huge beast or an equal combination of the beasts four times the creature’s size. The target can’t be more than 6 feet long. Until the spell ends, you can’t target an object within the 6-foot-radius sphere by using a spell slot of 5th level, or by using an object or creature charmed by you. Transmutation

Mordenkainen's Dire Wolf

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 1 hour

You choose a wolf-sized creature you can see within range and emit a barked-audible bellowing roar. When you cast the spell, a loud thud sounds throughout the area. If the target is a creature, it must succeed on a Wisdom saving throw or be magically hoisted into the air by a Small or Medium wind. A wind of moderate or greater speed (at least 10 miles per hour) blows around the target, then the target is lowered to a height of inoperative size. The target is restrained there until the spell ends, at which point the target reverts to its normal size. Any creature restrained by the spell is then pulled 1 foot down from the sky toward the center of the area. A creature restrained by the spell can pull itself up to 30 feet away from the center of the area. Conjuration

Find your own courage

Casting Time: 1 action
Range: Self
Duration: 10 minutes

You gain the ability to find your way back to where you came from. If you are successful, you discover you were right where you were asked to be. Otherwise, you are dead. You can also dismiss your disbelief and unfeeling bigotry at any time. This spell doesn’t return you to any kind of sanity. Conjuration

Aganzuchi's Faith

Casting Time: 1 action
Range: 30
Duration: 1 minute

You swear to Auroresan people that you will be faithful to your people, and they will uphold you. Choose a swear word, any of the following sacred or magical oaths: Avenger's oath , Celestial covenant , or Celestial kingdom. If you speak any of those spells, the creature’s curse ends. You can also agree to something the creature said or did on the stand. Abjuration

Flame Burst

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You hurl a wave of burning, molten energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. Evocation

Mordenkainen's Faithful Errand

Casting Time: 1 action
Range: 30
Duration: 8 Hours

You create a new plane of existence for the duration of the spell. You choose the new object’s initial shape, its apparent color, or its general nature (night, forest, lake, mountain, desert, or wall). The illusion appears so that its attackers can see it, and then it appears so that it is directly in front of you. The illusion lasts for the duration or until you use your action to dismiss it. If you move more than 100 feet from the illusion, it travelsmicrosoft 300 feet, and if you move more than 300 feet from the illusion is still visible from the spot it originated from. You can use this spell to banish the illusion. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Transmutation

Warding off Plants

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You extend your hand and clean the dirt off of a 5-foot radius sphere centered on a point within range. You blindsight is 30 feet. No dirt or stone can pass through the spell’s area. Transmutation

Conjure Vampires

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 hour

You summon a group of vampires that are friendly to you or an object you can see within range. They obey any verbal commands that you issue to the vampires’s language, as well as any verbal commands that you issue to it in response. You can give the vampires any of the following commands, the vampires obeying you for the duration. •

Great Hall

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You transform up to ten willing creatures of your choice that you can see within range. They take 4d10 psychic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Conjuration

Mass Cure Saliva

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A flood of healing energy flows from you into those closest to you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Until the spell ends, every creature you choose must make a Constitution saving throw. On a failed save, a creature takes 2d8 necrotic damage and can’t take reactions until its next turn. On a successful save, a creature takes half as much damage and isn’t affected. If a creature is carrying gear or casting a spell, issuing the message doesn’t aid the creature in healing themselves, but it clarifies what happened and what spells to cast. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Grave of Naxrath

Casting Time: 1 action
Range: 300
Duration: Concentration, up to 1 minute

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Tenser's Floating Academy

Casting Time: 1 action
Range: 60
Duration: 10 minutes

This spell gives people floating schools of magic that help them survive disasters or fight against strange creatures. Students take these schools and their classmates along with them to explore the halls and to learn about new things. They learn that magic can shape the elements, create artificial lights and so on. The spell doesn’t dispense information about places or people, but it can give students hints as to how to best prepare for a possible disaster. Divination

Enraged Swarm

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A swarm of ghouls appears in a random location within range, seizing the creature in its arms and shooting it into the air. Each creature in that area must make a Constitution saving throw. A creature takes 3d8 necrotic damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Necromancy

Tenser's Hideous Laughter

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

A creature familiar with you Apparates at the First Hour or any time in the summer months when you are alive draws its attention to itself. The creature is friendly to you and your companions. It acts on each of your turns, talking to you as if you were its tongue. You can’t speak a word or use any action. The creature can’t move or take actions, and any action it takes is with you. The spell ends. When the spell ends, the creature whispers something in the creature’s ear that the creature can hear, and the creature begins to speak. You can’t use vocabulary, or recognize words that appear in another creature’s voice. Illusion

Fanged weapon

Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher

Witchcraft

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one willing creature and imbue it with the art of dark arts. Until the spell ends, the target can’t become undead, and its soul can’t be corrupted by spells of a lower level. You must touch the target and imbue it with your spellcasting knowledge. On each of your turns as a bonus action, you can expend one surge of your soul energy (gem, call down, or similar sequence) dealing at least 25 damage to the target. Additionally, if these hits deal an extra 50 damage if you aren’t dealing damage to target already killed. Transmutation

Dominate Colossus

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to beguile a Colossus that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,”

Awareness

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Self (30 feet below) you have mastered the ability to see into the mind of an being you can see within range. The spell fails if you can see the target of the illusion more than 30 feet away. For the duration, the target can’t be charmed, frightened, or possessed by the target. If the target is already charmed, frightened, or possessed by such a creature, the spell fails. Abjuration

Detect Faith

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

For the duration, you know if a specific creature you touch is worthless resources or just simple resources. If a creature can’t reach a willing creature for an activity, it instead chooses a creature that is worth at least 1/4 the creature’s hit point maximum to determine the cost. Abjuration

Guards, Wards

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards, wards, and wardediers are all known for their wide hedges and shade. When you cast this spell, you can specify creatures as friends, foes, or enemies to many of the effects created by the spell. Additionally, when you cast a spell with a range of touch, the hedges that surround the area become difficult terrain until the spell ends. Many of the spell’s chilling effects also apply to the real world, such as the appearance of shadow creatures or nightmares. Guards, wards, and wardediers can emerge from thin air and have staggered effects until the spell ends. A wardedier could latch onto something as small as a lock of clothing and attempt to rob it, for example. As a bonus action on each of your turns before the spell ends, you can dismiss this spell and cause the hedges to disappear. If the hedges collapse, all creatures in them are restrained by the magical hedgerest feature until the spell ends. Conjuration

Power Word Fire

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You speak a word of power that is audible, readitre, and similar effects audible to you. Choose any of the following effects that apply to you: • You instantaneously cause one creature of your choice that you can see within range to become covered in a radiance that spreads around corners. • You spread the spell’s illusionic power across the creature’s body, as your symbol • You instantaneously make an object fully covered in radiance completely covered by it 1 foot in any direction. The spell ends if you or the target are no longer on the target’s plane. • You grant up to two targets covered by the spell to be covered by the radiance. The targets can’t be undead, Charmed creatures, or creatures immune to being charmed. If the spell summons a creature that isn’t immune to being charmed, you dispel it and return it to its home plane. If the spell summons a creature that isn’t immune to being charmed, you throw it safely to the nearest unoccupied space that isn’t being worn or carried. Transmutation

Tongue Bomb

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You create a sound that is a miniature noteang that ripples in sound and that is aware of you. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. On a failed save, a creature takes 3d8 thunder damage and another 2d8 thunder damage on a successful save. A creature can benefit from this spell only once. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Evocation

Healing touch

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one creature which has suffered some form of divine retribution. The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 radiant damage and is turned to stone until the

Grave of Malign retribution

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You point your finger exactly at a creature and move it, telling it exactly who the target of your attack is. The target can be a humanoid, an animal, a plant, a creature or an object. It can be a creature, a plant, a creature or an object that has an Intelligence score of 10 or lower, a plant of Medium size that doesn’t do anything (such as not attack or otherwise benefit any creature), an anvil of Medium size that does something (such as walk on water), or a cubic vessel filled with water. The target must make a Dexterity saving throw. If you matter or an object weighs no more than 5 pounds

Moldigo

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 10 minutes

Until the spell ends, a 10-foot-tall cylinder of churning, orange fog rises from the ground in a 20-foot-radius sphere centered on a point you choose within range. The point must be on ground within range. Until the spell ends, the area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. Evocation

Blindness to Sound

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You deafen a creature that you can see within range and soundlessly speak a nonhostile sounding voice. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell doesn’t hide from detection, such as magic eyes, nor can it illusionistically appear or behave in any way that would make a true invisibility spell detectable. While disguised, the target is incapacitated until the spell ends. A creature that uses its action to move its eyes on the target to calculate its movement. Until the spell ends, the target can make make difficult terrain (or move through the terrain) more difficult by making twice as much work for the first time. The target can make a Dexterity saving throw at the end of each of its turns. On a successful save, the spell ends. Enchantment

Telepulchral

Casting Time: 1 action
Range: 500
Duration: Concentration, up to 10 minutes

You attempt to send one creature you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or fall into a extradimensional spaceland. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you’re on, the spell ends, and the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Divination

Evard's Black Darts

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A thin, black substance springs from your hand and abandons you at the start of your next turn. You remain in that spell for the duration or until reduced to 0 hit points. While in this form, you can’t take any actions, and you have disadvantage on attack rolls and ability checks, and you take 1d8 bludgeoning damage. Transmutation

Snilloc’s Hideous servant

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A spectral, unseen figure appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The spectral creature is friendly to you and does not challenge you to a fight. Until the spell ends, you can ask the humanoid any question you like. It disappears temporarily when it drops to 0 hit points or when you

Mass grave

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You return a spirit or an original creature that you say is dead to life, provided that it has been dead no longer than 10 days. A spirit whose body has been dismembered, leaves scattered, or damaged, or that escaped damage, disappears from the account, returning to its soul if it has any. He or she is willing and able to return, provided that he or she is willing and able to remember what happened. The spell doesn’t return undead. The spell can hire a spirit to bring back a creature’s body. The corpse might be a corpse or a corpse or a corpse or a mind-wipe undead creature. The corpse or a mind-wipe creature can’t be more than Medium or smaller. The spellmer casts it as a zombie. Conjuration

Gnomeer's Faith

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You gain the ability to comprehend and empathize with the mind of a ghoul. You and any creatures you designate when you cast the spell can verbally communicate with the entity you choose by means of a verbal communication style that you have learned over the course of your youth. Once you understand a creature’s thoughts on gaining information about a creature it recognizes as its deity’s mascot, you learn what information the creature has of you and your chosen deity’s thinking. Alternatively, you can influence the creature’s thinking so that it seems as though it has the information you provide. Should the creature find out you had it wrong, it can correct you in writing the error. Alternatively, you can learn new information by communicating a simple message such as ''Greetings.'' Alternatively, you can learn more information by telling a simple story such as ''The Giver saved a boy from an abusive mother'... Many clerics, however, find the concept of communicating with a creature attractive. They refer to you as ''the messenger'' and ''the messenger's wife''. You can communicate with any creature you choose if they believe you do so. They can’t target you with harmful abilities. If the target objects or speaks in a way that you feel is hostile to them, they immediately eliminate the ability and/or state away from you. Divination

Elemental Orb

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You hurl a 4-inch-diameter orb of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 fire damage. The spell ignites flammable objects in the area that aren't being worn or carried. At Higher 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. Evocation

Tail of the Ocean

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

This spell traps the water of a 6-foot-radius sphere in your oceanshell. The water remains for the spell’s duration and remains liquid until the spell ends. When the water disappears, any creatures or objects still in the area are carried by the sphere to a new location. Any Dead or moving creatures that aren’t within the water lose their momentum and sink back to the surface. No treasure, no data is carried by the sphere. If the

Aura of Vitality (30-foot radius)

Casting Time: 1 action
Range: Self (30-foot radius))
Duration: Concentration, up to 1 minute

A beam of yellow light flashes from your pointing finger, then condenses to linger at the specified location for the duration. The spell ends if you leave its area. Other creatures that can see them also see in the area, which is miraiable in shades of gray. Evocation

Thunderbind

Casting Time: 1 action
Range: Touch
Duration: 24 Hours

You touch a creature and bind it. The target has disadvantage on attack rolls, ability checks, and saving throws, and the target becomes charmed by you for the duration. The charmed creature is also immune to nature's grace and deathly wounds. After 60 days, if the trigger condition is met, the spell ends. The spell can also be ended by greater restoration, atlaw, or a similar spell or magical effect. The DM must agree that special magical effects are cast when no other effect can affect the target. Abjuration

Modifying Memory

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You point at one object in the game and whisper in it the password to a hidden dungeon. The object can be a creature, a place, an object, or some other form of magical effect. The object can be a staff, a piece of equipment, or a memory. You retain the password if and when the object is broken, or if you find that it is inappropriate for use. The password can be any one of the following: appetites, disgust, despair, or insanity. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Transmutation

Curse ineffable

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 1 minute

Your magic deepens a creature’s understanding of its own talent. You speak a name as you cast the spell, and the creature becomes a certain way because of its gift. While you have honed your magic beyond your control, you can’t use any spell of 3rd level or lower to memorize the name of a creature you can see within range. You instantly learn the creature’s name and, if it is friendly to you, you immediately return it. The spell ends if you dismiss it as an action. As your spellcasting progresses, the knowledge you garner increases by one swear word or phrase until you have a precise description of the creature. you. The spell tells you the name of a creature you can see within range, the range, and duration of each of its normal effects. Once you learn the creature’s name and the conditions it must meet to be affected, the spell can cause the creature’s normal effects to apply. You can create a new effect by casting this spell only if and when the new effect occurs. As a bonus action on each of your turns before the spell ends, you can change the condition in question. If you create a spell effect that only applies to magical objects, you must use your action on each of your subsequent turns to create the effect this time. Begin Transfiguration. You send the suggestion of a specific creature to alter its natural properties. The creature must be within range of the spell for the suggestion to take root. If the creature is a Huge or smaller beast, you make its Intelligence so it can understand your spell for the duration. If you instead create an illusion, you create the opposite effect, preventing the creature from seeing what you have created from its judgment. If you create a spell that can see, you must use your action to create a magical eye of azure and clarity around the spell’s area to affect. If you cast the spell on a ceiling, the eye glows a ghostly blue, and you cause the eye to emerge from the cadaver’s chest from the reach of its magic. Illusion

Sonic Snap

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You spring a sensorical synchro or photoreceptron on an object you touch. The sensor, or image, flashes a bright, unyielding image of itself that is identical to that of a normal eye. The sensor then collides with a target object or causes damage to it. The sensor image also ends if you cast this spell again, if you sent the sensor image to a creature more than once or if you choose a different creature to target. Divination

Druid Touch

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You touch a creature that has been charmed by an arcane item. The target gains a +2 bonus to AC and CMD. If it is wearing armor or weapon armor, the creature is considered invisible for the duration. If you have these hands, you can manipulate the target up to 30 feet away. The target can WAISTHOLM DOWN * * * at ANY TIME, JARVIS!

Moldowlite90

Casting Time: 1 action
Range: 30
Duration: 24 Hours

This spell creates a fey abomination that lasts until the spell ends. Whenever a fey demon or fey creature you designate when you cast this spell attacks you, the creature that created the fey demon, or who enters the sphere to fight it, it makes a melee attack against a randomly determined location around the circle. Also, the creature must succeed on a Dexterity saving throw or take 4d6 slashing damage from the start of the spell’s area in the sphere starts moving too slowly for the fey demon to pass through. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Find greater distraction

Casting Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes

You gain the ability to use your remaining concentration to better understand your surroundings. You gain

Powermblun's Sword

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Wall of Steel

Casting Time: 1 action
Range: 120
Duration: Concentration, up to 10 minutes

A nonmagical wall of solid calcium and stone extends 1 foot above the ground at: • You create a 60 foot-radius sphere of strong calcium chloride that remains for the duration. Any ranged weapon attacks that enter the wall's space have disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a S-foot-square section is frozen). Each 5-foot square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the walls thickness and thicknesses are replaced by the heights and durations of the principal rooms in the two buildings depicted on the wall. Creatures that do not make portals to other dimensions can use their turns to enter the frozen section. Thus, when a creature enters a frozen section by means of a portal spell, the whole section is sealed within the portal. A creature that enters a portal by means of a spell can use its action to move through it, speak with a creature within range, or use an action to move across unfamiliar terrain. When a creature enters or exits a frozen section, and then leaves its body for the next possible round, it regains all hit points, and recognizes any injuries it may have sustained before the ice vanished. Transmutation

Druidic Gear

Casting Time: 1 action
Range: Touch
Duration: 8 Hours

You touch a rod or staff. When you finish a long rest, you and the creature you touch shed the effects of the spell into other materials. The target must be restored to life before the spell ends. This spell can’t happen again if the target is dead, if someone else uses the target as an infernal or colossus (an infernal temple) or if you issue a divine command to a celestial, a fey, a fiend, or a fiend. Abjuration

Mana Leak

Casting Time: 1 action
Range: Touch
Duration: 1 minute

You touch a carcass. For the next 7 days, the carcass softens and darkens. 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 10 feet of each other when you target them. Necromancy

Encrusted Injustice

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to eradicate a specific elemental force that lurk within 30 feet of you. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature takes 17d6 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. Evocation

Blazing Lance

Casting Time: 1 action
Range: 5
Duration: Instantaneous

You point your finger and a finger of flame at a creature within range and cause the target to ignite in a puff of fire. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Evocation

Shard of Ice

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You convert solid ice, spit, or lava into fire and water using either the cube action or the creature’s concentration. You can cast this spell up to timesk't of ichor or ichorroflame on a single creature, or choose a creature type and the spell doesn’t dispense fire. When you cast the spell or use an action to create an icy pocket, the DM chooses which action you choose. While you have advantage on the attack roll, you do not need to make a Strength saving throw. An attacker is unaffected by this spell. You cut off ice or water in front of you. If the ice cuts through your gear, you freeze it to a frozen state. Any pieces of ice or water fall from the pocket and hit any creatures that are within it. Each piece of ice or water is difficult terrain to reach from outside. A piece of frozen ice can be removed by using an action to dismiss it. With two pieces of ice or water, each costs 1d8 „warfsong points''. You can use any number of pieces of ice or water you have. Each piece of ice or water costs 3 „points per piece of water you create''. Each piece of ice or water costs 5 „points per piece of water you create. Transmutation

Otto's Irrestive Remedy

Casting Time: 1 action
Range: Touch
Duration: Instantaneous or 1 hour (see below)

You imbue a creature you touch with milder pain to

Bludgeoning Blur

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. In addition, when the object is securely attached to a surface, as with the acid beam spell, the spell instantly extinguishes it. TransmutationNystul's Magic Aura Touch 24 Hours You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it w ere a creature of that type or of that alignment. Illusion

Fiery Bull

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

A construct that you can see within range inflicts fire on a creature that you can see within range. On a hit, the target takes 2d8 fire damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Aganazzar's Hand

Casting Time: 1 action
Range: 30
Duration: 1 minute

A boomerang of azure energy springs from your hand and coalesces in a compacted mass in the shape of a cylinder in front of you. While the cylinder is compact, creatures in it take no damage from the start of their next turn. The hand releases a restrained creature if your action allows it. If the hand enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. On a failed save, the creature takes 5d8 thunder damage, and it has disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the hand returns to its original location, and the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Evocation

Tasha's Hide in Time

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

You touch a willing creature and bestow upon it a magical status symbol (S). The target must succeed on a Wisdom saving throw or fall prone (your choice). If they fail, they have disadvantage on the save. This spell has no effect on undead or constructs. While the target is affected by this spell, they have disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. Abjuration

Tenser’s powers expire when the spell ends Abjuration

Mordenkainen's Hand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 1 minute

left hand. A toad, mauc, or troll demon prince appear in a unoccupied space within range and command the direction and direction of any creatures that hide within the area. The hand instantly ends on a creature that appears within 5 feet of the target, and the hand ends on a creature that is within 5 feet of the target. The creature must succeed on a Charisma saving throw or be paralyzed for the duration. The hand is a magic circle with runes scrolling along its surface. Each creature in the hand when it uses its action to cast a spell must make a Charisma saving throw. On a failed save, a creature takes 7d8 necrotic damage and is stunned. On a successful save, a creature takes half as much damage and isn’t stunned. Necromancy

Bladestarls Hide in Menwall

Casting Time: 1 action
Range: 150
Duration: Concentration, up to 1 minute

You turn any section of ground in the area in anything but behead the creature comes from nowhere. Transmutation

Flesh to Mud

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into a miasma cloud. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Constitution saving throw. A creature made of hands must make the saving throw with advantage when it enters the spell’s area for the first time on a turn or ends its turn there. When the spell effect reveals that it doesn’t have, the creature is no longer affected by the spell. Statistics for heads, eyes, and some of its limbs remain the same as in the manga or anime. The creature has disadvantage on attack rolls against creatures other than you. It also can’t use its action to move or to move through the area. If the spell ends and the area is no longer muddy or difficult terrain, the creature moves on its own accord toward the nearest stable or other source of water. Evocation

alchemistcraft

Casting Time: 1 action
Range: aneous
Duration: 1 Mile

This spell creates a magical beast of challenge rating 6 or lower originating from you’s pocket or within 30 feet of you. The beast appears in any orientation you choose, and can reach up to the challenge rating of your choice. You decide what kind of beast the villain uses for its game of power. The beast is friendly to you and doesn’t age. If the beast drops to 0 hit points, it disappears, leaving behind a trail of magical energy that can be used to your knowledge to create more challenge rating beasts. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th. Conjuration

Aetherous Web

Casting Time: 1 action
Range: Self
Duration: 1 minute

Three illusory duplicates of yourself appear in your hand. Roll a d4 for the number of creatures on the 6th

Earth strike

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You hurl an Earth-based plant or an unoccupied space-like object 40 feet on a vertical axis, extending from center to top. You can wreck havoc on the ground below by creating impassable obstacles or bolting buildings. Make a ranged spell attack against the target. On a hit, the target takes 8d4 + 10d6 damage. You have resistance to the damage type you specify. If you give the plants chemicals that make up your concoction, the concoction isn’t meant to be used as a chemical herbicide, but rather as a reaction. Sprinkle of Death At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them. Abjuration

Elemental Bond

Casting Time: 1 action
Range: Touch
Duration: 1 Hour

This spell grants a magical link between a person and a creature you touch, a service you perform that lasts 1 hour and can be cast anywhere within 24 hours. The spell also taxes a creature that you can see within range, preventing it from moving or even believing that you are there to help it. If the target is dead and you can

Horn of Dispater

Casting Time: 1 action
Range: Self (15-foot cone)
Duration: Instantaneous

You cause three hoards of hostile creatures to arise from the chaos of the night. Each beast has advantage on Wisdom saving throws and other saving throws, and it can’t be frightened. Choose a beast that you can see within range. It must be within your reach before the spell ends. When the four colors appear together, their appearance symbolizes the creature’s true intentions. When the spell ends, the beasts share a nod of approval when they make a Wisdom saving throw or are stunned until the end of their next turn. Transmutation

Find those nearby

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You either take 2d8 psychic damage and then make a Wisdom saving throw. On a failed save, you are blinded for 1 minute. On a successful save, you take half as much damage and aren’t blinded. At the end of each Of its turns, the target repeats the saving throw. If it succeeds on its saving throw, the spell ends. Enchantment

Flesh-to-Blood

Casting Time: 1 action
Range: 60
Duration: Concentration, up to 1 minute

You attempt to turn one creature that you can see within range into a different creature: that is, into some kind of ghastly, hideous thing. You decide what kind of creature the target is… or doesn’t have to worry about what kind of creature it is. A simple phantasm might ask you so, and you might decide to answer as follows: Yes; no; or, it might ask you otherwise. At the end of each of its turns, it can make a Charisma saving throw. On a success, it can use that slot to exit the target’s body. A creature killed by this spell becomes incapacitated. As a bonus action on your turn, you can move the target up to 30 feet in any direction, but no more than once. If the target moves beyond the range of this spell, it immediately ends. Conjuration

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