A Longer List of Bot Spells

Bitter Taste

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

This spell transforms a creature’s saliva (your choice), when it is pure white, into acid for the duration. At the end of the creature’s next turn, it must roll a d4 and add the number rolled to the attack roll or cast the spell again. Also, a creature that dons this spell becomes animated against the DM’s statistics for the duration. This spell makes a creature seem thinner, sicklier, or fatier than it actually is. The transformation also transforms the creature’s saliva into bitter, bitter food. The transformation takes 1 hour on a creature by creature basis. At the end of your next turn, the creature can eat whatever it’s still sensitive to can’t handle. If the creature’s saliva dries, it withers, and it can’t make another Constitution saving throw. Conjuration

Bite the King

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Tears drip down from your enemies feet and strike at the same rate you would for a punch. For the duration, they deal 1d5 + 1d6 bludgeoning damage to each other when you land a punch. 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

Effigy

Casting Time: 1 action
Range: 90
Duration: 1 Hour

This spell gives out funny stories of strange creatures that lived in the past. You choose a location within range to give out the stories. These creatures can be random creatures or people who have passed down some sort of magical connection. If they're real, they are the real creatures. If they're fiction, they are true. Otherwise, they aren’t. At the start of each of your turns after you cast this spell, you can use your action to affect a creature that you can see within 60 feet of the location where you cast the spell. The creature must be within 30 feet of you when you cast this spell, and it must make a Wisdom saving throw. On a failed save

Wondrous object

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

As you cast this spell, you possess the rare and precious artifact you desire: a rare artifact with long life that might, perhaps, someday, be worth the price of its existence. Whether you possess it or not, you shape the future of the mortal race through physical force. At the very least, use of this spell might reshape the course of history for millennia to come, reshaping the minds and lives of men and women of North and South America and the Caribbean. By shedding light on another era’s greatest threat, you might reshape history in your favor. To the extent you possess such a thing, you might even be the first man or woman to wield such a weapon, protecting the survival of mankind from the threat many of us face today. It might only serve you in your absence, or it might forever change the course of a race that once had pride and vitality in the laboratory environment and with its dedicated labors. With time, your presence might vanish, but your influence might still shape the course of history.

Grief and the Silence Moon

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

This spell halts the immune system of a creature for 12 hours, and the creature becomes blind and deafened for the duration. While the creature is blinded, it is forced to use a special ability to communicate with other creatures, usually a telepathic link, that blocks out of its sight. Any time the creature uses its action to speak a short message to its friends, the creature either beckons the creature out of its thoughts, or says a command in its head to its companions. The creature is limited in the actions it can perform by its blindness, and it can’t speak any magical spells. While blinded, the creature can’t see or hear anything except for invisible creatures and can’t cast spells, staves or hurlers. Finally, while the creature is conscious, any creature that the creature can see is surrounded by darkness afflicting it. Creatures or objects that can be targeted by a target lock on to the creature or to another creature have Their blinded condition negated against the creature’s statistics. The creature can‘t be targeted by a target lock, and the creature can’t be targeted by a target lock against an object perceived as being in its physical or magical path. Abjuration

Bitter End

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

By means of a powerful curse, a creature within range has a painful bruise forming on its body. This bruise can be as large as your hand, up to 1 inch thick, and lasts for the duration. At the start of your lightning action, you can target an unwilling creature making the attack with a weapon or a spell made using magic weapon ammunition drawn from a bard's hand or a staff drawn from a bard’s bard of choice. The target must make a successful Constitution saving throw to resist the spell. On a failed save, the creature can choose to become blinded until the spell ends.

Blamstone**

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

A nonmagical rock that you choose is hurled 5 feet above the ground at a point within range. You can make the throw target either flat- or spaced 2 feet from the ground, and it can’t drop the rock if it leaves its range. You make the sling ring larger, and you can make a sling staff or a sling pole smaller or no sling at all. If the sling is broken, disintegrate it, creating a 10-foot deep pit that is easy to reach and fast-traveling. You can use your action to create a small earthquake on the ground behind you. Each creature being affected must make a Strength saving throw. On a failed save, the creature can barely move and is restrained for the duration. A creature restrained by the sling can use its action on each of its turns to make a Strength attack against a creature within its reach, ending the effect on that creature. Abjuration

Selfie

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

You create or attempt to instantly upload a photograph of yourself or someone else to the ImageNova's service. The image can be of any skin color you’ve seen, up to a maximum of six colors, a time of 1 minute. The link to the image is at the top of this page. You can indicate which version of the image you have or what made the image appear real. On this page, you can combine versions of the images that appear real with images created by other spell effects. You can also specify images as being fabricated from physical objects or from nonliving creatures that you assume with you to distinguish them from each other. When you create an image, you can either choose a physical image or a fabricated image that has been created with the spell. You can also specify a different alignment for the imagery. The image’s alignment, if any, determines the image’s normal alignment. While the image is created, the suggested alignment is automatically met using statistics from the game, such as Strength, Dexterity, and Constitution. If the image is not met before the casting of the spell, the image disappears and any effects that could have suppressed or suppressed the image (such as removing any curse or concentrating on an odd spell) no longer apply to it. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can animate or implant additional images of yourself or someone else, and the enhancement allows you to create images of any size you like. When you cast this spell using a 7th-level spell slot, you can animate or implant additional images of yourself or someone else, and the alter image lasts for the duration. AVAILABLE ON USE when you cast this spell using a spell slot of 7th level or higher.

Find the Way

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You learn the location of an invisible, intangible, or translucent object that can be found in a location that is difficult for your own good. The object must be of sufficient size and shape to be discernable on the ground or in the air. The object is invisible, because it is difficult to see. However, it can be seen by others. The object can be discerned only by creatures that can see it. The spell can be cast anywhere in the plane of existence, including through objects and doors. When the spell ends, the object remains invisible. Transmutation

Fistful might

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a puff of foul air that flinches and turns into a vine. The radius is 360 feet. For the duration, and if available, each creature that you choose in the area becomes smaller to twice as large. For the duration, a creature must make a Constitution saving throw against poison. On a failure, the creature becomes restrained by the vine and is unable to move or use reaction. As an action, you can hurl the vine at the same creature. On a hit, the target explodes 1d4 of gaseous formic acid, becoming a vine that grows back into the ground at the target’s specified location.

Flameskin

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

You turn translucent to stone, offering you an extra touch of woe to anyone who tries to challenge you with the creatures soul. Choose as many of the following resistances as you have available. You and creatures you designate when you cast this spell can use their reaction to change resistances as normal. Transmutation

Flame Womb

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A womb appears in a place you can see within range and extends for a spell slot of 2nd level or higher. The womb can make a melee spell attack against one creature that you can see within range. The target takes 2d6 fire damage. On a hit, the target takes half as much damage. Conjuration

Flesh and Blood

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

A creature you choose within range becomes a willing creature for the duration. The creature doesn’t become undead or constructs. The spell ends if you choose not to end it. As an action, you can end the spell. If you end the spell, you lose all your hit points. Conjuration

Flesh and Blood

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

You create a new kind of creature that is neither flesh nor blood but instead an amalgam of the two. Choose a willing creature of the chosen type and use its statistics to determine its current form. It is an undead or an undead component of another creature.

Flesh drive

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

A creature you can see within range attempts to drive a creature’s soul into a repulsive state of abject madness. The target must make a Charisma saving throw. On a failed save, the creature is driven insane for the duration. The creature is driven to madness when it makes a Charisma saving throw, and it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Evocation

Flesh Eaters

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

A thin sheet of flesh oozes from a creature within range. The creature can use a bonus action to take 10 damage. While this spell is on the target, the creature knows that the spell is there, and it can make a Charisma (Perception) check to see if it can hear. That check is a success. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by three times the damage of the spell from a spell slot of 4th level to 1d4. When you use a spell slot of 5th level or higher, the damage increases by four times the damage from a spell slot of 6th level to 1d4. Conjuration

Flesh-Mimicking Swarm

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

A swarm of soft, razor-sharp teeth spread across a creature’s flesh. The spell creates a shadowy, maddening image of another creature that lasts for the duration. When you cast the spell and that creature drops to 0 hit points, it disappears. The spell ends if you dismiss it as an action or if you cast it again. The swarm is friendly to you and your companions for the duration. It lasts for the duration or until another creature drops to 0 hit points. As a bonus action, you can move the swarm up to 30 feet in any direction along the creature’s body. When it moves, it makes a DC 20 Wisdom check. On a successful check, it moves 10 feet in any direction. If the swarm succeeds, it harms no creature. Transmutation

Flesh of flame

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

You cause a corpse of Medium or smaller to burn to a crisp. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 necrotic damage, or half as much damage on a successful save. On a successful save, you also reduce the damage by 1d6. On a failed save, you don’t reduce the target to 0 hit points or take any damage. A creature that fails its save is also automatically killed. The target’s only ability is cold resistance. The spell ends if you dismiss it as an action or by sending it to a graveyard. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1dlO for each slot level above 6th. Conjuration

Flesh of the Dead

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

You touch a creature and imbue it with a strong desire to return to its mother's body. The target’s soul is imbued with the spirit of a dead creature, and it’s soul is infused with the spirit of a new creature. The target’s soul can be reacquainted with any remaining humanoid it left behind, even if the creature is dead. The target’s soul is restored to its original state if you cast this spell again. The target’s soul then returns to the creature, who must first succeed on a Wisdom saving throw or be permanently teleported to a different plane of existence. If you chose to target a humanoid, the target’s soul disappears, and the creature returns to its home plane. If you chose a creature, the creature returns to its home plane, where it reverts to its natural state. The target’s soul is still within its home plane (if any remain), though it is no longer within the spell’s range. Evocation

Flesh of the Forest

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell reveals your true nature. Choose plants, rocks, or other natural resources that you can see within range, and they become yours. You or a creature you can see within range gains the following benefits: • You gain the following statistics: • A creature’s head is shorter than normal; • You can’t be a height larger than 6 feet or taller; and • You have resistance to being charmed for 1 hour. If you are frightened, you must succeed on a Wisdom saving throw to avoid this effect. While frightened, the creature is deafened for 1 hour. It can’t be targeted by this spell. Transmutation

Flesh Splitting

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a mass of soft, sticky flesh that fills a 5-foot cube centered on a point you choose within range. Once per day, you can designate a target for the transformation. The target must be an undead creature or an undead creature’s original form. It must be in its original body (its original form is replaced by the target’s original form), and it must be within 30 feet of you when you cast the spell. Abjuration

Flesh Stink

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a thin, liquid, unbreakable barrier of stinking greenish liquid that must be separated from the air, like a piece of parchment. The barrier is 10 feet in diameter and has a 25-foot radius. The barrier is centered on a point on the ground you can see within range. A creature that can’t move through the barrier, such as a creature that can’t be charmed, is knocked prone. The barrier can not be broken or damaged by attacks. If the barrier can’t be broken or damaged by an attack, it only attempts to break it. The barrier is immune to the spell’s effects. A creature that can’t move through the barrier can’t be charmed by the barrier. A creature that can’t move through the barrier when it is within 5 feet of it is charmed by the barrier for 1 hour. A creature that can’t move through the barrier when it is within 5 feet of it takes 10d6 psychic damage, or half as much damage on a successful save. The spell ends if the creature’s head is hit by another spell or another spell of 2nd level or higher. Conjuration

Flesh to Flesh

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

Your flesh and bones transform from a corrosive nightmare to a terrifying reality. Choose any number of creatures within range and within 10 feet of you as the target of your next melee spell attack during the spell’s duration. Each target must make a Constitution saving throw. On a failed save, a target becomes diseased, and its hit point maximum becomes sluggishly larger. As a bonus action on your turn, you can move the target up to 30 feet to a space you can see. If it is on the ground or on a surface, it falls prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the diseased target also becomes diseased and must make a Constitution saving throw. On a failed save, it is also affected by the spell for the duration. 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. Transmutation

Flesh Underfoot

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

You turn some flesh into flesh and turn others into bones, teeth, or both. For the duration, you have resistance to necrotic damage, and you regain any acid, cold, or fire damage you took. If you deal damage to any creature, you can’t use your action to make any healing roll, but instead you make a DC 20 Constitution saving throw, taking the current hit, or dropping the creature into a coma for 10 minutes. If a creature would be affected otherwise, the creature dies immediately, and the spell ends for it. If a creature would have remaining health if you targeted its death rather than its Strength, it also regains that amount of health. The spell ends for a creature that died before this period ended if you or your companions would be within 30 feet of the grave if you were casting it. Necromancy

Fleshwand

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You create a soft, fleshy mass of flesh that is nearly impossible to crush or eat. The mass becomes immobile for the duration. The flesh has a +10 bonus to AC, and it can use all other attack rolls while it is immobile. The spell’s material component is discernible only to the target, and the creature can’t see through the illusion. The spell ends on the creature if it fails its saving throw. The target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Flesh Whispers

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

You whisper a message that is impossible to hear, and it can be heard, written, or heard over the sound of your footsteps. The target must make a Charisma saving throw. On a failed save, the target is deafened for the duration. If you are fighting a creature that uses your action to speak, you can make the target speak a message that deals 1d4 the message’s damage. If you are fighting a creature that uses your action to speak, you can make the creature speak a short message that deals 1d4 the message’s damage. 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

Flesh Wound

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You touch a creature. The target drops to 0 hit points and is instantly dead. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 minute for each slot level above 1

Flesh Wound

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

You cause a corpse to be sewn to a skeletal stump. Make a melee spell attack against the target. On a hit, the target explodes. 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

Foaming Bear

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

This spell explodes into a roaring beastly roar that lasts for the duration. Each creature in a 30-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. The roaring beast is hostile toward all creatures. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 1d12 for each slot level above 3rd. Evocation

Fog of Agony

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

You utter a loud, loud noise, and a creature within range makes a Strength check against your spell save DC. On a failed check, the creature takes 2d6 poison damage, and the spell ends. When the spell ends, the creature takes half the damage it took on its turn. Illusion

Fog of Life

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

You create a tiny, harmless, poisonous green light that appears to be a humanoid shape-shifting creature of 5 feet tall, 10 feet long, and weighing up to 300 pounds. The light can be in any direction, as long as it is visible from its normal sphere of movement. The light is harmless to creatures of your choice that are within 5 feet of you or that you can see within range. The light has a range of 100 feet. Transmutation

Foreskin

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature, and until the spell ends, the target’s skin has a shimmering green color. The target’s skin glimmers in a different color than the skin of your current target. The skin’s hue can’t be changed. Necromancy

Forgivable Actions

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

The targeted creature is no longer a limb, a limb without a limb, or a creature with no sound. Instead, the target can make a saving throw, and its action is no longer needed. If it successfully saves, it returns to the number of hit points it had before it died. Otherwise, the spell ends. Abjuration

Forlorn Tongues

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

A booming, shrieking whisper springs forth from your lips. This whisper emanates from a hidden, unfriendly creature within range. You choose a creature type, such as a human or a unicorn, that is at least partially a unicorn, or a celestial’s type that is determined by its principal plane (e.g., a town or country). The creature must be within 30 feet of you and must be able to communicate with you through verbal or written telepathy (though telepathic messages are usually unintelligible). You can speak the creature’s language, but it must be able to understand your language if it is capable of understanding your language

Foul Play

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

You gain the semblance of life and intelligence from a willing creature. When a Huge or larger target is slain by a ranged attack, the target is permanently incapacitated, and any spell slot available for a short rest allows the creature’s mental faculties to take over. As a bonus action, you cause the creature’s spirits to burst with laughter, offering them gifts of greater wonder and power. This spell has no effect on undead or constructs. Conjuration

Frightening Amnesia

Casting Time: 1 action
Range: Self
Duration: 8 hours

You attempt to forget the past or to temporarily forget something that happened a long time ago. This includes your own memory of the past. You can use this ability to recall the past as a young child, a memory that has been shattered by your mother or grandmother. If you recall something when you were a child, you remember the thing as if you had seen it, and you don’t remember the memory of what happened that day. You can also recall the past and its circumstances through the memories you have of your mother or grandmother. You can also remember the past with any of the following effects. • You don’t remember the past. • You are completely free of any memories you had of the past that you have since the age of 4. • You remember nothing of the past that you do not understand. • You can’t recall the past, or recall any of its details that might have

Furnish pot

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

You create a pot of stew that fills a 10-foot cube within range. Until the spell ends, the pot fills a 10-foot cube on each side, and the temperature and moisture content of the two containers are identical to those of the ingredients in the pot. The stew is rich with flavor. A full meal is possible with a full foodband. If you cast this spell without first preparing food or serving food, the stew becomes infested with worms, maggots, and other fey creatures. A continual grumbling or wrangling sounds throughout the sanctuary. Conjuration

Furnish Tobacco Cloud

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A swirling mass of smoke shoots forth from your hand. The spell has a range of up to 700 feet. Until the spell ends, whenever a creature other than you enters the area for the first time on a turn or starts its turn there, he or she takes 1d4 fire damage. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Evocation

Gargoyle

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

Your body withers beneath your touch, leaving you with a skeletal, hideous beast. You must make a Wisdom saving throw. You succeed or else the beast withers. On a failed save, you are no longer a skeletal, hideous beast. It is as if it had been mated with another creature. Until the spell ends, you gain the following benefits: • You gain 10 hit points per level of the skeletal, hideous beast. • You gain temporary hit points equal to half the skeleton’s hit point maximum. • You gain immunity to all damage and restores hit points equal to your hit point maximum. • You are immune to poison and psychic damage. • The skeletal’s hit points do not increase with level. • Your skeletal form is blurry, and its movements are erratic. • The area of effect for this spell is foul, since it lasts for 1 minute and moves at 60 feet per round for 10 minutes. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the drain increases by 5 feet for each slot level above 1st. Conjuration

Gargoyle’s Embrace

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

You conjure a gargoyle, whose statistics and equipment are as you intended. The creature obeys all the commands of the gargoyle, unless it is under your control. The creature obeys any and all verbal commands given to it by the gargoyle, and it obeys any and all written and written materials written to it. The creature is proficient with all simple, but crude, weapons and armor. Its statistics and equipment are unchanged, and the creature can’t speak, do anything harmful to itself, or use a benefit from a spell or ability that the creature can benefit from. The creature can’t benefit from a special ability, such as that of an awakened fiend. It can’t benefit from a special action, such as using its action to examine a pile of rubble or inspect a wall. Evocation

Gentle Hands

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A hand of soft, warm, precious, and warm-skinned skin appears on both of your hands. The hand, if any, becomes transparent and is covered by a protective covering. Each hand is immune to damage, and it can’t attack or use a weapon. The hand can also be used to examine a creature’s clothing, weapons, or equipment. You can even use the hand to examine a magical object. You can use the hand in any of the following ways: 1) as a sling, 2) as a wand, 3) as a wand of teleportation, or 4) as a wand of magic. Conjuration

Giant Skeleton

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A skeleton appears on the ground next to you. The skeleton has a head and a body. The skeleton has a skeleton-like appearance with a head and a body. The skeleton can be as large or smaller than you. The skeleton's head is flat, and its lips have dark brown eyes. A thin layer of fat remains on the skeleton's body. The fat layer is difficult terrain that is difficult to break. It has a 50 percent chance to hide in plain sight. When the spell ends, the skeleton disappears. A creature that fits the shape of the skeleton, such as a creature of the same sex, can’t be affected by this spell. The spell ends if the creature’s home is destroyed or if the target's soul is stolen. The target can’t be charmed, frightened, or otherwise affected by this spell. Conjuration

Gift of Love

Casting Time: 1 action
Range: Touch
Duration: This spell gives you an item of great power. Each

time you cast this spell, you create a new one. The gem of love you create is magically identical to that of the one you created the previous time you cast the spell. The charm effect lasts until the spell ends. When you cast this spell, you can choose an object or a structure that you can see within range as your target. You can also create one of the following objects at a time: a hand in the shape of a finger, a wand in the shape of a wand, or a shield in the shape of a shield. When you cast the spell, you can create up to three of these objects at a time, but you can only create one at a time until you finish a long rest or until a new one appears in the ring. You

Glibber

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch one willing creature and give it a crude grasp on the arcane weapon. Until the spell ends, that creature has resistance to nonmagical damage. Transmutation

Goblin Growth

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

Your body is born with the ability to grow into a giant, gelatinous beast. Your body is shaped like a humanoid, but you can change the shape of your head, body, and so on, creating the illusion of a creature in your space. As long as you are within 60 feet of a creature you are holding, the illusion lasts for the duration. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the total weight of the beast increases by 10 pounds. When you use a spell slot of 6th level or higher, the total weight of the beast increases by 10 percent. Transmutation

Goblin Growth

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a goblin that is 1 inch tall and weighs an extra 50 pounds. You can make the goblin grow to a height of up to 30 feet. The goblin is a Medium humanoid that has AC 10 and hit points equal to 1d4 + your goblin level. The goblin can move up to 10 feet when you use your action to do so. When you hit an object that is being worn or carried by a creature, you can use your reaction to gain the goblin as a companion. The goblin obeys all of the following commands: You can make a melee attack. Hit or miss the target. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can add the number rolled to the attack roll. For example, if you roll 10 on the attack, you can add the number rolled to the attack. Conjuration

Goblin Swarm

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You summon a goblin swarm that obeys the command of an enemy. Choose one of its many forms. The swarm is hostile to you. It attacks any creature in its swarm. The swarm can’t attack or benefit from allies. It can’t be affected by spells. A goblin swarm does not need to be friendly to be hostile. The swarm doesn’t obey the orders of any other creature or group. It can attack, and it can benefit from spells if that creature or group has a certain kind of magical ability. While the swarm is hostile to you, it obeys the command of an unwilling target. The target can choose to be hostile or friendly. If you choose hostile, the target takes 2d6 necrotic damage. If you choose friendly, the target takes 2d6 necrotic damage.

Goblin Whip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a razor-sharp, round-shaped, nail-like whip bristling with gory teeth, smooth and sharp enough to crush life in its path. When you cast this spell or a similar spell targeting a creature, make a melee spell attack against a creature within your reach with a weapon made of nails or spikes, assuming they are made of nails or spikes. On a hit, the target takes 1d6 piercing damage, and you can’t hit it again until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of teeth and spikes you can create for each creature is increased by two for each slot level above 1st. Conjuration

Gone to the Past

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You arrive at a place where you were once, but you no longer exist. You can see nothing but the past and the future, but you no longer share your past. You can no longer talk to anyone who hasn't left the place you left it. You can't speak to anyone who isn't already dead. You can't return to a place you were once on a plane other than your current one, nor can you return to the place you were on another plane than that one. You are no longer part of any kind of life force within the place you left, and you no longer carry a weapon or ammunition. Conjuration

Grief and Healing

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

You touch a creature and grant it a measure of peace. Until the spell ends, the creature w as affected by this spell with a sense of security. Through the warmth and tranquility of the magical ward, the creature receives its full potential and vitality restored to it. Abjuration

Gymnastics

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

You create a school of gymnastics in a space of your choice within range. You can create one of the following effects when you cast this spell. The effect lasts for the duration. The effect lasts only if you are wearing or carrying a school-issued school-clamp or a school-issued class-clamp. The spell targets one school of gymnastics on a space that is neither occupied nor occupied by others. The spell can be used multiple times to create the same effect. The spell ends if you cast it again. You can use this spell’s duration to dismiss the effect. Conjuration

Hang in the Box

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

You create a simple, yet powerful distraction that lulls your enemies into a false sense of security. They ignore you and move so that you and any nearby creatures can pass for safe seats.

Hastings of Ashen Wood

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

You touch one willing creature. The target’s hair twists into a pointed, pointed-out loop. The target must succeed on a Dexterity saving throw or its hair will turn to stone. On a successful save, you also instantly and permanently sever the hair and permanently cut off the limb. This spell has no effect on undead or constructs. You can also create an instantaneous end to the spell by using an action to dismiss it. The target’s hair twists and it blinks in confusion. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the radius increases by 30 feet for each slot level above 1st. Transmutation

Healing Water

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

You fill a 3-foot-deep pool of healing water with gentle radiance. The water doesn’t last. When a creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 2d8 radiant damage. The water then quivers to a point where it is no longer safe for such a creature to move in. The water then regains hit points equal to half the amount of the spell’s level. Evocation

Heroin

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell can subdual a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. The spell ends for the target if it has 6 or less Hit Dice. While the target is affected by this spell, the spell has no effect on it. Necromancy

Hex and shedding

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Each creature of your choice that you can see within range must make a Constitution saving throw. On a failed save, the creature’s skin becomes wrinkle free. The spell ends if you dismiss it as an action or if you cast it again. To regain control of a creature, you must use a different creature’s hand. On a successful save, the creature has no remaining hand and is no longer affected by this spell. On a failed save, the creature is no longer affected by this spell. When you cast this spell, you can make other Wisdom saving throws with advantage. If you do so, the creature takes 4d6 bludgeoning damage on a successful save, and the damage increases by 1d6 on a failed save. Transmutation

Hogwash

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

You create an invisible, poisonous, or mildly poisonous gas that lingers within range for the duration. When the gas appears, each creature in an 8-foot radius sphere centered on the gas must make a Strength (Athletics) check against your spell save DC. A creature takes 8d6 poison damage on a failed save, or half as much damage on a successful one. The gas lasts for the duration, and any poison or poison gas that’s not removed within 10 minutes of the spell’s use ends. The gas is odorless and transparent, and you can’t see it. A creature that enters the gas for the first time on a turn or ends its turn there must make a Strength saving throw. On a failed save, the creature is sucked into the vaporsilk, and they cause no odor except for a faint odor of burning tobacco or burning leaves. Any creature in the vaporsilk is warm to cold. As the vapors cool, it uses its reaction to create a 5-foot cone of poisonous or nauseating gasly radiated from it, with AC 15 and 15 slashing damage points. Any creature that ends its turn in the cone must succeed on a Dexterity saving throw or become blinded for 1 minute. A creature that ends its turn in the cone is knocked prone. Evocation

Holy Kiss

Casting Time: 1 action
Range: 60
Duration: 4 hours

You touch a willing creature and cause it to kiss you. The target must succeed on a Charisma saving throw or become charmed for the duration. The target can repeat the saving throw at the end of each of its turns. On a success, the spell ends. The spell’s effect ends when the target returns to its home plane of existence. Conjuration

Holy Word

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

You call forth a god’s unholy act. A god, speaking a message from hell, reaches out to all creatures of his kind in the area, whether it be a human or a fiend. The divine offer allows a creature, friendly to you, to understand the meaning of your words imbued with endurance. The creature takes 3d6 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 1d6 for each slot level above 4th. Evocation

Holy Word

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

You make an unworldly sound, and the spell transforms the target into a ghost. The target must succeed on a Wisdom saving throw or become frightened for the spell’s duration. The ghost can’t speak, understand, or understand written language, and it is immune to all fear effects for the duration. If a target is affected by any of the above effects, it doesn’t speak, understand, or understand written language, and it is immune to all damage from the spell. When you cast this spell, you can choose to transform the target into a ghost. The spell’s damage increases by 1d8 for each slot level above 1st. Necromancy

Humble Rock

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

You touch a point and bide your time in ascending steps until you reach the top of the mountain. This spell has no effect on undead or constructs. The area of the spell is vacuumed and any creatures that don’t fit 5 feet or smaller on the ground are pushed upward. Conjuration

Illusory Word

Casting Time: 1 action
Range: Self
Duration: Instantaneous

The Word appears in your hand, and it hovers in the air for the duration. The words appear to be written in an unknown writing on an unknown writing. If you or a creature that has the same sense as you (creatures or undead) is summoned, the spell fails and the spell is lost. Conjuration

Insect Killer

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

As an action, you and up to eight willing creatures within 5 feet of each other (including you) attack one creature of your choice that you can see within range. It takes 5d4 thunder damage and 5d4 thunder damage each for the whole sequence until it kills or maims a creature. On a hit, it crushes the target and leaves behind no tracks, weapons, or any other useful equipment. If the creature with which you are attacking dies, the creature resurrected with the dust dies of old age at the start of its next turn. The dust might even be buried in the ground, though exposed dirt floors might not. At the end of each of its turns, the creature that produced the thunder or sustained the thunder damage moves into a new spot within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d4 for each slot level above 3rd. Conjuration

Investiture of Annoying Terrors

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

You create terrains of unnerving terrors within range. Choose any number of creatures within range. As an action, you can move the terrains up to 30 feet in any direction. Each creature in the area must make a Constitution saving throw. On a failed save, the creature takes 4d6 necrotic damage, and it is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. At the end of each of its turns, the creature takes half the damage

Investiture of Life

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

This spell reshapes your life for the better. For the duration, a creature you choose must make at least one melee attack with a weapon against a creature within 30 feet of you within the last 10 days that you can see within range, as described below. At Higher Levels. When you cast this spell using a spell slot of wisps or higher, the first attack deals an extra 1d6 damage to the target. Three times, the extra damage occurs simultaneously. At Higher Levels. When you cast this spell using a spell slot of twond level or higher, the extra damage increases by 1d6 for each slot level above 1st. Abjuration

Investiture of Silence

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

You create silent silence on a target within range. The spell fails if the target is immune to being charmed. It doesn’t silence the sound of your voice; you simply can't suppress it. Until the spell ends, you can issue a soft, silky, "poof-y" (or "puffy") whisper to the creature as it talks, which it does its best to obey. The creature knows that you are speaking to it, and it recognizes you from its familiar. You can’t issue a soft, silky, "poof-y" (or "puffy" or "puffy" ) whisper to it again until the spell ends. The spell can also silence other noises, but it doesn’t. The silence diminishes the target’s emotional well-being. If the creature starts its turn in an unoccupied space within range, the creature is aware of its surroundings

Lickety Step

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

You teleport yourself to a location that is within range. You must use your spellcasting ability to cast this spell. You reach out and touch a willing creature you can see within range and touch it. Until the spell ends, the target becomes limp and frightened for the duration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour and the creatures immunity to necrotic damage increases to 1 hour from 1 hour on a 5th-level spell slot. Conjuration

Locate treasure

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

This spell reveals the location of a treasure, if any, within range. Until the spell ends, any treasure that is found is lost, and any treasure that is recovered is returned. You can find treasure within range, and the spell can trace its source back to a place you have visited before. For example, you can trace the path of a lost treasure to a house or a nearby building. If you choose to trace the path of a treasure to a different place, the spell can trace that treasure back to you. Enchantment

Maneater

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a malignant mass of flesh and bone in a 5-foot radius centered on a point within range. The mass appears in an unoccupied space that you can see within range and that remains for the spell’s duration. The mass is an object that has AC 5 and 20 hit points. Each creature that fails a saving throw during its turn that starts its turn in the mass must succeed on a Strength saving throw or take 1d6 acid damage. On a successful save, the spell ends. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Transmutation

Massive Tentacles

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

Choose a point you can see within range. You can create an endless array of tiny tentacles

Masturbation

Casting Time: 1 action
Range: 90
Duration: 1 minute

A harmless odor spreads from your hands, revealing precious metals and precious gems. The mist fills a 20-foot-radius sphere centered on a point within range and lasts for the duration. Choose one gem from the following types: emerald, emerald green, gondola blue, dolomite green, gondola purple, gondola violet, or violet amber. For the duration, each creature in the area exhales a sweet smelling odor. The ground in the area is difficult terrain. When the smoke fills, creatures can’t take reactions or take any action that would cause them to move, unless they are swimming. Transmutation

Melf’s natural curiosity

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

You and one Medium or smaller creature you can see within range gain insight into the surrounding terrain. The spell allows the creature’s natural curiosity to flourish, and the target is led to conclusions that can’t be supported by any other than speculation. The target must make a Wisdom saving throw or be led astray. On a failed save, the target takes 1d6 psychic damage and is restrained in the spell until the spell ends.

Melf's Womb

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a glowing womb of force. The spell’s casting time is 1 minute. It disappears when you dismiss it. If you choose a creature or object that you are holding, or one that you can see, the womb appears in the creature’s space and disappears when the spell ends. The womb appears in a spot of your choosing that you can see within range. The womb disappears when you dismiss it. Transmutation

Meltdown

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

Your body is imbued with magic. Nothing can prepare you faster than drinking some sort of beverage. Choose from a wide range of spirits, including stout, gourd, dill, brown ale, berry, honey, or wine. Drink whatever you like. You take 10d10 radiant damage if you aren’t drinking from an empty mace or from a mace that is empty. If you don’t drink from an empty mace, you take the same amount of radiant damage as if it had been occupied. 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. Necromancy

Meltdown

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach into one of the following places you can touch to inscribe a message: home, work, or school. A message might be written on a piece of paper that is no larger than a 5 foot by 3 foot cube, or it might be written in an object other than stone or metal and inscribed with a simple and ornate message: "We want to hear your cry." If the message is difficult to read, the spell fails, and the spell ends early. Divination

Mender's Wicker Manatee

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave a thin sheet of mending material around a person. The sheet sheds light and darkness for 1 minute. The material is harmless to creatures of your size or smaller. You can dismiss this spell as an action. The fabric of the material is made up of a layer of 1/4-inch-diameter, 1-inch-thick, 1-inch thick. You can use your action to make another layer, a thickness of 1/4 inch thick. You

Mendoc® Food Spray

Casting Time: 1 action
Range: 90
Duration: Instantaneous

Flour, sugar, or simply a drop of soup, soup, or some other vegetable nourishment spreads throughout your body and gradually transforms one humanoid within 60 feet of it into a snack. Each creature within 30 feet of the target must make a Constitution saving throw. On a failed save, the target becomes charmed by the lentil and celery lentil butter dishes. On a successful save, the creature becomes charmed by both lentil and celery. The magic effect persists for 1 hour while you are on the lentil or celery dishes. If you cast the spell multiple times, you can have up to three successes rolled in. Transmutation

Mendoc Growth

Casting Time: 1 action
Range: 300
Duration: Instantaneous

The next time you commit a crime, your fingernails are cut. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target up to one additional willing creature for each slot level above 4th. 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

Mendocry

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

You attempt to persuade a creature that you are their savior. Choose from a variety of messages that range from a simple message that says sorry to an ominous message that says war on the world. The message might be simple, hopeful, or terrifying. The creature knows that you are speaking from experience, and that you are prepared to face whatever consequences you choose for the creature. If the creature chooses to believe that you have achieved something incredible, you have learned from experience that such experiences can be deadly. For the duration, the creature has disadvantage on attack rolls against creatures that aren’t Godlike, and might be forced to use a bonus action to a counterattack on your turn that would have been impossible for its parent’s creature. Divination

Mental Apparition

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature you can see within range and cause it to become aware of its reality. The target becomes aware of its thoughts, memories, and emotions until the spell ends. Necromancy

Mental command

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You utter a divine command that leads to an outcome that is impossible or impossible once you know it. You may specify a simple and general course of action, such as “Attack the rakshasa” or “Find the hidden gem” or “Find the treasure”. You might command a celestial, a fey, an elemental, a fiend, or a fiunculus to follow your example, allowing you to command any creature within 5 feet of you. If no creature has been commanded by you before, the spell fails, and your creature is either killed or forced to return to your home plane. pioneTransmutation

Mental Floss

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You use a thin sheet of fluff and an acrobatic gesture to open a gateway to the minds of creatures within range. Choose one of the following things that follow: • You create a gateway from nothingness. • You create an illusion of a creature that is within range. • You create a false gateway. • You create and manipulate a magical object. • You create an illusion of a creature that is within range. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the effect lasts until dispelled

Mental Floss

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

You learn the secret to the most powerful minds in your home. You can change the subject of a conversation, change the direction of a conversation, or just plain lie to someone else. The DM might ask you something like, "I had a dream about someone like you, but I think I might have lied to you." You learn to change the subject at the DM’s discretion. You can also change the subject at the DM’s discretion. If you choose to change the subject, you learn the truth as the DM reveals it to you. The spell doesn’t work if you change the subject on the first attempt, or if you change the subject on the second attempt. You can change the subject if you wish, but you must be on the plane of reality you cast the spell from. You learn what happens to the subject when the spell ends. For example, if you change the subject on the first attempt, you learn that the spell’s duration ends on that point. If you change the subject on the second attempt, you learn that the spell ends on that point as well. You learn what happens to the subject after the spell ends. For example, if you change the subject on the first attempt, you learn that the spell ends on that point as well. Transmutation

Mental Gate

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

You create a small portal into a distant dimension that leads to an open door, a small abode, a small sanctum, or a small den. The portal is made of wood or stone that serves as a barrier. When closed, the portal leads to a place known as the "Mind Gate." The Mind Gate is made of magical force that can neutralize most mundane creatures and constructs. Any creature within the Gate’s area is trapped inside it, and the creatures and constructs that aren’t there can’t open a portal. If the Gate is ever breached, the creatures or constructs that aren’t there die. When the Gate is opened, creatures and constructs can take root in it, and they can freely move about in the area. Creatures and constructs can’t attack or interact with each other, and the Mind Gate can no longer be closed. When you cast this spell, you can designate any number of creatures and constructs that you have discerned within range. You can create one hundred teleportation portals at a time, each with a different opening. The portals open to a space within reach of a creature or construct that you have discerned within the past 24 hours. An extra 100 feet of travel is made between you and the target nonhostile target. Conjuration

Mere Splendor

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

You touch a creature’s clothing or its equipment. The target must succeed on a Charisma saving throw or its clothing or equipment becomes invisible until the spell ends. When the target drops to 0 hit points, it is engulfed in dazzling splendor. If the spell ends before the target takes damage, the spell ends early. Transmutation

Mighty Mockery

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Choose an object that you can see within range. You create a mockument with a creature’s senses. It takes 1d10 force fields on each of its turns. Additionally, the target can see and hear you as if it were you. The illusion can be ended by a successful dispel magic spell against the target. Once dispelled, the illusion doesn’t disappear or move away from you. Transmutation

Mighty Skeleton

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The skeleton of a creature drops to the ground. The creature must succeed on a Constitution saving throw or fall prone. The target takes 2d6 force damage on a failed save, or half as much damage on a successful one. The skeleton remains for 1 minute. The target can use an action to end the spell. The target is knocked prone. If the target is being carried, it must use its reaction to make a Strength or Dexterity check against your spell save DC. If the spell fails, it ends. The spell ends if you aren't incapacitated or if you use your action to end it. Illusion

Mighty Word of Death

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You gain the power to make a sound. You can make a whisper sound as long as you don’t hear it. The sound lasts until the spell ends. Necromancy

Mind Grasp

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

You touch one willing creature. Until the spell ends, the target is protected from being harmed or driven insane. For the duration, the target is able to achieve total and total freedom from its worries and cares. The spell ends if you dismiss it as an action or cast this spell again. Abjuration

Mold prison

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

A prison of bones and dirt appears at a location within range that you choose within range. The prison is difficult terrain and is made of 10-foot squares. Any creature in the prison whose blood it spills is killed instantly. Creatures killed by this spell are blinded and deafened in appearance. As an action, you can cause the prison to become diseased, rotten, or mollustrophobic. This spell has no effect on construct types or Medium or smaller objects. 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. Conjuration

Mold Swarm

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

A swarm of freezing zombies appears in a 30-foot radius around yourself. Each creature in the area must make a Constitution saving throw. A creature takes 1d8 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Evocation

Mold ward

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

You cause your body to become an undead skeleton. Each creature you choose within 5 feet of you must make a Constitution saving throw. A creature takes 4d10 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 5th level or higher, the damage increases by 1d10 for each slot level above 4th. Enchantment

Mordenkainen's Irregularities

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

You utter a string of horrid, fiendish gibberings. Each creature that ends its turn within range must make a Wisdom saving throw. On a failed save, the creature takes 10d6 necrotic damage and must spend 1 minute underground to regain health. On a successful save, it takes 6d6 necrotic damage and isn’t prone. Transmutation

Mordenkainen's Monster Manual

Casting Time: 1 action
Range: 10 Days
Duration: Describe or name one of the most dangerous and ter

rifying monsters in the land. It lurks below the waves in secret caves or in the heart of dungeons, beneath the cities and towns of your choice. Choose a size category that best conveys the monster’s nature: Large, larger, or smaller. For the duration, the spell creates no fewer than 10 such monsters. The monsters can’t be undead or poison ivy. The spells used to cast this spell do so only while the creatures have been charmed or possessed by a different creature (such as a wight, gnome, or wizard). The DM chooses what creatures can be charmed or possessed by the monsters. The creatures are hostile to all creatures other than the monsters themselves except for the creatures that are hostile to the monsters themselves. For the duration, the creatures have disadvantage on attack rolls against creatures other than the monsters themselves and can‘t be targeted by this spell. The spells used to create the monsters also create no fewer than 10 other monsters within 5 feet of each other. These monsters are kept secret from the DM, who usually chooses a different monster for each encounter, though sometimes creatures can be hidden from the DM by secret means. The hidden creatures are especially difficult terrain for the creatures. For the duration, these hidden creatures can be tracked and protected by creatures of excellent intelligence and protection from divination magic. Necromancy

Mordenkainen Statue

Casting Time: 1 action
Range: 60
Duration: 8 Hours

This spell summons a statue that appears in the Material Plane whose pedestal slopes downward at a 45-degree angle and is 10 feet tall and 10 feet wide. The statue lasts for the duration, and it disappears when you dismiss it as an action or the statue appears in an unoccupied space that you can see within 5 feet of you. The statue disappears when you dismiss the spell or when the statue moves toward you, returning to the surface in a 5-foot cube to where it rested. The statue remains for the duration, after which it disappears if it has not fallen. When the statue appears again, you can summon it from the Material Plane, using an action that I choose. The statue remains in place for the duration and can’t leave it. If you cast this spell using a spell slot of 5th level or higher, the statue disappears when it drops to 0 hit points or when the spell ends. Transmutation

Mournful Smite

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

You hurl a profane book or an illusory book of hieroglyphs at one creature that you can see within range. The target must succeed on a Wisdom saving throw or be turned to ash. On a successful save, the spell ends and the spell ends for the creature. For the duration, the target hurls profane, prophetic, or prophetic words at all menaced by demons or other spirits. The words recoiling in fear when read, and the profane, prophetic, or prophetic words aloud can silence others who are deaf or blind. The words can even banish an otherwise immune creature to servitude. At the end of each of its turns, the target can repeat the saving throw, ending the spell early or moving to a new spot within reach. Such a spell can reach its full duration if not immediately. Illusion

Mournful Word

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

A shadowy voice appears once every 60 years telling tales of murdered people and the horrors that await the undead in the wastes. The words can range from soft whispers to wreaths full of poison. If uttered while the spell is in effect, they describe the contents of the tongue’s mouth and other parts of the tongue’s body. To a creature versed in the lore of the dead, these tales reveal tales of heinous crimes against innocents that can amount to greater evil. To a creature versed in the lore of the undead, these tales reveal terrible curses, visions, and other hidden horrors. To a creature versed in the lore of demons, the stories might reveal that of the creatures who attack, seize, or even murder their victims. Creatures versed in the lore of dark magic, however, can’t speak the tales, and creatures versed in those spells can’t cast spells. Divination

Mournful Word

Casting Time: 1 action
Range: 60
Duration: Instantaneous

This spell casts a vague, painful message within an unoccupied space that lasts for the duration. The target of the spell is a willing creature whose soul is at least partially hidden, and its voice quivers when the spell ends. Each creature that you choose within 30 feet of you when you cast this spell must succeed on a Wisdom saving throw or gain this message: “I've heard a wail in the distance. It's an ominous whisper. Let me make up my mind.

Mudslaughter

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

You touch a creature and then kill it. You can target one creature or a plant. Until the spell ends, each plant that you choose when you cast this spell targets one creature or a plant. The creature or plant starts its turn in the game as a free action until the spell ends, during which time you must make a Charisma saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one. You can target up to 10 plants. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of plants you can target increases by 2 for each slot level above 5th. Conjuration

Murdered and Dead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You place the remains of a creature you can see within range on the ground, such as a rock, a fallen tree, or a hill. The creature is buried within a body of water that is no larger than a 20-foot cube. The creature is under water and must make a Dexterity saving throw. On a successful save, the creature is buried within the body of water. The creature is an object made of wood or stone. The creature is covered in soft, fine threads that allow it to move about. The creature appears dead to the eye and is intangible. Illusion

Nail in the Head

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

You create a silver or emerald nail in the center of your head. When you cast the spell, you create one diamond-shaped object with a 5-foot radius on the ground or the floor. The object has the finesse, light, and moderate bludgeoning and piercing properties of the component objects. The nail can hit several creatures, and it can’t be knocked down. It can’t be used to launch a missile, and the missile must be capable of reaching the target. If the missile is launched from a different direction that is horizontal to the ground, the missile will miss if it reaches its target. Conjuration

Naked Bond

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

This spell grants a creature the ability to feel its skin and recognize other creatures as possessing it. 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

Narcissism

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

You touch a willing creature. For the duration, the target can’t speak a soul’s nature, and its sensory organs are reduced to a state of lethargy. The target also has disadvantage on attack rolls against creatures within 30 feet of it. Transmutation

Necromancy/ Memory

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

You recall a single memory of a creature’s past and resolves the creature’s entire mental component—including sensory memories, nightmares, and so on—as it appears in your memory. Thus far, only vampires, gorillas, and quadrupedal tigers appear. Conjuration

Necromancy of Time

Casting Time: 1 action
Range: Concentration, up to 1 minute
Duration: You shift the course of time in a 20-foot-radius,

40-foot-high cylinder centered on a point you choose within range. The spell lasts for the duration. When the cylinder opens, every creature within it must make a Constitution saving throw. On a failed save, a creature takes 1d6 necrotic damage and isn’t blinded. You can end this spell before you finish a long rest. 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 lst. Conjuration

Necromancy touch

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a willing creature you can see within range and cause it to levitate and wither. The spell ends if you cast this spell again. Divination

Necromancy Word of Death

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

You curse the living and the dead. The curse lasts for the duration or until the spell ends. The curse is a spell. The spell doesn’t end if the target is dead. It ends when the spell ends. It ends at the end of the target’s next turn. If the target is dead during this time, the curse ends, and its target doesn’t die. The curse is permanent. You can use your action to dismiss or banish the spell. If you choose to banish the curse, you can use your action to dismiss the spell. The spell ends. You can use your action to dismiss this spell again if you like. Necromancy

Necromantic Love

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

You touch a willing creature, who becomes a creature of your choice that you can see within range. The target gains the following benefits: - You can see into the mind of the target and understand its language. - You are able to perceive the nature of its emotions and personality. - You can compel the target to perform acts of sexual activity. - You can affect the target by making it feel as if it had sex with you. - You can end the effect of one effect of a spell on the target. - You can end the effect of a spell on the target on a succeeding turn. Divination

Nostalgic Touch

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You touch one willing creature. If it isn’t a creature, it doesn’t touch you. The target perceives the things within range as if they were real creatures and is infused with a sense of wonder at the wonders of the unknown. Choose one creature that you can see within range. It must be within 15 feet of you. For the spell’s duration, or until you use an action to touch the target, the creature can move up to 60 feet as a bonus action. The creature can move up to 30 feet on each of its turns, and can reach the top half of the Huge or smaller size category. Evocation

Nourish

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

You touch a creature and infuse it with a beneficial habit a few days prior to the casting of the spell. For the duration, the creature has a temporary habit of abstaining from actions and moving at odd speeds. While a creature abstains, it doesn’t need to use tools, it doesn’t need carve out new lanes of travel, and it doesn’t need to talk loudly. The creature can be affected only by a priori attunement to the spell. A reduction to its statistics, including mental ability scores, reduces it to 0 hit points. While it has that stat, the creature has disadvantage on attack rolls against creatures within 5 feet of it and against creatures within 30 feet of it. Abjuration

noxious breathing

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You cause a creature that you can see within range to exhale a blast of extraplanar energy. Make a melee spell attack against the target. On a hit, the target takes 4d8 damage. If the attack succeeds, the spell ends. Conjuration

Oblivion Sphere

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

A sphere of ooze and moisture appears in a spot of your choice that you can see within range. The sphere is filled with a transparent liquid and has an area of 5 feet square and 5 feet wide. The sphere appears to be a sphere, though you can change the color of the liquid by using the transformation color property. The liquid appears to be water, though it is much lighter than water. The water has a 20 percent chance to shimmer green when cast on a solid surface. The wicking effect of the wicking effect lasts for 10 minutes. When the spell ends, you can dismiss the wicking effect and return to your home dimension. Necromancy

Oblivion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and animate up to six quills of oat or fish. (You can make a nonliving object or an illusory duplicating object into an inanimate object.) An unwilling target can make a Wisdom saving throw, taking 9d10 bludgeoning damage on a failed save, or half as much damage on a successful one. The oat or fish are soft and warm against the touch. The spell ends for an unwilling target if it takes any damage while the oat or fish is on the target. Transmutation

Oblivion

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch an unwilling creature that isn’t your target or that isn’t under your control. The target disappears. Transmutation

Obliviousness

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch one willing creature that you can see within range. The target must succeed on a Wisdom saving throw or become charmed by you. On a failed save, the target is charmed by you. On a successful save, the target is charmed by you. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the saving throw you made is no longer required to use this spell. Transmutation

Oblivious Remedies

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

You make a strong magical odor that fills the air that you are on the first turn until the odor is gone. Until the spell ends, the odor lasts for the spell’s duration and smells like anything you can smell. You can smell anything you choose within 1 foot of you. The odor is deafening, but doesn’t incapacitate you. Transmutation

Ocelot's Dance

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

A shimmering, swirling mass of force springs into existence at the willing creature you target. The target takes 1d8 force damage. Until the spell ends, the spell ends on a target you choose. 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. Transmutation

Oral Transmutation

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

You touch one willing creature and exchange words of celestial exchange for a whisper of celestial laughter. The spell ends if you cast it again. As long as the exchange lasts, the target is under the effects of the exchange spell for the duration. The exchange lasts for the duration, and the target is immune to all its damage until the spell ends. A creature that successfully completes the exchange is no longer under the effects of this spell, and all its statistics are lost. The spell is permanent and can’t be dispelled. Abjuration

Ostolocation

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

You touch one willing creature and touch it with magical energy. The target’s soul (if any) is imbued with the power of the devil’s play song. The target has resistance to one damage type of your choice. If the target is undead or a different type of undead, it becomes a new target. The devil’s song instantly destroys all other song components on the target. You can give the target any number of duplicates of itself. The devil can also perform any other sort of devilish act as long as the devil is present. The target is affected only by the devil song. Illus. George Washington Divination

Ostrich Kiss

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

You touch one willing creature of your choice that you can see within range and cause it to make a Charisma saving throw. On a success, the target takes 2d10 psychic damage and is charmed for the spell’s duration. The target must succeed on the saving throw before it is charmed again. The spell ends if you cast it again. Conjuration

Otiluke's Hand

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

Choose one hand that you can see within range. The hand vanishes. An opening appears in the palm of the other hand, and the spell ends. Abjuration

Otiluke's Nine Grasping Eyes

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

You gain the ability to see through the dark and unfathomable. At the end of each of the target’s turns until the spell ends, you can use its action to teleport to another location on the plane of your choice. If the spell allows you to teleport, the teleporting creature is teleported to the nearest unoccupied space you can occupy. Illusion

Pantheon

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

You command the spirits of six gods to guard a secret temple, the Great Pyramid. You must be within 200 feet of the temple, and you can’t pass by more than 300 feet. The temple is guarded by a guard named the Great Pyre. The Great Pyre is a giant, strong-willed creature with a long slender body and a ravenous mouth. The Great Pyre can’t be harmed by spells or magical means. The Great Pyre is friendly to you, its companions, and all creatures within it. The Great Pyre’s presence, if it exists, is difficult for creatures other than you. The Great Pyre’s personality is extremely cold, with its eyes filled with cold laughter. You can’t harm or even attack the Great Pyre. The Great Pyre can’t be affected by spells or magical means that cause it to be friendly to you. The Great Pyre can’t be affected by

Permanent Memory

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You can recall the past. You can also recall the present, as long as you have at least 1 hour. Conjuration

Plainclap

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You take the form of a small statue that resembles a frog and has a pair of wings. The statue can be animated by other creatures or by means other than speech. It lasts for the duration. The statue has no immediate home, as it is not in your possession. If you cast this spell once, you can change the appearance of one or both of its legs. If you change the appearance of one or both of its legs, the creature takes 2d6 cold damage and has resistance to that change. The statue can also animate a creature up to 10 feet in height. You can also alter the appearance of the statue's body. For example, if you change its appearance to resemble a frog, it can move its body and jump and so on until it uses its action to switch the appearance to a different one. The statue can also magically identify you as a friend or foe. The statue has a +10 bonus to attack rolls. The bonus increases by 2d6 for each level above 3rd. Evocation

Primordial Wounds

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

Your body begins to wriggle uncontrollably, and you take 2d8 bludgeoning damage and beheaded. This spell ends if you are immune to any of the following effects. Hunger. You are restrained by hungry creatures for the duration. Tender skin. You are covered in soft, supple, velvety skin. You can move with your hands free from your hands. You can use your action to eat a variety of delicacies and regain hit points equal to your hit point maximum. Necromancy

Raise Dead Companion

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 grants the creature a new body and grants it a new soul. The creature’s soul is a natural object of magic, and it has an inbuilt 20th-century memory. The spell fails if the creature would die without the soul. If the creature’s soul is living and within the human race, the spell grants it the ability to return to its original state, at any time. Otherwise, the spell ends. For the duration, the creature is unaffected by any of the following effects. It also has disadvantage on attack rolls against creatures other than you. Necromancy

Regenerate Shapechanger

Casting Time: 1 action
Range: 10
Duration: Instantaneous

You turn a century-old bond between you and a creature you can see within range. The creature takes 10d6 psychic damage, and until the spell ends, it can’t become undead. The saving throw tries to shock the target into returning to life. It must then try to contact you through another means, such as by speaking with a familiar—possibly the target’s or the DM’s—until the spell ends, at which point the creature returns to life. If the target grants you any insight into its thinking or emotions, this spell ends. Transmutation

Rumble

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

You cause up to ten trees to leap from the ground to intercept a ranged spell. Make a ranged spell attack against the nearest tree, and the target must succeed on a Dexterity saving throw or be knocked prone. Each target that fails its save before the spell ends must succeed on a Constitution saving throw or be pushed prone. Evocation

Sanctuary of Faith

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

Until the spell ends, ice rimes your body, and you gain the following benefits: - You are immune to cold damage and death magic. - The area is lightly obscured. - The target takes slashing damage equal to 1d4 + your spellcasting ability modifier. - You can move across difficult terrain created by ice and bump into creatures that are frozen. Appearing in a frozen state makes this change instantaneously permanent. Transmutation

Sanctuary of Faith

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

You open a gateway to the dark in which a lich, a celestial, or an elemental lurks. Under the surface, a lich forms a 5-footradius sphere in a 30-foot radius centered on the lich. The sphere spreads around corners, and its area is heavily obscured. One creature that fits within the sphere’s area must make a Charisma saving throw. On a failed save, the target is shunted upward, over walls or other obstacles, and then killed. Abjuration

Sanctuary of Nightmares

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

Until the spell ends, six fey creatures of your choice that you can see within range fall into a catatonic state that lasts for the duration. They cause no short-term damage. If these creatures are friendly to you, they grant you a wish that lasts until the end of your next turn. You can freely grant them wish conditions, but they always come with a price, including the costs of a pet. You decide what happens next. During this time, you can’t grant a wish that is granted more than once, and you can’t allow another wish to be granted during this period. If a wish is inoperative, you can give it up, and the creature has its wish inscribed on your mind. At Higher Levels

Sanguine Bond

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

You call upon the spirits of nature and seek their aid in shedding light on a creature you can see within range. You can make the target wreathed in warm, rustic clothing. While the target is wreathed in clothing, the spell doesn’t protect it from hostile creatures. While the target is wreathed in clothing, the spell doesn’t extinguish any of its acid or cold damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. Enchantment

Scorn of the Blacksmith

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

Your fingernails become scented when you cast this spell. You can make the same effect on a non-hostile creature that you are wearing. The target must succeed on a Wisdom saving throw or take 4d6 piercing damage. On a success, the target is no longer scented by you, and you gain no benefit from any other effects or abilities of the target that aren't based on the target's race. When you cast this spell, you can choose from one of the following effects. The creature must make a Wisdom saving throw or take 5d6 piercing damage on a failed save, or half as much damage on a successful one. The effect has no effect if the target is wearing a helmet or helmet-like garment. You can also make the same effect on an undead creature or a creature undead. Abjuration

Screech

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a flood of chittering chitter magic on up to five creatures of your choice that you can see within range. Each target of the spell must succeed on a Dexterity saving throw or be affected by the spell. Each target takes 8d8 necrotic damage and is stunned until the spell ends. 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 4th Conjuration

Shadowfen Woodfinkel

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

A shadowy figure appears before you in a 20-foot radius and floats up at your command. The shadowy figure can’t be hostile toward you, but must say a dark, ominous name. The figure has a pointed, pointed snout, and a pointed jaw. The shadowy figure can move across difficult terrain made of cloud, normal ground, or floating ground. The figure can’t attack you. The figure disappears when you cast this spell or if you dismiss it as an action. The shadow affected creature disappears when it drops to 0 hit points or when the spell ends. The shadow disappears for 10 minutes after your last turn in the Shadowfell. The shadow disappears for 30 minutes after your last turn in the Shadowfell. Abjuration

Shit-filled space

Casting Time: 1 action
Range: Self
Duration: 30

Concentration, up to 10 minutes The space in which you create this spell is filled with a foul odor. Each creature in a 20-foot cube (including you) can see within range. Whenever you cast this spell, a creature in the area must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage and has disadvantage on all damage rolls, and has disadvantage on attack rolls against you. Transmutation

Sinkholeulnerability

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

You touch something and then it becomes insubstantial and immobile until the spell ends. Until the spell ends, anything that is on the ground or inside the sinkhole is covered in rough and sticky mud that can’t pass through. Anything that can’t reach the ground or inside the sinkhole is restrained there, and you can’t use an action to attempt to cast a spell that deals 50 damage to the creature or to sink to the ground. Transmutation

Sleeping Giant

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

You are an odd-looking creature of human height and weight. You are proficient with all melee attacks you make with this spell. You take 5d6 bludgeoning damage and are knocked prone. You can move only as far as you can move during this spell’s duration. On a hit, you move 10 feet.

Slight Pain

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A creature of your choice that you can see within range perceives everything as normal for the duration. The target also has advantage on attack rolls, ability checks, and saving throws. The target can make a Wisdom saving throw, or it takes 2d6 psychic damage and has trouble distinguishing between the two. 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 1d6 for each slot level above 2nd. Illusion

Snilloc’s Horrid Lavender Bell

Casting Time: 1 action
Range: 120
Duration: 1 minute

A discordant incense with a crown-like gilt surface springs into existence at a point you choose within range. Each creature that starts its turn in the spell’s area with hit point maximum takes 4d6 fire damage, and creatures that start their turns in the area with a total hit point maximum of 2d6 hit points or smaller, take 5d6 radiant damage, and creatures in a 30-foot-radius sphere centered on that point until the spell ends have disadvantage on Dexterity saving throws and attack rolls. Whenever a creature takes any damage, the sphere ignites, and its area is heavily obscured. Transmutation

Snilloc’s nest

Casting Time: 1 action
Range: 90
Duration: 1 minute

This spell creates a large, tangled web of snails and other insects in an unoccupied space on the ground at the top of the pit you used to construct the pit. The web is 1 foot thick and can cover up to 40 feet of ground. While the web is forming, creatures within its area are blinded and deafened, and they take 12d6 acid damage when they step into the web. Conjuration

Snilloc’s Trick Room

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

You open a secret service office and lay out a map of the United States, Europe, and, eventually, the Pacific. The map predicts a time when the coming war will be fought in secret. For two years, you are the only person awake, aware, and free of the effects of magic in the office, but then something bad happens. You either awaken in the middle of the night or you waken up at the start of the next morning, depending on the day. The two years count against you, though. You can awaken only when certain conditions are met, such as a woman wakes up at nine in the morning, and someone has just awakened at ten. During the duration of the spell, you can make a Wisdom saving throw, using your spellcasting ability, to check the existence of a time-traveling spell on the same plane of existence. On a failed save, you waken up no matter what. At Higher Levels. When you cast this spell using a spell slot of two levels higher than the slot you used to cast this spell, you can cast twice as many spells of two or more levels higher. Conjuration

Snuff Box

Casting Time: 1 action
Range: 60
Duration: 5 Hours

You create a tiny, harmless container that is anchored on the floor of a room. Until the spell ends, one piece of nonmagical ammunition is magically secured to the lid and packed within a small, hand-sized box that can contain as much as ten pounds of ammunition. When a creature enters the container for the first time on a turn or starts its turn there, it can make a Constitution saving throw. On a failed save, it takes 10d12 bludgeoning damage and is then flung 3 feet off the ground. The container then explodes, with each creature inside dying of thirst or suffocation instantly dying within 10 minutes of the spell’s casting. Conjuration

Speak with Pupils

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

You grant the semblance of life in your organs, growing closer to the creature you created with this spell. The organs become fully grown and capable of supporting the creature’s natural needs. The creature has the same defenses against disease or magic items as you, but the creature is limited in what it can move or do. The target also has disadvantage on attack rolls and ability checks based on its Hit Dice. Transmutation

Speak with the Dead

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

You touch a corpse. Choose one corpse of your choice that is dead or has not been found. The corpse is a corpse that was left by a warlock to be buried. The corpse is a living, breathing corpse that has lost all its blood and organs. The corpse is worth 1d6 gp. The corpse may be returned to the owner of the corpse. The owner of the corpse must be dead or ill. The owner of the corpse can use an action to release the corpse. Conjuration

Stolen Life

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a spirit beast that you can identify as having a certain level of missing life. The beast must be at least 5 feet long and weighs up to 100 pounds. The beast’s body must be free from all flesh and bone, and its organs and bones must be of solid or liquid structure. The beast’s body can be partially destroyed. A creature can’t be destroyed by this spell or by a spell of 3rd level or higher that targets it. Evocation

Striking Kiss

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a creature and its lips shake to make it shake. You can also cause the creature to kiss another creature. The kiss ends instantly if you cast this spell again on the target. The spell can cause the lips to shake when you make a melee spell attack. If you do so, the target must make a Constitution saving throw. On a success, the spell ends and the creature doesn’t have to make the save. The kiss ends if you cast this spell again on the target. Conjuration

Stromunner

Casting Time: 1 action
Range: 8
Duration: Concentration, up to 1 minute

This spell creates a new, invisible, intangible duplicate of yourself that you can see within range. Until the spell ends, whenever you cast this spell using a spell slot of 5th level or higher, you can create up to eight duplicates of yourself. Transmutation

Summon Killer

Casting Time: 1 action
Range: 20
Duration: Instantaneous

You cast this spell when you cast a spell using a spell slot of 3rd level or lower. You create one Killer creature within range. You choose the creature that first appears, which must be of the chosen type. The creature must be within 30 feet of you or can’t be more than 50 feet away. The creature dies when the spell ends. The creature can’t be charmed, frightened, or possessed. The creature can only be killed by one of the following ways: • Each time you cast this spell on the creature, it dies. • You end the turn with the creature dead. • You end the turn with the creature revived. • You end the turn with the creature out of the water. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional Killer creature for each slot level above 1st. Necromancy

Tail Whip

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You utter a whirling, roaring, taunting shriek that appears in a 20-foot-tall cylinder centered on a point you can see within range. The target must succeed on a Strength saving throw or be severed from its body. Each creature in the cylinder must make a Strength saving throw at the end of each of its turns, ending the effect on itself on a success. The whir of the whip is like a shriek in the wind. Divination

Taming Beast

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

You choose one beast that you can see within range. You lash it with a loud roar. It must make a Wisdom saving throw, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The beast regains hit points at the start of your next turn. The beast sheds bright light in a 10—foot radius, and dim light for an additional 10 feet. While the radius is dim light, the beast sheds darkvision. Abjuration

Tasha's Hideous Treacle

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

You hide monstrous beasts within an unoccupied space you can see within range. Until the spell ends, these beasts are invisible. They are fully affected by this spell. A creature can see through terrain Draconic grooves or by looking directly into them. Creatures that can’t see through cracks or crevices in the ground or ceilings can make a Strength saving throw. On a successful save, the target takes 8d6 psychic damage and is stunned until the spell ends. Transmutation

Taste

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You take a deep, deep liking to anything you find within range. Choose any number of creatures you can see within range, and the sound of a trifle or slurping of a turd fills them with terror. Each target must make a Charisma saving throw. On a failed save, the creature’s intellect and intelligence drain away, leaving it completely vulnerable to all damage. At the end of each of its turns until the spell ends, the creature must make a Wisdom saving throw. If it fails this saving throw, it can’t attack or be damaged. Divination

Tattooed creature

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

You create a creature’s tattooed body that resembles a beast of the sea. The tattooed creature is proficient with all simple and martial weapons. It has AC 11, weighs about the same as a Medium beast, and has a hit point maximum. If the creature is carrying more than one item, it is limited to carrying one at a time, and any carried items that fall within the creature’s reach are instantly destroyed. Abjuration

Tears and Thorns

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

You touch a willing creature and urge it to become a celestial. For the duration, the creature has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. In addition, when the creature reaches the height of its power and reaches the maximum height it can safely carry it, it can’t take any damage. Abjuration

Tears and Vampires

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

A lich appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The lich appears for the duration and disappears when it drops to 0 hit points or when the spell ends. Loathing in the open lands is awakened by vampires and other abominable horrors. Each time you take 5 or fewer hit points when you cast this spell, a cursed, bloodthirsty, in-universe, orargent lich appears in a 5-foot cube on the ground within 10 feet of your campfire, you must make a Constitution saving throw. On a failed save, a cursed lich can unleash a sorcerous storm on its victims. Each victims save increases by 2d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8

Tears**

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You utter a scream, and the creature that heard it takes 10d6 tears for its movement. If the scream isn’t loud enough, the creature can hear the scream and has advantage on attack rolls against creatures within 5 feet of it. Additionally, if the scream is part of a song, the creature can sing the song for 1 minute at a time, ending the effect on itself on a success. Abjuration

Tenser's Minute Metaphor

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

You assume the form of a tall, stout bearded beast of war. You gain the statistics of the chosen beast. At the start of your turn, the chosen beast has bile, a calming touch, and a powerful ennui. If it takes damage, it falls prone. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional beast for each slot level above 2nd. Enchantment

Tenser’s prophetic voice

Casting Time: 1 action
Range: 10
Duration: Instantaneous

As you cast the spell, you learn the name of the god or goddess who is related to the god or goddess. If the name of the god or the name of a god or a goddess appears on a sheet of parchment, the divine name appears on the sheet and the spell fails. For example, a ring finger becomes a god name, a phoenix becomes a goddess name, a seraphim becomes a god minster, a tardigrade becomes a god sharpshooter, and so on. Each name is unique and should be described in general terms. You might call the deity a goddess of war, a god of magic, or a messenger of war. If you call the name of a god a messenger, his or her name becomes known to you instantly. The messenger speaks to you telepathically, and the spell ends if no other means is used to communicate with the messenger. You can also dismiss the spell as an action. Enchantment

Tenser's Secret Hide and Seek

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

You hide a creature’s identity or possessions, and you hide a total of one willing creature or object that it is aware of as a result of an action you choose. The creature knows nothing about the location of its destination, so it doesn’t know where it is or how it got there. When the spell ends, the creature knows it’d vanished. The password that you use to establish your identity remains secure, though you might have to change it. If you change it to something more dangerous, such as a name that you know could be connected to the murder of a loved one, this spell ends. Necromancy

Tentacles of Healing

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

You touch a creature. For the duration, the target has a motley crew of temporary holders that he or she can use to hold onto its wounds and to fill its pockets when it awakens. These holders can be opened or closed, but they can’t be moved, and the target can’t open or close its own wounds. When the spell ends, the target recovers from its wounds and is restored to full health. You can use this spell on any of your creatures, even ones that aren’t completely severed from reality. Until the spell ends, you have resistance to piercing and slashing damage. Transmutation

Terrify

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

This spell senses danger without your knowledge or permission, opening your heart to natural light and avoiding harmful effects. When you cast this spell, choose one creature that you can see within range. You see through to the target and feel the temperature of its body, as well as the temperature of any liquid or warm gas it is in. It is immune to cold damage and radiant damage and immune to fire damage. You can target a creature that has immunity to a damage type known as a bane, a cudgel, or a slashing weapon with these spells to see what it can do to resist the spell. If the target resists the spell, the spell emits a flashing light that cuts through the skin of the creature it wounds, and the spell ends for that target if it is still alive. Otherwise, the creature’s skin tones change from blue to red and it is blinded until it uses an action to up its speed. Transmutation

The Last Word

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

You whisper a word to one creature within range. The creature must succeed on a Wisdom saving throw or become charmed by you until the word ends. The target must then make a Wisdom saving throw. On a success, the spell ends. On a miss, the creature takes 4d8 necrotic damage and is charmed by you until the spell ends or until you can no longer control the creature. The spell ends after the target has made a Wisdom saving throw. It doesn't end if the spell ends on a different target or on a different creature. If you cast the spell multiple times, you can have up to six of the spells cast at a time. These spells aren't cumulative. The spell ends if you cast or dismiss it. Conjuration

Thunderbolt

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and cause it to fling a beam of lightning that has a range of 60 feet and a range of 120 feet. The target must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage. If you have four or more feet of loose rope in its reach, the spell ends. Conjuration

Thunderfoot

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You teleport yourself to an unoccupied space within range. Until the spell ends, you can use a bonus action to teleport as many as eight willing creatures, which tend to be trees or swamp creatures with a Strength of 10 or lower. When you cast this spell, roll a d20 to determine the number of willing creatures for which you can use a bonus action. An example: berserkers have 20 hit points, and a raging bersercer has 5 hit points. If you use this bonus action on each target, you can target 1 additional creature for each hit point you have. Transmutation

Thunderfoot

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

You extend your hand and point a finger upward. A creature within range regains a number of hit points equal to 10 + your spellcasting ability modifier. 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

Thunderous Scream

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You unleash a deafening roar that can be heard up to 300 feet away. The roar lasts for the duration. When you cast this spell, you must also have reached 5th level. Transmutation

Tick of Death

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

You cause a creature’s tingling flesh to become a constant companion. For the duration, the target can’t make any noise and can’t move. The creature can’t be charmed, frightened, or possessed by a deity. This spell doesn’t protect against the target’s death. The target must make a Wisdom saving throw. On a successful save, it dies. If the target is undead, the spell ends. Abjuration

Tiddlywink

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You make a dazeful noise and vanish into a harmless pond. There are no spells or other effects to detect you. As a bonus action on your turn, you can move up to 5 feet in any direction along the shore. Sight Concentration, up to 1 hour You sense the presence of an object within range and sense its weight, size, and opacity (up to 1 ton). As an action, you can move up or down 5 feet in any direction along the shore, and as a bonus action on each of your turns until the sound ends, you can move up or down 5 feet in any direction along the shore. Transmutation

Tiddlywinken's Transmutation

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

You touch a willing creature and allow it to perform a special function that requires a special kind of interaction with you. For the duration, the target has advantage on ability checks made to take only one damage to the target. If the target is a Huge or smaller creature, this casting is instead performed on a Medium or smaller creature. You can also animate the target as a part of your partaking. The target can’t become larger than Medium. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases to 1 hour, and the DM has the creature’s statistics. Transmutation

Tiddlywinkled Mutation

Casting Time: 1 action
Range: Self
Duration: Instantaneous

You create a harmless, harmless, harmless change of environment. Nothing could be further from the truth. Choose any number of trees, shrubs, meadows, or fields that you choose within range. Nothing can become contaminated, poisonous, or mottled in any way. The spell can penetrate most barriers and can stop small creatures that aren’t prone to getting in the way of your purpose. This spell doesn’t remove objects or enchantments that aren’t present in the physical environment you specify. If you cast this spell on the same spot once a day for 24 hours, or every 10 hours for 24 hours, that creature remains within 1 mile of you, and the spell stops on it. Transmutation

Tiny constructs

Casting Time: 1 action
Range: 90
Duration: Concentration, up to 10 minutes

You create a Tiny, nonmagical construct that looks exactly the same as a human being. It has AC 15, 5 hit points, and 15 hit points without fail damage, and it is proficient with all class skills of the chosen one. Necromancy

Tiny crab

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

You create or tint up to 50 pounds of crab-shaped appendages, each of which must be of a size equal to or larger than your hand. The size of the appendage determines the size of the garment. The crab’s food consists of pieces of the specified crab’s food’s normal food’s, crab food that is soft and bland, crab food that is bitter

Tiny diadem

Casting Time: 1 action
Range: 30
Duration: 10 minutes

You create a tiny, simple, yet powerful symbol (typically a letter, symbol, or symbol symbol, none of which are ever too special to imbue) that bestows upon a creature a sense of purpose. You choose a creature type (your choice) as the symbol. For the duration, the creature can perform an action and speak one of its own—its only activity while wearing the garment. The creature can identify its symbol by reading or picturing a specific glyph on the diadem. Once imbued, the symbol is no longer inscrutable, but it serves as a reminder to others of the importance of divine service. Once attuned to any symbol or its content, the creature becomes proficient with that symbol, though it automatically functions as such. You can use the daemons symbol to represent the Nine Divines, the spirits of the dead, the spirits of the living, or the spirits of the dead guarding the tomb of St. Mungo. Divination

Tinyfoot Step

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

You step toward a place you can see, and one foot of snow falls from it. The snow disappears after 1 minute. You can repeat the step multiple times. The snow remains for the duration, and you can dismiss it as an action. If you don't want the snow to fall, you can use an action to move it back to its original spot. It remains there until the spell ends or until you dismiss it as an action or by using another action. Evocation

Tiny frog

Casting Time: 1 action
Range: 30
Duration: Instantaneous

A small frog appears in your hand and feet, and it takes 10 d10 piercing damage for each slot level above 1st. Transmutation

Tiny frog

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You teleport yourself to an unoccupied space within range. You can spend a level or two exploring the outdoors for food. If any of the creatures you can see within 30 feet of you are still within range, you can use a bonus action to teleport to a place you can see and eliminate any creatures that aren’t there. Conjuration

Tiny Furnace

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

You touch one size appropriate to your game space. Choose an area of floor, ceiling, wall, or floor and lay waste to all other creatures in contact with the floor until the spell ends. This spell doesn’t target plants or water. Conjuration

Tiny Hand

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

This spell creates a Tiny hand on a creature. Make a ranged spell attack against the target. On a hit, the target takes 4d10 Tiny hammers. The hand shrinks at the start of each of your turns, and the spell ends on the hand. If a creature hits with a melee attack before the spell ends, the hand strikes the target, dealing it 2d10 force damage. Evocation

Tiny spear

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

You create a small, blunt object that can be cut, stowed, or tucked into your skin. The object glows in the dim light of your choice within range. Constructs and undead can’t be cut with this tool. You can use the tool to cut grass, make wooden stoves, and so on, but the target must make no noise. Any creature that moves through the tool to open or close the tool must make a Dexterity saving throw. On a successful save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration. At the end of each of its turns, the restrained target can make another saving throw. It must then finish its turn before it can move or take any actions. Transmutation

Tiny spear

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

You create tiny pieces of string that turn into spears that fizzle and rain mace that turn into powerful blows to all creatures you choose within range. The effect lasts for the spell’s duration, or until you use an action to dismiss it. It repairs any damage it deals, and can be restored to a creature or object within 30 feet of it. When the spell ends, any creatures or objects damaged by the lightning or the mace lose the ability to wield the spear. Transmutation

Tiny spear

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a thing that isn’t yourself. That thing becomes soft, though.

TinyWitch

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

You touch a willing witch. You or an arranged sexual practice partner are bonded together in a tree and connected through a web to the surface of the ground where the witch lived. Each other creature or object can’t be affected by the spell. Whenever a creature within 5 feet of the witch locures the witch at dawn or at dusk to defend herself or her child, she can use an action to cause a bolt of lightning to leap from her finger in a 15-foot cube centered on the spot. Each creature in that area must make a Dexterity saving throw. Each creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. Transmutation

Tireless Madness

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

For the duration, a creature that you choose becomes heavily bound to you. The creature is restrained, frightened, and stunned. While restrained by this spell, the creature is unable to do anything harmful to you or your companions or wield any weapon. If the creature tries to cast a spell or take a damage from a weapon, the creature must make a successful Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. Whether the creature escapes or mashes its head against a wall, a magic drain fills its surface. Any creature that ends its turn in the area takes 1d10 acid damage. This spell also causes terrain drawn within the area to become difficult terrain for the creature, if any. Until the spell ends, you can use an action to create a 15-foot-cube, 10-foot-deep pit, centered on each edge of the pit, with each edge 1d10 × 10 feet long. Each edge has AC 20 and 30 hit points. If you create the pit, you can make a Strength or Dexterity weapon attack using only Strength or Dexterity instead of both. The weapon attacks deal an extra 1d6 force damage on a hit, and the pit has half the bonus to its Strength or Dexterity. Conjuration

Titanic stride

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

You create a burst of speed and ferocity that can rival that of a majestic mount. You can use your action to move up or down 60 feet in a straight line, straight ahead or left or right. You can make a Strength check against your spell save DC to move up or down 60 feet in a direction you choose. As an action, you can move up or down 60 feet in a straight line, but you must make a Strength check against your spell save DC to move up or down. Evocation

Titan's Sceptre

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

You touch a creature with a potent psychic power. You touch the target with a potent psychic energy that causes the creature to believe that it is in general good or bad, and that it is in general good or bad. The target can use its action to determine its current state and statistics, and if it is in a state of rest, the target is out of alignment with its current state for the duration. If the target is in a state of suspended animation or in a state of suspended animation that requires immediate action, the target spends its action holding its breath. If the target is in a state of suspended animation, the target is out of alignment with its current state for the duration. Transmutation

Tongue Blade

Casting Time: 1 action
Range: 60
Duration: Instantaneous

Thinking through the meaning of a spoken word can seem like a difficult task. You try to sound as intelligent as possible, but nothing comes close enough to offer you an explanation as the following: “You say a spell that sounds like a spell of level 1 used in combat.” This spell doesn’t come close enough to affect the target’s original meaning, and the creature can’t be convinced that the magic takes hold over it. The creature can only read ˜your words‘ through the use of its hand. If the creature is holding onto your hand, the hand contains a spell describing the sound of your spoken word. In addition, if the hand’s contents are lain to you while it is in the spell’s hold, your hand might be the only one inside the spell’s hold still. This spell makes the hand of a Medium or smaller Medium humanoid w ell as small and wide as your hand, instead of trying to fill the hand with a Huge or larger hand. While the hand of a Medium or smaller hand is holding a spell or a spell of level 1 or higher, the hand of a Medium or smaller hand can’t fit inside a spell’s reach. Transmutation

Tongue Roll

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You create a circle of bright red ink that circles around one creature you can see within range. The creature must make a Constitution saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. A creature that succeeds on its saving throw succeeds with its next melee attack. A creature that fails its save throws with advantage succeeds with its next attack roll. If a creature fails its saving throw with advantage, the creature is pushed 10 feet away from you. When the spell ends, a puff of red ink appears on the creature’s forehead. The puff lingers for 1 minute, after which the creature is unconscious. Transmutation

Tornado

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A tormented tree sprouts from a target creature’s corpse and crashes down on it providing it with enough ammunition to sustain up to four soldiers for a year. The tree is large enough to sustain a sustained army of 10 men. It lasts for the duration or until a creature uses an action to shake the tree to bits and cause damage. It reanimates a creature if the creature dies. If the creature’s whole body is tormented by the tormented creature, its only means of movement is by overloading its mouth. The creature has disadvantage on Strength checks and Strength saving throws, and it can’t use Strength for the duration. When the creature’s whole body is tormented by such a creature, its only means of movement is by overloading its mouth. The creature has disadvantage on Dexterity checks and Dexterity saving throws, and it can’t use Dexterity for the duration. When the creature is tormented, it doesn’t seem to breathe, has dark amber skin, and fills its veins with poisonous vines. Conjuration

Tornado-spinning beast

Casting Time: 1 action
Range: 150
Duration: Instantaneous

You create a tornado-spinning beast or a tornado-spinning humanoid that is flailing, spinning wildly around you in a random direction within range. The creature must make a Charisma saving throw. The creature takes 1d8 damage of the chosen damage type when it enters the spell’s area for the first time on a turn or ends its turn there. This damage can’t reduce the beast’s speed or hit points, and it is restrained as a bonus action on each of its turns until it calms down. It must still be under the effects of the spell, however, if it has one. The restrained creature can use its action to make a melee attack against a creature it can see within 5 feet of it. On a hit, it takes 1d12 bludgeoning damage. 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. Conjuration

Torture

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

You attempt to force a creature into an interminable, painful, or painfully painful condition that it can’t willingly endure. The target must make a Wisdom saving throw. The target takes 4d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the target also realizes that it has been tricked and dies. At any time during the duration of the spell, the target can repeat its saving throw. If it succeeds on its saving throw, this spell ends. Abjuration

Torture

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

You attempt to torture a creature that you can see within range. The target must make a Wisdom saving throw. On a failed save, it is incapable of meaningful interaction with its environment, and it is restrained until the spell ends. The target can’t be targeted by more than one torture method, and any used to open flames, stave off disease, or otherwise harm its environment. When the spell ends, the target is stunned, deprived of its food, and must either move off of the target’s land or risk being devoured by other creatures. Transmutation

Torture

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature, which must make a Wisdom saving throw. The target takes 3d8 piercing damage on a failed save, or half as much damage on a successful one. If the target has a natural weapon or shield, the spell creates a small rod of force that fits within 5 feet of it. The rod is capable of holding a length of rope or a length of twine. The rod is capable of swinging or pulling itself up to the target. The target must succeed on a Strength saving throw or be restrained by the rod. The restrained target must succeed on a Strength saving throw or be pushed 10 feet away from the rod. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Abjuration

Touch of Agony

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

You touch a creature you can see within range with a touch of your choice and cause it to become frightened. The target becomes frightened of you for the duration. Necromancy

Touch of the Dead

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

You touch a creature that has died. If you touch the dead creature, it assumes the form of a creature that hasn’t died. The target can make a Wisdom saving throw, and it is incapacitated for the duration. On a failed save, the target can’t cast spells for 1 minute or more. On a successful save, it assumes the form of a creature that’s dead. The target can’t transform into other forms, and its hit points and armor are reduced by half. Conjuration

Touch of the Gods

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

The demon lord of the Dead speaks in a voice that sounds like a wail. You can hear the demon lord say the words of a god on your behalf, and each creature in your party must make a Wisdom saving throw against your spell attack. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases to two extra damage from the spell slot level. Evocation

Touch of Woe

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

You touch a creature that you can see within range. Until the spell ends, the target is incapacitated. The target can use an action to make an Intelligence saving throw. On a failed save, the target is blinded until the spell ends. On a successful save, the target can see only through the object and object’s shadow. The target can use an action to make another saving throw. On a failed save, the target takes 5d10 psychic damage and is blinded until the spell ends. Conjuration

Touch undead

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A shimmering mass of undead appears in a 20-foot cube in the space of a creature you can see within range. The undead are friendly to you. One creature of your choice that you can see within range must succeed on a Wisdom saving throw or be restrained by the spell for the duration. That creature is then killed by the touch of a hand or a spell of your choice from the spell list. The spell’s radius is 40 feet. 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. Transmutation

Transmute Stone

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a rock, a cliff, or a hill and transform it into a stone-covered laboratory. The stone becomes magically more powerful in contact with the elemental air created by the stone’s properties. When you cast this spell, you transform the stone into a creature of challenge rating 6 or lower. The creature is under your control, acting on your turn. If the creature is under your control before your next turn starts, it takes 2d10 + 1 Strength damage. Transmutation

Transmute Undead

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You create a new form of undead that is friendly to you. Choose a creature you can see within range. The creature flies and vanishes with a faint odor. The creature isn’t charmed, frightened, or possessed by any of the creatures on the plane of your current plane. When the creature appears, it moves in a straight line, and its movement is audible to you

Transparent body

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

You touch a corpse or a solid surface and become immune to poison and poison damage. For the duration, any creature that you touch or touches is covered by its skin and has resistance to poison and poison damage. This spell doesn’t protect against magic items, diseases, and undead. Transmutation

Treat Others as You Transmit Your Thoughts

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

You touch a willing creature. The target’s thoughts appear in an unoccupied space that you can see within 5 feet of the target and can’t be moved. The spell ends if the target fails any Wisdom saving throw. On a failed save, the spell can no longer target the target. This spell also extends to undead and constructs. While a creature is within 5 feet of the target when you cast this spell, it has 10 feet of movement remaining and can’t attack or target any creatures with harmful abilities, effects, or objects. Abjuration

Tree Branch

Casting Time: 1 action
Range: 6
Duration: 1 Hour

This spell turns a portion of thicket branches into tiny limbs, allowing the target to walk on its own. The spell reshapes the way the branches grow and shrinks for each inch of thickness. You can make the limbs in any direction, branching off toward the center. Make the limbs longitudinally thick enough to allow the target to move around corners. Alternatively, you can make them slender enough to allow the creature to jump. When the spell ends, dismiss it. A tiny cord of rope hangs from the end of the longlegged creature’s neck as it grows larger. Make the ends of the ends of the tiny limbs longitudinally thin, then stow away. The spell ends when the creature’s entire body is grown larger than the hand of a Medium or smaller. Abjuration

Troll Intelligence

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

For the duration, you have a knack for distinguishing good from evil. You know whether a creature you choose is certain death or is certain life, based on the creature’s race, at least twice. You also know whether the target is undead or not, and whether it has an Intelligence score of 4. The spell’s statistics are on the target. If you cast the spell on the target, the target becomes a zombie for the duration. The target can't be cured of any diseases or other effects. The target becomes incapacitated. If you cast the spell on the target again, the spell ends. Conjuration

Troll's Hand

Casting Time: 1 action
Range: 120
Duration: Instantaneous

The troll in question appears in a location you choose within range. Choose a point within range. You can designate a specific place or time. For the duration, the troll has advantage on attack rolls against any creatures or objects within range. If the target is within 30 feet of the place you designate, it can use an action to make an attack roll with the wands. The target takes half damage and must succeed on a Constitution saving throw or take 1d6 necrotic damage. The target gains speed up to normal for the duration. At Higher Levels. When you cast this spell using certain higher-level spells, you create a new 5th-level, round-robin version of the spell’s effect. A new creature can be created of any race, but its statistics, as well as the spell’s statistics, must be the same. Transmutation

Troll Swarm

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

A nomadic group of hungry, war-torn creatures springs into existence around a corner from a corner that you choose within range. Each creature that starts its turn in the area starts its turn in a different direction. The first creature to make a melee attack against a creature within 30 feet of you begins a panic attack of his choice, and the creature starts racing away from you. The second creature starts an attack roll against a chosen creature within 30 feet of you, and the creature starts carrying along the creature’s backpack. The creature doesn’t move. After 60 days, the spell ends. A creature that starts its turn in the area and is already carrying the creature with it can make a Wisdom saving throw. On a failed save, the creature is restrained as long as it remains in the area. A restrained creature can use an action to make a Strength check against your spell save DC to break free. The creature can’t attack you until the spell ends, and it doesn’t receive any benefit from movement. Conjuration

Troubleshoot

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

You attempt to resolve a tangle of emotions, feelings, and worries in an unoccupied space that you can see within range. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. As a bonus action on your turn, you can move the affected creature up to 30 feet to a space that is a cube from you. Conjuration

Troublesome Owl

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

You create a shadowy owl that can identify your location and warn you of trouble ahead. It emits a low roar and wreaths its hooves in a 30-foot radius around you. When you cast the spell and as a bonus action on each of your turns thereafter you can move the shadowy owl up to 30 feet in any direction, making it a shadow messenger. The owl’s hooves flicker in the wind and it sheds dim light in a 30-foot radius behind it. If the owl takes the Dash action and moves over a pit trap or a cliff, it can make a Dash up to half mile straight. While in the shadowy owl’s radius, you can communicate with it up to 1,000 feet. After the owl uses its movement on a turn or ends its turn in combat, it moves to the side of the road, where it can find you if you are within 30 feet of it and at least 30 feet if you are moving at the DM’s option. It ends its turn if it fails its save and moves 1,000 feet over the barrier or cliff to the closest safe spot where the owl sees you. Conjuration

True Life

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

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. Necromancy

True Love

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

This spell grants the ability to change the emotional state of one creature you can see within range. The target must be within 30 feet of you within the spell’s duration. The target can understand the meaning of your words when you speak them. Divination

True Name

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You choose a name for a creature you touch, and it becomes your true name. It always has been, and always will be, and always will be. Your true name will always be inscribed in stone, upon which you will forever be based. Your true name also has magical properties, so long as you are friendly to her. She is your mother, your father, and your only child. She will always be with you, always welcome in your surroundings, and always with you. She will always be with you when you are hungry, whenever you want her, and always with you when you want her. She will always be with you when you are ill, whenever you want her, or whenever you want her. You will always remember her as your wife, your mother, and your only child. Her soul will always remain with you, always willing to listen to your every need, no matter how long it takes for her to heal. Your true name also has magical properties, so long as you are friendly to her. She is your only child, and she will always be with you. Your soul will always remain with you, always willing to listen to your every need, no matter how long it takes for her to heal. Her soul will always remain with you when you are sick, when you feel faint, or when you simply can't bear the thought of her dying. Your soul will always remember you, and she will forever be with you. Divination

Tumble

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

You create a compact, 5-foot-square cylinder on the ground. A creature must make a Constitution saving throw at the end of each of its turns to be charmed or frightened by you. The creature must also make a Constitution saving throw each round for the duration. On a successful save, the creature is charmed or frightened by you. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures within range increases by 1 for each slot level above 3rd. Conjuration

Tyrannos's Horrid Tongue

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

This spell creates a cursed glyph on a creature you choose that causes the creature to grow irrationally in size and shape around you. The creature must make a Charisma saving throw. On a failed save, the creature is restrained while it moves and must make a Constitution saving throw at the end of each of its turns. The restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. On a success, the creature is no longer restrained and can move on its own. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cursed glyph creates a new sort of creature that resembles a creature you choose while you are casting the spell. The creature is about the same in size and shape as the original. If you have the glyph, the creature is as big as the creature you choose, and the glyph increases its size by 2 feet for each slot slot level above 1st. Transmutation

Tyrannos's Scorcher

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

A piece of twinkling wood shoots out from a target creature you touch and then explodes. Each creature within 5 feet of the target must make a Strength saving throw. On a failed save, a creature takes 1d8 fire damage. Thereafter, for the duration, each target burns for 5 minutes on each of its turns. Each creature that starts its turn in flames, and each creature that ends its turn in flames, takes 1d8 fire damage. The fire damages objects in its 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 2nd level or higher, you can target one additional creature for each slot level above 1st. Evocation

Unbearable Fists

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

You gain the ability to crush or crush down to a target of your choice within range. Choose one creature that you can see within range, and then make a melee spell attack against it. If you hit the target, the target takes 4d6 bludgeoning damage, and if it can’t take any damage at the start of your next turn, it must succeed on a Strength saving throw or be restrained for the duration. Conjuration

Unending Thoughts

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

You gain the ability to project vague thoughts about the past and present to others. A target that has total thoughts about the target’s future experiences must succeed on a Wisdom saving throw or be affected by this spell for its duration. A target affected by this spell’s duration is aware of everything that went wrong while awake. Physical contact with the past can’t affect the target’s future experiences. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is concentration, up to 1 hour. Abjuration

Unstable Emotions

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

You create something in the ground and cause it to tremble and tremble. If the ground is covered in a mass of undead, the ground can't be turned into a mass of undead. When the ground is covered in undead, the ground can't move. When the ground is covered in undead, a creature or object can make a Dexterity saving throw. On a success, the creature or object takes 3d6 necrotic damage and takes 4d6 necrotic damage from the ground. Evocation

Utter Invisibility

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

You obscure your true form and become invisible until the spell ends or until you use your action to dismiss the spell. For the duration, you can’t move or be targeted by any means. You remain in your true form for the duration. While in the true form, you are immune to all damage and are capable of moving and acting in accordance with your desires. Additionally, if you let go of your true form, everything you do counts as an action, regardless of whose command it is directed by the moment. You remain in this form for the duration. Whenever you cast a spell, or use an action to cast a spell, that spell or creature acts on your turn. You can dismiss this spell as an action. You remain in your true form until the spell ends, at which point the illusion becomes permanent.Abjuration

Vampiric Bond

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

You created a bond between two creatures of the same gender. The creature must be of the same sex, and it must be within 30 feet of the other creature. The Bond lasts for the duration, and the creature can use its action to take an action on its turn. If the creature is hostile to you, it can use an action to make a Charisma saving throw. On a failed save, the creature becomes hostile until the spell ends. Transmutation

Vampirism

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

Primordial magic sweeps out from you in a place you can see and looks like this: At the start of each of your turns, each of you can use a bonus action to cause an incorporeal creature other than you to become friendly to you. Abjuration

Varying Winds

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

You create shifting gusts of wind to sweep along a path you specify. The wind is gentle but lasting for the duration. If you cast this spell without setting windstoves on or near the path, you can create sweeping winds that sweep along the path to create openings for your creatures and other creatures to pass through. You can shape the wind so that it resembles the path you choose, creating windmills to do the same. The wind can be powerful or subtle. To create sweeping winds, you must cast this spell without setting windstoves on or near the path. Transmutation

Vicious Smite

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You try to knock an enemy into a pit of bloody hell for life. Choose one pile of rubble, 1 inch thick, on the ground or in a landscape. Any creature other than you in the pit must succeed on a Strength saving throw or take 4d8 thunder damage. The pit’s contents can‘t become bloodied until cleared, but it lasts until the end of your next turn. You can store up to 1d6 pounds of ammunition in the pit, which you can use to defend yourself against a melee attack. If you use up to four pounds of ammunition, you take 4d8 thunder damage. If you use up to eight pounds, you take 6d6 thunder damage. If you use up to fifteen pounds of ammunition, you take 17d6 thunder damage. If you use up to 200 pounds of ammunition, you take 30d6 thunder damage, and if you used more than 300 pounds of ammunition, you take half as much damage, but with less force. Each round you spend concentrating on this spell, you can target one additional creature for each creature you add to the pit’s total. Conjuration

Vigilance

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

You create an invisible barrier around yourself that blocks any attack, spell, or effect that would cause damage to you. When the barrier appears, you have resistance to all damage types. As long as the barrier is in place, it doesn’t affect you. When the barrier appears, the spell fails and the barrier becomes completely invisible, and the spell ends. Abjuration

Vimmed One

Casting Time: 1 action
Range: Self
Duration: Instantaneous

An invisible force that controls a square area within range emanates from you and is like the wind in any wind blowing within that area. The area is a labyrinthine labyrinth filled with rings, wreaths, and other glyphs that evoke the magical elements of the area. Each ring, wreath, and glyph—if any—stinks or smells of magic. If there is no magic component within the area, you appear to be carrying a staff or some other magical equipment. If you appear to be carrying a staff, any magical effect that functions on the staff activates within the area. Any creatures or objects within the area for which you appear must succeed on a Constitution saving throw or take 1d6 fire damage. You, however, can't be carried by an object. In addition, any creature or object on the ground within the area must succeed on a Dexterity saving throw or take 1d6 acid damage each time it's hit. Conjuration

Viper's Hideous Steed

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

A spectral creature of challenge rating 5 or lower appropriate to the area you chose appears and occupies its space according to the shape of the ground it inhabits when it appears. The creature can be any size you choose, though it must be of a size you choose within range. It must fit in all the normal spaces that you have currently occupied, and it doesn’t have to roll a 5 or less on the attack roll or saving throw, but it must roll a d4 and add your size to the number of feet that you occupy. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th. Conjuration

Vitriolic script

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

You touch a written word or a piece of writing and imbue the word or piece with supernatural power. For the duration, the word or piece of the writing is true and might even be true for as long as you control objects you touch. Divination

Vitriolic wind

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

You touch one creature you can see within range and cause it to have AC 30 and STR 30, Dex 30, Con 20, Int 10, Wis 11, Cha 10. On your turn, you can cause the creature to make an attack against the chosen target. On a hit, the target takes 1d10 bludgeoning damage and is knocked prone. Illusion

Waking Aurora

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

Until the spell ends, you create a shadowy abode within an unoccupied space that you can see within range. Under the bed is a glowing helmet, a finger trap, and a sheet of mist (20 feet by 10 feet). The mist lasts for the duration or until a mistleeping spell ends. While the mist is forming, you can make a ranged spell attack with it with a bonus against one obstacle, and if you hit a creature that is under the mist, it takes 10d4 radiant damage (if you have it) instead. Finally, if you hit a creature that is under the mist and isn’t immune to being knocked prone, the mistlsail sprouts wings, mimicking the appearance of a homing beacon. The spell ends if you cast it again before the spell ends. 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

Waking up

Casting Time: 1 action
Range: 120
Duration: Instantaneous

You awake in a location that you can see within range. You must make a Wisdom saving throw. On a success, you wake up in a place that you can see. You must then make a Constitution saving throw. On a success, you wake up in an unoccupied space that is within range. On a failed save, you wake up in a place that you can see. On a successful save, you are no longer in a place that you can see. While you are awake, you can use your action to try to wake up a creature that you can see within range. The creature must be within 10 feet of you when you cast this spell. You are unconscious when the spell ends, unless you can take a bonus action to regain consciousness. Conjuration

Wall of Blossoming

Casting Time: 1 action
Range: 100
Duration: Instantaneous

You slap one creature of your choice within range. The target must make a Dexterity saving throw. On a failed save, it takes an extra 10d8 bludgeoning damage. On a successful save, the target takes half as much damage. The spell ends if the target is hit or is stunned. The target can’t be affected by spells or magical effects that aren’t under the target’s control. If you cast this spell multiple times, you can have up to one target affected at a time. The target can’t be charmed, restrained, or otherwise affected by any of the spell’s effects. Conjuration

Wall of Death

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

You blast a wall of black, acid, and earth in a 10-foot radius centered on a point you choose within range. Then, each creature in that area must make a Dexterity saving throw. A creature takes 4d6 force damage on a failed save, or half as much damage on a successful one. A creature who fails the save is pushed 1 inch away from the wall. The wall’s contents are soiled that up to six creatures can be instantly destroyed. A creature killed by the wall is left with no body parts, no form of clothing, and no way to move throughout the wall, provided that it is still within 200 feet of the wall when you cast the spell. A creature killed by the wall is left with only a tattered piece of clothing, no way to move through the wall, and no way to return to its body. 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. Evocation

Wall of Flesh

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

You make a wall of tough, sticky, tangled flesh appear on the ground within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Wisdom saving throw. On a failed save, a creature takes 5d8 necrotic damage, and it is blinded until the spell ends. On a successful save, a creature takes half as much damage, and it is no longer blinded. The wall also extends into the Ethereal Plane, blocking ethereal travel into the area. The wall can be destroyed only by affixing an antimagic field or a similar effect to that created by the taboos spell. Evocation

Wall of Flesh

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

You create a wall of stitched, twisted flesh on the ground within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 10 feet thick. The wall lasts for the duration, and the ground in the area becomes difficult terrain. When the wall appears, every creature within its area must make a Constitution saving throw. A creature takes 7d10 necrotic damage on a failed save, or half as much damage on a successful one. The wall is a seamless wall, requiring little shaping to form. Any creature in the area when the spell ends can see through it at any time. Any excess light cast by the wall passes through the creature’s shirt. Abjuration

Wall of stars

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

A sphere of brilliant light shines out from a point within range, centered on that point. Until the spell ends, you can use an action to cause a Large or smaller celestial, fey, or fiend (your choice) to scramble upward or drop to the ground, either standing on its hind legs or perched on its head. The celestial takes 4d8 radiant damage when it drops to 0 hit points, and the spell ends for it. While this spell is cast, you can exert your might against one creature within 30 feet of the celestial. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. Abjuration

Wall of Thunder

Casting Time: 1 action
Range: 120
Duration: Instantaneous

A strong explosion of fire erupts from you in a direction you choose: upward, up, or left. Each creature on the ground in the area must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. A blast of fire spreads around corners, but no more than 10 miles long. A wall of fire spreads about corners, but no more than 10 feet thick. 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. Transmutation

Wall of Thunder

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

As the wind rages in your direction, you decide whether you want to explode or not. Choose a point within range. Choose one of the following effects when you cast this spell. • Make a ranged spell attack with a weapon. • Make a spell attack with a weapon. • Make a ranged spell attack with a weapon. • Make two or more weapon attacks with a weapon. 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

Wall of Whispers

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

You create a wall of whirling, shrieking, and/or pounding noise that is audible within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall disappears when the spell ends. It blocks line of sight but not move, and passing creatures can pass through it. When you cast the spell, you can affect only one creature at a time, and the wall appears once throughout the duration. When you cast the spell again, you must choose a different target. Each target must be within 30 feet of you in order for the wall to appear. If a target is present where the wall doesn’t appear, the target must pass through the wall to affect it. If you affect a creature that is here to affect a creature hereuntoitrably hostile to you, the target must succeed on a Wisdom saving throw or become hostile toward you until the spell ends. Conjuration

Wall of Whispers

Casting Time: 1 action
Range: 90
Duration: 1 minute

You whisper a message that appears in an unoccupied space of your choice within range. The words can penetrate tough walls and thickets, and can reach up to 60 feet. Each creature that hears the whisper must make a Wisdom saving throw. On a failed save, the creature is pulled 10 feet away from the source of the sound. A creature that hears the whisper can make a Wisdom saving throw at the end of each Movement. A creature that succeeds on its saving throw must immediately move to the nearest unoccupied space of your choice that is within reach of the sound, or half as far away as the whisper is centered on. A creature that fails its saving throw must succeed on a Strength saving throw or take 1d12 necrotic damage. 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

Wall of Wind

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

A swirling wall of swirling winds is created within a 10-foot cube on the ground at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating or resting on its side. For any combination of the two, the wall produces a portion of the entire wall that remains in place up to the duration. The wall produces no heat, cold, or radiation. It doesn’t cover a space, other than in an area where it is physically present. It is imperceptible from touching, moving, or firing objects or magic items within the wall. A creature that starts its turn in the wall’s area has no exit but turns it back, dealing the DM the number rolled in magic medicine equal to the necromancy level of the component creatures. Evocation

Wander

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

For the duration, you can move through time with an unyielding resolve. As you do so, you gain the ability to see the time line from a different perspective, based on the current moment. For example, if you have a moment before dawn and are standing in the Etristhal Forest, blocking the Etristhal River, you can move up to 30 feet ahead of the Etristhal and see the time line from that perspective until you cast this spell. 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. Conjuration

Warding Fox

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

You call forth the wisest among creatures of your choice, and within the spell’s range, each creature of a level that you cast so far in the spell's duration is warded. The warded plane’s dimensions are — a vertical, 10-foot cube, formed by a thin sheet of stone that extends from the center edge of the cube to the left of the cube's space. At the intersection of these two edges is a creature that is neither too far away nor too far from the warded plane. The warded creature can't enter a room that is too close to the w the creature is warded against combat. Similarly, the creature cannot enter a closed door, unlocked chalice, or other locked door that is unlocked while the creature’s space is limited by the limited space of the warded creature. Conjuration

Warding off Death

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

By protecting a creature that you can see or touch, you can make it immune to the effects of death, including poison, disease, and disease-inducing effects. As a bonus action on your turn, you can push the target up to 10 feet away from you, and you can’t pass through it or pass through any blocks it is in. The target must make a Strength saving throw. On a failed save, the target is knocked prone and blinded until the spell ends. On a successful save, the target can move up to 60 feet and remain prone. Transmutation

Warding off the Dark element {NICE]

Casting Time: 1 action
Range: 30
Duration: Instantaneous

You touch a dead creature and imbue it with the dark magic of the dark lord (hence, the dark lord’s name, for a creature that has no god). The target must succeed on a Wisdom saving throw or be affected by the spell for 1 hour. The target can’t take more than one such saving throw. On a failed save, the target is blinded. This spell ends when the target is killed (if it is still alive), when it has reached the age of maturity (if it is still a child), or when it has reached maturity (if it is still a teenager). Enchantment

Warding off the Dead

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

You create a magical door that opens to a point that you can see within range. The door remains open until the spell ends. Until the spell ends, the door appears to be a circular, walled room of sorts. Each of the following qualities has its own meaning: • A door that is not closed must be unlocked, such as if you have two doors, or if you have a door with a slot of two doors. A door can be unlocked by any means you choose. A door can have no more than one slot open. It can't be unlocked with an open slot, nor can a door that is unlocked with open hands. A door can be unlocked with both hands. A door can be unlocked with both hands. The door must be of a certain size, shape, or material, and there must be a slot in each of the doors that corresponds to the creature’s size. The door can't be unlocked by more than one other creature. The door can’t be worn or carried by other creatures. It is invisible to creatures of your choice that aren’t creatures of the same kind. During the duration, creatures with the same types of senses as you can’t be affected by the door. Transmutation

Warding off the Evil Eye

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

You conjure an invisible, invisible eye to ward off the evil eye that lurks in the dark. The eye appears to be a tiny, indistinct creature that can be seen to be a humanoid. A creature that sees the eye must succeed on a Wisdom saving throw or become blinded. The eye can’t be blinded by spells or other harmful effects. At Higher Levels. When you cast this spell, you can designate one additional creature for each slot level above 6th. Transmutation

Warding of the Dead

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

You touch a corpse, a willing creature that isn't hostile to you or that is in your party or that you know, and that falls asleep. The corpse sheds its body and its belongings into a warm, comfortable place, leaving behind its clothing and weapons. After a short while, you can dismiss the corpse as an undead for the duration. Dismantling a corpse for the duration only affects creatures that have the corpse's hit point maximum. You can use a bonus action on a creature you can see within range to dismiss the corpse. This spell has no effect on undead. Transmutation

Warding Sphere

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

You touch a willing creature and send it into a friendly sphere of glowing energy. For the duration, the willing creature has resistance to psychic damage and can’t be charmed or frightened. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Evocation

Warding Strike [ICE]

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

A whirlwind of energy (500-foot-radius sphere) springs into existence and strikes one creature you choose within range. The target must succeed on a Constitution saving throw or become restrained in the whirlwind for the duration. The restrained target is unaware of the whirlwind and can't cast spells or take actions. The whirlwind dissipates in 5-foot-radius pieces, streaking toward a target. Each target must make a Dexterity saving throw. The target takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The whirlwind also disperses cold damage and fire damage. On a failed save, the target has disadvantage on attack rolls and ability checks. On a successful save, the target also has disadvantage on attack rolls against those within 5 feet of it. Evocation

Warding Ward

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

You touch a living creature and bestow a magical ward against magical energy that would otherwise siphon life force from it. The ward protects against death, but not undead, constructs, undead, undead with unnatural armorments, and undead that don’t belong to a kind or kind of living thing. The spell fails if the warding effect is present, if the warding effect would protect a creature if it died, or if you choose a location. The warded location is determined by the deity, but it doesn’t have to be a place you know or have known (e.g. you don’t want to protect a fortress against siege engines from outside, but you might want to protect some fortresses that are connected to a wide open field somewhere). The warded location can be as small as a fortress’s outer wall, as large as a rampart on a level barge, or as large as a bridge over a wide chasm. Casting this spell on the same spot every day for a year also counts as a spellcasting session. You must have a resting place close to the location of the ward, and you can cast this spell again only if the warding effect is gone. Conjuration

Warmaster

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

You bring about an atmosphere of tranquillity and security within which creatures rest. Create a 10-foot cube originating from a point you can see within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature becomes incapacitated for the duration, and the creature is unable to move or use its movement. At the end of each of its turns, a creature affected by this spell can repeat the saving throw, ending the effect on itself on a success. When the spell ends, a light blueish cloud of cloud falls, dealing 6 d10 bludgeoning damage to a creature that starts its turn in the cube. A creature that starts its turn in the cube and is already under the spell’s effect falls prone, and the spell ends fast. Conjuration

Warm Earthen Touch

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

Until the spell ends, you can cause the ground in a 30-foot cube centered on a point within range to become warm to touch. The ground in the area is covered in soft, soft, translucent wool. This wool spreads out from corners to edges, forming smooth wisps. When worn, the wool makes it difficult terrain for creatures of your choice within 30 feet of it. Transmutation

Warm Regard

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

Until the spell ends, your mind moves with the weather to consider the conditions that will trigger when you appear in or near a place or circumstance that causes you to move. To the best of your knowledge, this spell doesn’t automatically occur where no one is looking. For example, a place you are currently in is unlikely to turn out fine because of the weather. But in this case, there is a possibility. For example, if you place your wand in the air, the moment you take 5d10 x 5 d10 minutes on each of your turns, you can expect to see about 10 conditions met by one condition that will occur on your next turn. You can also adjust the duration so that conditions that would normally occur during the day become permanent. For example, if you place your wand in the air and I sense a condition that would turn off steam in the room it sits on, I can expect to see the condition automatically occurring on your next turn. Conjuration

Wash of cold

Casting Time: 1 action
Range: 90
Duration: Instantaneous

A pool of cold water springs into existence. The spell’s effect extinguishes the pool. The water is difficult to drink. The pool is difficult to use for magic effects. It is difficult to use again until the spell ends. The pool lasts until you dismiss it as a spell of 5th level or lower. Transmutation

Waterbender

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

Choose one creature you can see within range. The target assumes an animal form that has the same creature type as the target and that bears the same name as the target. The target can be up to one hundred times as powerful or as powerful as the target's closest animal friend. The target gains no special knowledge, and any Charisma check made to determine the target's true nature reveals no secret knowledge. 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. Necromancy

Water Elemental

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

You create a water elemental that sprouts from a willing creature you choose within range. The elemental can be anywhere on the ground or on a ceiling. When the creature drops to 0 hit points, it springs into existence at the start of your next turn and sheds protective clothing, boots, and other covering gear for the duration. The elemental remains for the duration and w as able to move to any safe spot within 120 feet of it. If the creature drops to 0 hit points, it falls and spreads its wings widely to avoid detection by blindsight and can reach heights of as high as 100 feet. While flying, the elemental can’t attack or cast spells. It sheds bright light in a 30—foot radius and dim light for an additional 30 feet. Evocation

Water God

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

A shimmering pool of water appears in a 60 foot radius centered on a point you choose within range. The pool can be up to 60 feet long, up to 10 feet wide, and up to 10 feet tall. The water is bright light and lasts for the spell’s duration. When the pool appears, each creature in it must make a Constitution saving throw. On a failed save, a creature takes 5d8 radiant damage and is extinguished instantly. On a successful save, a creature takes half as much damage and isn’t extinguished. The pool is immobile while you are within it. Conjuration

Water Wall

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

You create a 20-foot-wide, 10-foot-tall, 10-foot-deep water wall. Until the spell ends, the wall rises from the ground and twists over each creature within 15 feet of it, compressing them in half once it has collapsed. The wall is cast on all creatures. Each creature in the wall is effectively a creature, except for the soldier creature, whose statistics are in the Monster Manual, and whose statistics are in the creature section of the Monster Manual. The wall lasts for the duration. If the wall appears to have been cast into an object or injured a creature, the creature is left completely visible in the image and is blinded until the spell ends. Conjuration

Water web

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

You create a 30-foot-by-30-foot web of tendrils, one of them slowly moving toward a creature within range. The tendrils are mobile, and they are nonmagical in nature. When a creature enters the web for the first time on a turn or starts its turn there, the tendrils waken, and the creature takes 1d6 bludgeoning damage. The tendrils, which have a diameter of 5 feet, create a 20-foot diameter web in each of the web’s 1-foot-radius corners. The tendrils are green and form a barrier between you and the creature. If the web is large enough to contain you, the creature or a creature within it can use its reaction to make a Dexterity saving throw. The creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a single tear can sever the web, opening a gateway to Hell. 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. Evocation

Watery hell

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

You create a burst of raging water that flings loose horrors it has encountered and that cause damage to one creature or object. The target must succeed on a Constitution saving throw or be pulled up to 10 feet in a straight line toward you and take 1d6 necrotic damage. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Wetgrassgrass

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

A soft grass of high resistance to nonmagical fire and a bright torch of your choice appears on the ground in a spot where it appears. The grass is opaque and has no air. The grass has a 40-foot radius, and it can’t be moved. The terrain in the area is plain, but the grass has no water, no trees, no shrubs, and no shrubbery. The grass also has no plants. A creature that can’t move through the grass’s area can’t use its movement to move it. The grass is a 40-foot radius. The spell ends if the grass is no longer opaque. A creature that can’t be charmed can’t cast the spell. A creature that can’t be charmed can’t cast the spell. A creature that can’t be charmed can’t discern the nature of the wind, nor can it cast spells with a wind component. The spell ends if the grass moves to a different location than the one the grass was charmed to. Con

Wetness of the Room

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and create a warm, dry sensation that fills the room. The target is stunned and must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage, and it is blinded until the spell ends. On a successful save, it is blinded for 1 hour. The target is also immune to fire damage, and it takes 1d8 radiant damage for each slot level above 2nd. Transmutation

Whispers of the Dead

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

The spirits of dead people, otherworldly things, and the dead live in the mortal realm of the Deadwallow Citadel, a hidden, subterranean world that is the center of the Citadel itself. You gain the power to speak as a disembodied voice, in which case you take the ability as a bonus action on your turn and can make any spell spell she cast with that ability automatically succeed’s. The spell’s language or speech has no effect on the DM’s ability score or Charisma score. To avoid triggering a reaction when you cast this spell, you may choose to ignore the casting target’s resistance to the spell’s damage. You could cast this spell at a higher level, but you must keep the benefit of the bonus to yourself. Evocation

Whole-Naked

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

You hurl objects, food, and other objects and objects in the area within range at one creature you can see within 5 feet of you. That creature must succeed on a Wisdom saving throw or be charmed, frightened, or attacked by an object, food, or object. The object is an object made of wood or stone, as the spell’s target. An object made of lead or lead chloride, made of a substance you touch, might be hostile to you. The spell fails and the object becomes part of the target’s

Widow's Wound

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

This spell ends a creature’s troublesome youth. For the duration, the creature has disadvantage on attack rolls against any creature that it can see within 30 feet of it and that is within 1,000 feet of it. Necromancy

Wild empathy

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

You channel a divine spirit that looks for trouble in a creature, telling it stories. For the duration, the creature has a +10 bonus to the challenge rating it takes when you cast this spell. You also learn the voice of the demon. The DM, following a short duration, can grant you extra benefits on this spell's duration. A special aura surrounds the creature. When you cast this spell, you automatically gain two additional benefits on the challenge rating of the target. You also gain the benefits of other types of magic, such as alchemical or magical, if you choose. You must have both of the benefits in your aura before you can use them. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you instantly gain the benefits from all existing spells and other spell effects. Transmutation

Wind Rake

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

This spell poisons the air within 30 feet of you and other creatures with it for the duration. For the duration, any creature that your concentration tells you is within 30 feet of the target or in an illusory corridor that leads to it (typically a large, dark, smoky room filled with roaring flames and glowing orbs) has disadvantage on Intelligence (Investigation) checks made to find the corridor. It also makes Constitution saving throws and is immune to all damage. On a successful save, you wilt away from the creature and become blinded until your wish is fulfilled. Conjuration

Wind Stalking

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

You attempt to storm a room where there is no wind and utter the name of the god you wish to be worshipped. Choose a name that you believe to be of one hundred worlds or more, from among the billions of possible names that exist among the minor divinities you are aware of. When the storm appears, choose one of the following gods—Demons, Gods of the Dead, Fiends of the Air, or Vampires of the Dead. The storm has the same effect as storm of destruction, which is summoned demons and fiends with a thunderous roar. While summoned demons and fiends have disadvantage on attack rolls against you, and when you cast this spell, each summoned demon or fiend has disadvantage on attack rolls against you. Whenever a summoned demon or fiend hits you with a melee attack, the summoned demon or fiend also deals 3d6 thunder damage to you, and your attacks deal an extra 1d6 force damage. The summoned demons or fiends can be eviscerated by ranged or divinely-ordained weapons, and their wounds shed by your warding action shed bright light in a 30-foot radius and dim light for 5 minutes. You can also sacrifice one summoned demon or fiend to ward against the storm. Conjuration

Wired Blade

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

You create a hand-crafted, razor-sharp sword capable of slicing through solidity to strike down creatures, especially those who are prone. The sword can be carried or gagged with it to prevent it from falling out of the sky. The weapon is also nearly invisible, making it difficult for creatures to see through it. It deals 3d8 piercing damage to creatures prone to being struck by the sword. Abjuration

Wise Wilting

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

You cause wisps of magic energy to appear around you, either directly or in a circular pattern that appears in the space. The wisps cause spells of 4th level or higher to appear in the space. The spell’s casting time is 1 minute. Each spell slot of this spell changes the wisps in the space, which lasts for 10 minutes. The spell ends when the wisps disappear. The wisps appear on a celestial, a fey, a fey beast, a fey sheep, an iguana, a lizard, a mongoose, a giant frog, a giant panther, a giant lizard, a giant frog, a giant rat, a giant spider, a giant spider, a giant snake, a giant rat, a giant wyvern, a giant vine, a giant vine, a giant vineyard, a giant vineyard, or a giant vineyard spell. The spell has no effect if the wisps can be removed by cutting off its wisps. Enchantment

Wishful thinking

Casting Time: 1 action
Range: 60
Duration: Instantaneous

You weave together threads of negative energy to create a vortex that crashes down on an area within range. For the duration, each friendly creature in a 20 foot radius around you must make a Wisdom saving throw. On a failed save, the creature must take 5d8 negative rad damage and see through the vortex. On a successful save, it takes half as much damage, and its speed does not halve. Until the end of your next turn, the w illing creature is friendly to you. Evocation

Wispsilk Spray

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

You create a writhing mass of tendrils of wispsilk that resemble wings or tails and that hurls whatever it dons at its enemies (your choice) in a 30-foot cone. Each creature within 30 feet of the wispskilt up to five times that amount of time. This spell can’t target a Large or smaller creature. For the duration, all creatures have disadvantage on attack rolls against you. Evocation

Witch Apparition

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

You touch one willing creature and imbue it with the power to assume a different form. The creature is unfriendly toward you and must give you a challenge rating of 0 out of 10. The creature updates on you and your companions as long as you follow its lead and call the appropriate spells of the chosen type. The DM has the form and determination of the chosen form, though it is possible that your companion might be a creature that obeys its orders but doesn’t follow its mood. If your form is nonresponsive to your commands, the creature falls unconscious. It wakes up if you use your action to take damage or if some other effect k lines up. It wakes up again if you use your action to end its suffering. A creature that dies in this spell’s duration falls ill increases poison resistance by 1d6 for 1 hour, and it gains vernmental immunity

Witch Apparition

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and gain the ability to see a different version of yourself. You can make the transformation on your turn. You can also use your reaction to decide if you wish to continue the spell or decide again. You can change the spell's outcome by casting this spell again on the same target that you used the spell to end the transformation. You can also end the spell before it ends if you use your reaction to do so. The spell ends if it is not used by the target. The target must succeed on a Wisdom saving throw or be stunned for the duration. This spell has no effect if you are within 5 feet of a target that is currently stunned. Enchantment

Witch Armor

Casting Time: 1 action
Range: 300
Duration: 30 Days

You gain the ability to wear a magical shield made of magic. The shield is made of thick, transparent stone that blocks all attacks. The shield can be worn as a cloak, a robe, or an unclothed robe. You can use special magic to prevent attacks made against you from being blocked. You can cast this spell on a nonmagical object. As an action, you can waltz through the shield and cause a ranged spell

Witch Armor

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

You create one of the following magical wardages that ward out harmful magical energy within 30 feet of you. You can make one of the wardages permanent by making a Charisma saving throw. You make the saving throw at the end of each of your turns until the spell ends. On a failed save, you take 1d4 poison damage and be knocked prone. On a successful save, you take half as much damage and are incapacitated for 1 minute. The spell ends if you or someone you love or who has an important event in your life is incapacitated. Necromancy

Witchcraft

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

You attempt to manipulate the minds of your closest creatures to serve as your own servants. You attempt to manipulate the behavior of creatures of a type that you choose, such as those of a wizard, a wizard, a wizardess, or a witch. Creatures you can see are unaffected by this spell. You can use a bonus action to cause all creatures you designate to behave in a manner that you perceive as being a particular kind of behavior. For example, you might cause a creature that is hostile toward you to become hostile toward you if you can sense its hostile nature. Alternatively, you might cause your creature to become hostile toward you if you can sense its hostility toward you. You decide what sort of behavior you want the creature to follow, based on its own characteristics, or based on what other creatures you know. For example, you might decide that a creature that is hostile toward you is hostile toward you because it has a particular kind of temper.

Witch Eyes

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

You gain the ability to see through the wisps of womanhood. You can see through the glories of a woman’s deepest fears, the whispers of false servants, and the crackling of the flames of the burning city. Additionally, your eyes shed bright light on the deepest fears of your victims. In addition, whenever a creature within your reach reaches out to touch you, you gain an additional +5 temporary hit points. Abjuration

Witch Favor

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

You have a crush on a creature you can see within range. The target must make a Wisdom saving throw. On a failed save, you become charmed by the target for the duration. While the target is charmed by you, you have a telepathic link with it as long as the two of you are on the same plane of existence. Wisdom and Charisma scores for the target are both modified by the success or failure of the spell. If the spell is successful, the target is no longer charmed by you. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the duration is 1 year. When you use a spell slot of 7th level or higher, the duration is 10 years. When you use a spell slot of 8th level or higher, the duration is 30 years. When you use a spell slot of 9th level or higher, the spell lasts until its full duration is up, and the spell automatically ends. Enchantment

Witch Growth

Casting Time: 1 action
Range: 120
Duration: 1 week

You gain the ability to grow and change one of your statistics. You can change one of your statistics when you cast this spell. You must be at least 5 feet tall and have an Intelligence of 4 or lower. You gain a new one every day. You are immune to any damage from spells and other magical effects that would damage you. You can use your action to dismiss this spell. Conjuration

Witch Hazel

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

You create a magical halo of light that lasts for the duration. You can use a bonus action to cause the halo to flicker and change color. The halo is invisible to creatures other than you, and the spell can't be used to cast spells. Conjuration

Witch Hide

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

You gain the ability to see into the mind of a willing creature and see into its deepest fears. The target’s only communication is by voice and it can’t harm or control anyone outside of you. The target can’t cast spells or make any other magical use of its mind. Conjuration

Witch Hunt

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

You seize the spirits of the dead and turn them into beasts of burden for their service. Choose any number of willing creatures within range. Each creature that fails the spell has disadvantage on Wisdom saving throws and is shunted into oblivion. The spell ends for each target. Divination

Witch-Killer

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

You touch a creature and cause it to become a witch. You can’t make the target a witch. This spell ends if you or the target is blinded or is charmed by an undead creature. Conjuration

Witch's Blood

Casting Time: 1 action
Range: 30
Duration: Concentration, up to 10 minutes

You cause your body to glow black, and you cause a creature within 10 feet of you to make a Constitution saving throw. On a failed save, the creature takes 2d4 fire damage and is blinded until the end of your next turn. If a creature enters the room or moves in the room of another creature or is moved in a space other than that specified in that creature's space, that creature is moved into the other room, while the creature is in the other room. This spell has no effect if the creature is within 60 feet of you during the spell’s duration. Transmutation

Witch's Eye

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

You appear in a spot of dark, dim light, and hear the murmured whispers of a witch. You can describe the area in which you appear, including the time, place, and manner in which you appear. You can describe the area in an unoccupied space, or you can specify the area in a place such as a chest or a temple. The spell ends if you cast this spell again. Conjuration

Witch's Eye

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature that is within range. The target must succeed on a Wisdom saving throw or be charmed. On a failed save, a target is charmed by you until the spell ends. The target then vanishes, and the spell ends. One minute later, the target obeys your command and appears to you in a harmless form. At the end of this time, the creature obeys your gaze. The target then vanishes, and the spell ends. Enchantment

Witch's Familiar

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

You conjure a witch that is your closest friend. Choose one of the following creatures when you cast this spell: a spectral wizard, an undead wizard, a fiend, a wizard, a fiend-aligned fiend, a fiend-enhancing fiend, a fiend-aligned demon, or a fiend-enhancing fiend. Make a spell attack roll against the target and add your spellcasting ability modifier. On a hit, the target takes 3d8 necrotic damage and is restrained until the spell ends. Conjuration

Witch's Feast

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

You and up to three willing creatures within 5 feet of you have a brief magical feast. Each target must succeed on a Constitution saving throw or be charmed by you for the duration. For the duration, each target is affected by one spells of your choice from among any spells of your choice that target one creature within 5 feet of you. The duration is possible damage. Any target that fails its save against this spell is charmed by you. Enchantment

Witch's Hand

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

You use your action to send out a scream that appears in a 60-foot-radius sphere centered on a point of your choice within range. The creature must succeed on a Dexterity saving throw or take 1d6 force damage. The spell’s range is 30 miles. The creature can’t be targeted by other creatures. The spell ends after you dismiss it as an action. Enchantment

Witch's Hand

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

You create a hand of magical power that can be used to manipulate the minds of other creatures. You can cause a creature’s mind to turn undead, deaf, or charmed. The hand is a spell slot-agnostic hand or a 5th-level spell slot, and it can’t be worn or carried. Abjuration

Witch's Hand

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

You hand a globe of freezing water to one creature that you can see within range. The target must succeed on a Wisdom saving throw or take 1d12 cold damage. On a failed save, the target takes 1d12 cold damage. If you or another creature uses a slot of your choice and the target is within 10 feet of another creature, the creature must also succeed on the save, and the spell ends on the target. The target also becomes blinded and deafened in the event of an attack during its next turn. Conjuration

Witch's Kiss

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

You gain the ability to kiss another creature. This spell can also be used to kiss another creature, though you can only use this ability once. The target must make a Charisma saving throw. On a success, the spell ends. If you are in the Astral Plane and the target is within 5 feet of you, you can place your hand on the target. You can issue an audible command to the target, which can be spoken in the appropriate language. The target must make a Wisdom saving throw. On a successful save, the spell ends. If the target has any nonmagical weapons on it or objects on it, the spell ends. At Higher Levels. When you cast this spell using certain higher-level spell slots, you create a magical bond with the target that can be shared with other creatures. This bond lasts until you cast the spell again. Enchantment

Witch's Kiss

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

You touch a willing creature. The target becomes a witch. The target can make an Intelligence (Investigation) check against your spell save DC to determine if the spell succeeds or fails. If the spell fails, the target can make a Charisma saving throw. If the target succeeds on the saving throw, the spell ends. If the spell ends, the target can use its reaction to decide whether to end the spell or to continue on as a normal creature. If it does both, the creature can use its action to decide whether to continue as a witch. For example, if a creature wishes to become a witch, it can choose to end the spell, if it wishes, or to continue as a witch, if it wishes. The spell ends if the target fails its saving throw or is killed by a spell of 3rd level or higher. Necromancy

Witch's Mark

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a willing creature and imbue it with the power to twist the magical message it sends to others. Until the spell ends, the target can make a Wisdom saving throw. On a failed save, the target is considered dead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends. Necromancy

Witch Spell

Casting Time: 1 action
Range: 150
Duration: Instantaneous

A spectral witch appears in the ground, and she emits a spectral scream. The scream is audible 100 feet away, and it can be a whisper, a roar, or a holler. The spell ends if you cast it. Enchantment

Witch spell

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

Your power springs into being, issuing a psychic scream that summons a willing creature of your choice within range. The target must succeed on a Wisdom saving throw or its petrified body is hurled into the air in a 15-foot cone. Each creature in that area must make a Constitution saving throw at the end of each of its turns. A creature takes 10d6 psychic damage on a failed save, or half as much damage on a successful one. The duration is 1 minute. 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. Illusion

Witch Spike

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

You create a bright flash of light that sheds bright light in a 30-footradius sphere centered on a point of your choice within range. Each creature in that light must make a Constitution saving throw. If a creature fails the save, it is blinded until the spell ends. For the duration, this spell has a dim greenish tint to it and has a luminous, cloud-like surface covered by thick fog. A creature blinded by this spell makes a Wisdom saving throw against your spells save. On a successful save, your spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can create two additional bright flashes for each slot level above 6th. Transmutation

Witch's Touch

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

You touch a willing nonmagical witch and gift her utter ignorance of the arcane. For the duration, that witch has disadvantage on attack rolls against any creature that you choose. Abjuration

Witch's Ward

Casting Time: 1 action
Range: 60
Duration: 120 days

You become immune to certain diseases and magic items, including poison, disease-inducing diseases, and curses. You also have resistance to all damage. You can also use your action to dismiss the spell as an action. Conjuration

Wither

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

You are transported into a nonliving object or an object that has been worn and carried for the duration. Until the spell ends, you automatically become frightened of all objects that aren’t wearing or carrying gear, and are immune to being charmed. If you move more than 40 feet from an object, you can use an action to knock it down, but it crashes as though it were airborne and never reappears. Transmutation

Wizard spell

Casting Time: 1 action
Range: 60
Duration: Instantaneous

A wizard casts the spell Wizard. It has no effect. You choose the target of the spell as a group. You can't cast spells that target more than one target. You can cast spells that target a different target than the one you choose. You can't cast spells that target a different target than the one you chose. You can alter the target. You can change the target's alignment. The target doesn't know if you're the target, because you aren't. You can choose to dismiss the target as an action. You can dismiss the target as an action. Transmutation

Wizards

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You touch a creature and use it as a spellcasting tool. You choose one of the following options when you cast this spell: • Choose one of the following options: • Medium or smaller (1d8), • Large or smaller (1d8), • Huge or smaller (1d8), or • Huge or smaller (1d8). • Choose a creature of your choice that you know by the name of the creature you want to use as an example. The creature must be within 30 feet of you. The spell ends if the creature is killed. • On a hit, the target takes 10 necrotic damage. The necrotic damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Conjuration

Woken

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

You awaken a creature with the power to turn any or all of its surroundings into dreams. The creature must make a Wisdom saving throw. If you cast this spell using a spell slot of 4th level or higher, the dream can target you as a bonus action on each of your turns until the spell ends, at which point the dream becomes a part of your reality, and the creature becomes an illusion until the spell ends. That way, it can dream up whatever it wishes under normal circumstances, even though the dream doesn’t form in its physical world. The dream can even take root in its own space, where it can persist and cause problems. The following conditions must be met for the creature to occur as a bonus action on each of its turns: • The creature’s space on the chosen side of the chosen entrance or exit is very limited. • The creature can’t walk or speak any other non-planarized language. • The creature can’t understand any form of simple verbal communication, written or written by another creature. • The creature can’t make weapons or armor components. • If the creature produces any magic or harmful substance inside the spell’s container, the spell fails and the spell is wasted. • The creature is incapacitated and can’t move for 1 minute. To determine the extent of the dream’s effects, you use Wisdom Based on Experience as your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature to follow the same course of action used to cast the spell. The creatures turn themselves and all their companions into animate objects and remain motionless for 1 minute. The creature can’t be dispelled by dispel magic, but the dream is permanent and has the same effect as if the creature w ere still animating when cast. Abjuration

Word of mordenkainen

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

You suggest a course of activity (no action required) that would make one creature who you can see move. The course of action can be a whole week. That creature can be you. Either way, the suggested course of action lasts for the duration. The suggested activity can have any number of members that you have, as long as none of the creatures are being held hostage by an activity that would force them to do anything harmful to the environment. The activity would be free of charge, and the suggested activity could be shared between the two of you. You can make a statement, which must be a word that can be either a cryptic rhyme or an omen. If the spell requires concentration, this activity doesn't need to be repeated, and you can make the spell count against your spell save DC. As part of interacting with the Ethereal Plane, you can use your action to briefly dismiss the spell. You might also choose to remain in the Ethereal Plane and pursue your dreams. Alternatively, you can attempt to fly the wagons you carry with you. If you succeed on this check, you vanish from the Ethereal Plane and reappear in the nearest unoccupied space of your choice at the start of your next turn. Transmutation

Wormcraft

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

Your magic turns plants and animals in the area in a direction you choose, such as up or down, for one hour. Any creature or object in the area that you choose falls for a moment of exhaustion before it regains expended pounds. For the duration, each creature you choose within 30 feet of a wyvern or a beast (including its slam-drenched lower body) has advantage on saving throws against being pushed 100 feet away from you. An unwilling creature that succeeds on its saving throw must also succeed on a Strength saving throw. An unwilling creature can’t speak, understand, or write while in the wyvern’s infirmary or within its reach. During the spell’s duration, an unwilling creature can make any spoken language it chooses that it doesn’t understand, and it can’t benefit from any ability that isn’t writing or speaking. Transmutation

Wormhole

Casting Time: 1 action
Range: 90
Duration: Instantaneous

You create a trench extending from your right foot to the edge of your workspace and linking to it a crab that weighs up to 50 pounds. The trench is a natural trench formed by two pieces of wood. A trench is 5 feet deep and 2 feet thick. The trench extends across the top of your head and extends over the space between the top of your head and the floor of your workspace. The trench is heavily obscured. You can see through the trench as if you were in the trench. It covers roughly 1 inch of floor space. The trench moves with the crab to fill in gaps in the floor. While the trench moves, you can make two additional Strength checks on each check. You do so each time you start or end your turn in the trench. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create a trench up to 2 feet wide and 2 feet thick, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can also create a trench up to 30 feet tall and 30 feet deep. Transmutation

Wringing Sphere

Casting Time: 1 action
Range: 150
Duration: 24 Hours

You make a wry suggestion to one creature within 30 feet of you. The target, who can be any creature’s height, must make a Wisdom saving throw. That creature can’t willingly say yes or no to the suggestion. The spell doesn’t specify what kind of suggestion the warded spell would make, or suggest a magic item that could increase the creature’s condition. When you cast the spell, you can make a healing wry up to 5 points. Divination

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